An anchor is a concept that allows applications to specify poses, a position and orientation in three dimensional space, that will be tracked by the underlying system. There are systems where pose tracking is based on their understanding of the world. That understanding, and thus the pose of an anchor, varies over time. Anchors allow a developer to specify poses in the world that need to be updated to correctly reflect the evolving understanding of the world, such that the poses remain aligned with the same place in the physical world.
Augmented Reality systems are examples of systems that are constantly evolving their understanding of the world, both the understanding of the user pose (via tracking a mobile device or HMD) as well as the understanding of the physical structure of the space around the user, real world objects like planar targets and faces, or semantic understanding of objects like cars or tables. Anchors allow developers to specify that a pose is intended to remain aligned in three dimensional space relative to something in the physical world.
The main idea behind the concept of an anchor is that as the underlying platform’s understanding of the world evolves over time, the pose will be updated such that it remains aligned with the same place in the physical world.
While ARKit uses the concept of an anchor to represent the pose and the identified real world object, this explainer currently uses the term anchor to only represent an object with a pose that specifies its location relative to the physical world. The ARAnchor (1) base class in ARKit would be equivalent of the concept of an anchor in this explainer. Additional information about the representation of real world objects is out of the scope of this explainer. This differentiation between the concept of an anchor in ARKit and in the scope of this explainer is subtle but important.
Anchors can represent different concepts:
Anchors could also represent entities with poses that:
This explainer focuses on the first two concepts of anchors: (1) anchors that are specifying the pose of a location in the world, & (2) anchors that are establishing a relationship to semantically meaningful parts of the physical real world that the system has detected.
Creating anchors in relation to the structure of the physical world around the user (such as if the system supports intersecting a ray with the system’s understanding of the physical world) is expected to be a very common practice.
The reasons for this limited scope are:
Anchors are intended to maintain a pose that corresponds to a location in the physical world, and will be updated by the system as its understanding of the physical world changes.
Concept (2) requires that there is a mechanism for obtaining information about objects in the real world. Such APIs are out of scope for this explainer, but may include hit-testing and real-world geometry, which are being incubated separately.
In general, applications should use anchors whenever a virtual object needs to be placed in the scene. This is the only way to ensure the pose of the virtual object will be continuously updated to maintain a fixed relationship (i.e., position/orientation) with the physical world over time.
There are different strategies an application may use to create anchors, depending on its particular scene graph structure, but as a general use case, any virtual object that will be positioned in world space should be positioned relative to an anchor. In some cases, a single anchor might serve as the base coordinate system for multiple objects, such as when an app places a complex scene composed of multiple elements somewhere in the physical world. Only one anchor is needed in this case, as all of the elements are relative to the same physical location.
Imagine a small race track with cars on it. The race track will be placed at a location in world space, so an anchor should be created for it, with the cars positioned relative to the race track. A pose update for the race track’s anchor will update the location of the race track and, in turn, the location of the cars relative to it.
If the race track is very large, and has been laid out interactively by the user pointing at different locations in the world, multiple anchors might be used for each of these locations. In this case, an application might need to adjust the exact model of the track over time, as anchors might shift relative to each other. Such a scenario is more complex, but will ensure that different parts of the track are anchored to the locations that the user specified, despite the system’s understanding of the world evolving.
Although most use cases for anchor creation might be related to real-world understanding (e.g., placing the virtual race track on top of a real table), there are also use cases where anchors are created based on an arbitrary pose relative to the user’s head (i.e., the system camera), instead of a direct relationship to the physical world. Imagine placing a virtual HUD (Heads Up Display) in mid air in front of the user to access a quick menu in AR. The placement of the UI element could be at some specific comfortable distance in front of the user, and an anchor should be used to make sure the UI stays at the correct position/orientation even if the world coordinates change while the menu is visible.
Two examples where anchors might update as real-world understanding improves are:
XRFrame.createAnchor()
- free-floating anchor creation:
The underlying system will attempt to keep the created anchor fixed relative to the real world.
XRHitTestResult.createAnchor()
- attached anchor creation.
The underlying system will make sure that the anchor’s relationship to the physical object that caused this hit test result to be computed is maintained as the tracking system’s understanding of the world evolves.
XRFrame.createAnchor()
and XRHitTestResult.createAnchor()
return a Promise<XRAnchor>
- the actual XRAnchor will be provided to the application when the promise resolves. Once the promise resolves, the returned anchor might not be a fully materialized object yet - the attributes will only be valid once the anchor appears in XRFrame
’s set of tracked anchors.
XRAnchor.anchorSpace
can be used to obtain an anchor space that can subsequently be passed in to XRFrame.getPose()
.
The following code examples try to clarify the proposed IDL API.
let allAnchors = new Set();
let referenceSpace = ...; // Reference space obtained from
// XRSession.requestReferenceSpace(...).
let anchorPose = new XRRigidTransform(...);
// Create a free-floating anchor.
frame.createAnchor(anchorPose, referenceSpace).then((anchor) => {
// Anchor created successfully - handle it.
allAnchors.add(anchor);
// For example, assign a model that will be placed relative to this anchor
// & add it to the scene. The location of the newly created anchor is not
// yet known but it should be by the time the application has a chance to
// render the object.
}, (error) => {
console.error(“Could not create anchor: “ + error);
});
for (const anchor of allAnchors) {
anchor.delete();
}
allAnchors.clear();
let previousFrameAnchors = Set();
function onXRFrame(timestamp, frame) {
frame.session.requestAnimationFrame(onXRFrame);
const trackedAnchors = frame.trackedAnchors;
for (const anchor of previousFrameAnchors) {
if (!trackedAnchors.has(anchor)) {
// Handle anchor tracking loss - `anchor` was present
// in the present frame but is no longer tracked.
}
}
for (const anchor of trackedAnchors) {
// Query most recent pose of the anchor relative to some reference space:
const pose = frame.getPose(anchor.anchorSpace, referenceSpace);
}
previousFrameAnchors = trackedAnchors;
}