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README.md

MARTINS.js WebAR engine

Create amazing Augmented Reality experiences with MARTINS.js, a GPU-accelerated Augmented Reality engine for the web.

Get started at https://alemart.github.io/martins-js/

MARTINS.js is developed independently. It is currently in beta.

ko-fi

Features

Currently supported features:

  • Image tracking, also known as natural feature tracking. Use it to track detailed images such as: book covers, cartoons and photos.

WebAR demo WebAR demo

Try WebAR right now!

  1. Scan or tap the QR code below with a mobile device.
  2. A web page will be opened. It’s the WebAR experience.
  3. The web page will request access to your webcam. Authorize it.
  4. Scan the cartoon below.
  5. Enjoy! :wink:

Guidelines for WebAR:

  • WebGL2 and WebAssembly are required. Use a compatible browser.
  • Don’t move the camera too quickly - it produces motion blur.
  • The physical environment should be properly illuminated.
  • Avoid low-quality cameras (cameras of common smartphones are OK).

WebAR demo

Why use MARTINS.js?

Here is why MARTINS.js is a great choice for creating Augmented Reality experiences:

  • No need to download apps! MARTINS.js is a WebAR engine. It runs in web browsers. Users can access the AR experience immediately.
  • Fast and powerful! MARTINS.js is GPU-accelerated. It uses WebGL2 and WebAssembly for turbocharged performance.
  • No need of custom hardware or software! MARTINS.js is built from scratch using standard web technologies. All it requires is a modern and compatible web browser.
  • Fully standalone! MARTINS.js has in it everything it needs to analyze the environment and help you create AR. There are no additional requirements. It’s not WebXR.
  • Easy to get started! MARTINS.js can be used with a <script> tag in your page. A static HTML page is enough to get started.

Browser compatibility

MARTINS.js is compatible with the latest versions of almost all major web browsers:

Chrome Edge Firefox Opera Safari
-

At the time of this writing, Safari is not yet compatible. MARTINS.js requires WebGL2 and WebAssembly.

Author

MARTINS.js is developed by me, Alexandre Martins, a computer scientist from Brazil. This project is dual-licensed. The Free Edition, available to everyone, is licensed under the AGPL 3.0. The Professional Edition, available to my supporters, is licensed under the Polyform Perimeter 1.0.0.

See CONTRIBUTING for information on how you can contribute.