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  • Mapping a 3D texture to a standard hollow-hull 3D model

    - by John
    I have 3D models which are typical hollow hulls. If such a model also had a 3D volumetric/voxel texture map then given a point P inside such a model, I'd like to be able to find its uvw coordinates within the 3D texture. Is this possible by simply setting 3D texcoords on my existing mesh or does it have to be broken up into polyhedra? Is there a way to map a 3D texture onto a mesh without doing this?

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  • WPF 3D - Need help writing conversion methods between 2D and 3D (Point3DToPoint and PointAndZToPoint

    - by DanM
    I'm new to WPF 3D, so I may just be missing something obvious, but how do I convert from 3D to 2D and (for a given z location) from 2D to 3D? Specifically, I need two conversion methods: Point3DToPoint - If I have an (x, y, z) coordinate in the 3D world, how do I determine the (x, y) coordinate on the projected 2D surface. Method signature: public Point Point3DToPoint(Point3D point3D) PointAndZToPoint3D - If I have an (x, y) coordinate on the projected 2D surface and a z location in the 3D world, how do I determine the intersecting (x, y, z) coordinate in the 3D world? Method signature: public Point3D PointAndZToPoint3D(Point point, double z) I'd like the 2D coordinate to be the location measured from the upper-left corner of Viewport3D and the 3D coordinate to be the location relative to the origin (0, 0, 0) of the 3D world. Note 1: I found this related question, but it only addresses conversion from 3D to 2D (not the reverse), and I'm not sure if the answers are up-to-date. Note 2: I'm currently using .NET 3.5, but if there are improvements in .NET 4.0 that would help me, please let me know.

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  • Simple 3D games to make for learning 3D game development (Unity)

    - by Vandell
    I have some experience doing 2D games. But I struggle so much doing anything in Unity, so I'´ve decided to make some simple 3D games as a way to learn this 'new dimension' in game development but I'm having a hard time choosing games to clone (a task that's relatively easy to do for 2D). What games should a 2D developer make to break in 3D and why? I'd like also note that I have no problem with the scripting languages.

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  • Choosing 3D modeling software Maya or 3D max?

    - by Kenneth J
    I've am a developer whose has spent most of my programming life developing web and business applications. I want to try my hand at something more challenging (but stay in the comfort of Visual Studio) ...perhaps XNA. Want 3D modeling software would be best for someone developing XNA? I have played with 3d MAX and Maya but never really did anything too involved. What are the pros and cons between them (in terms of game development)? Does one win out over the other for game development? Or is it pretty much just preference? I am new to game development and just trying to figure out the best tools to use before I really started. Any advice or other suggections would be greatly appreciated.

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  • Playing 3D mkv on 3D TV

    - by user137713
    I just bought a brand new LG 42LW4500 TV with enabled 3D think its passive any how i have an option to convert 2D 3D i also got a full set of normal 3D Glases. Now today i downloaded a 3D movie (14GB) Full HD in a mkv format i hooked up my PC to my TV and opened the mkv in VLC player and what i got was 2 pictures in one screen sowing same thing. Now i am lost from here i enabled 3D but it didnt really feel like 3D. Can anyone shed some ligth on how can you play 3D movies do i need to use 2D 3D conversion on tv or?

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  • Software rendering 3d triangles in the proper order

    - by at.
    I'm implementing a basic 3d rendering engine in software (for education purposes, please don't mention to use an API). When I project a triangle from 3d to 2d coordinates, I draw the triangle. However, it's in a random order and so whatever gets drawn last draws on top of all other triangles (which might be in front of triangles it shouldn't be in front of)... Intuitively, seems I need to draw the triangles in the correct order. So I can calculate all their distances to the camera and sort by that. The objects furthest away get drawn last. Is this the proper way to render triangles? If I'm sorting all the objects, this is n*log(n) now. Is this the most efficient way to do this?

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  • 3D engine for an online city/country simulation game (SimCity, Civilization)

    - by Dmitri
    I want to create a browser game, in which the user can control the development of a certain region (like SimCity or Civilization). One part of the task is rendering of the virtual world in a browser (3D or pseudo-3D). The rendering engine should a) work in a browser and b) ideally - be compatible with mobile devices (i. e. the representation of the virtual world should be visible both on desktop computer and mobile devices with the same codebase). Question: Which rendering engines (for SimCity-style games) fulfill aforementioned requirements (open and closed source) ?

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  • Software to capture 3d geometry?

    - by user712092
    Programs I found I found these programs to capture OpenGL 3D scene : 3D Ripper, OpenGL and D3D geometry capture, there are some solved problems with 3D Ripper GLIntercept captures OpenGL function calls OpenGL Extractor captures 3d geometry; should work as plugin for GLIntercept another tool to capture OpenGL 3D data EDIT: There is also HijackGL which changes how a scene is rendered so it probably can be used to capture geometry; it is backed up by a academic paper; it is just just a nice program, not related to what I want i think (or it would might be hard to change it to be for what I want, because it would require programming). 3D Ripper captures geometry, textures and shaders. OpenGL Extractor captures just geometry ... General questions about such programs What is Your experience with these programs? Which of these programs would You recommmend? Do You know other such programs? Were there any problems with them, or are there problems with them in general? Are there programs which work best overall, or is it specific to certain 3d applications? What I need to do? I am looking to program which can capture 3d geometry for study purposes. And also for a program to capture 3D animation (frames of 3d animation). I tried only 3D Ripper because application I try to capture data from is on Direct 3D. 3D Ripper works with at least Direct 3D 9, this application has Direct 3D 6. Are there applications which work with older version of Direct 3D? Thank You very much. :) (I was verbose in link names because I want them to be indexed better by search engines.)

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  • 2D animations frames vs 3D animation for small indie project: timing considerations

    - by mm24
    pretty lame question but was wondering.. I am developing a 2D game using Cocos2D for iOS. The art work till now is all 2D (is a shooter game) but some of the characters would benefit of complex animations (eg. 20 frames). I feel a bit stupid because I came across only now that there is the chance to do 3D to 2D frames exporting and then to use them in Cocos2D. The thing that put me off on 3D gaming at first was that it takes more than one person in a team to do so properly (Illustrator, 3D modeller, 3D animator and programmer). Now I feel a bit stupid because having a 3D model I could do and modify the poses whenever I wanted (I should ask to the 3D animator which I guess would be time expensive). Instead now is me and two illustrators (as I require many frames per character). Is my impression that it would have been much longer right or not? Are there any other project management considerations that can be done on this? Sorry if for some this might be trivial but is my first "indie game developer experience".

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  • Extract derived 3D scaling from a 3D Sprite to set to a 2D billboard

    - by Bill Kotsias
    I am trying to get the derived position and scaling of a 3D Sprite and set them to a 2D Sprite. I have managed to do the first part like this: var p:Point = sprite3d.local3DToGlobal(new Vector3D(0,0,0)); billboard.x = p.x; billboard.y = p.y; But I can't get the scaling part correctly. I am trying this: var mat:Matrix3D = sprite3d.transform.getRelativeMatrix3D(stage); // get derived matrix(?) var scaleV:Vector3D = mat.decompose()[2]; // get scaling vector from derived matrix var scale:Number = scaleV.length; billboard.scaleX = scale; billboard.scaleY = scale; ...but the result is apparently wrong. PS. One might ask what I am trying to achieve. I am trying to create "billboard" 3D sprites, i.e. sprites which are affected by all 3D transformations except rotations, thus they always face the "camera".

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  • Why did the old 3D games have "jittery" graphics?

    - by dreta
    I've been playing MediEvil lately and it got me wondering, what causes some of the old 3D games have "flowing" graphics when moving? It's present in games like Final Fantasy VII, MediEvil, i remember Dungeon Keeper 2 having the same thing in zoom mode, however f.e. Quake 2 didn't have this "issue" and it's just as old. The resolution doesn't seem to be the problem, everything is rendered perfectly fine when you stand still. So is the game refreshing slowly or it's something to do with buffering?

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  • What's the standard location of a 3D clipping box?

    - by Kendall Frey
    The way I understand 3D rendering, polygons are transformed using several matrices, and they are then clipped if they are not inside a certain box, before projecting the box onto the screen. Before transformation, the visible area is typically a frustum, and after transformation, I am guessing it's a cube. This cube makes the clipping math easier than a frustum would. My question is, what's the 'standard' location/size for this clipping box? I can think of 3 possibilities: (0,0,0)-(1,1,1), (-0.5,-0.5,-0.5)-(0.5,0.5,0.5), (-1,-1,-1)-(1,1,1) Or is there no standard?

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  • Oracle Secure Global Desktop - Business Continuity During Snowstorm!

    - by Mohan Prabhala
    Capgemini, one of the world's largest management consulting, outsourcing and professional services companies, is an Oracle Secure Global Desktop customer and uses it to provide secure, remote access to 1) corporate applications centralized in the datacenter and 2) desktops hosted on Oracle VDI. Earlier this month, one of Capgemini's government customers in Holland were advised to avoid traveling to work, due to a heavy snowstorm. This resulted in a lot of employees working from home. Thankfully due to their deployment of the Oracle Secure Global Desktop gateway, employees were able to easily access their corporate applications and desktops from home and anywhere outside of their office. Capgemini reports that during the days of the snowstorm, a record number of users leveraged Oracle Secure Global Desktop (servers and gateway). Despite this record usage, Oracle Secure Global Desktop remained perfectly stable and allowed users to seamlessly access their applications and desktops. This is a great example of how Oracle Secure Global Desktop allows employee productivity and business continuity even during severe weather conditions such as snowstorms. We are delighted to have enabled business continuity for Capgemini's customers, and look forward to our continued relationship with Capgemini. This blog has been approved for posting by Capgemini.

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  • Print Your Favorite Video Game Character in 3D

    - by Jason Fitzpatrick
    Beloved video game characters of yesterday are perfect candidates for 3D printing with their simple and block-based sprite shapes. Read on to learn more about the process and mathematics of turning 2D sprites into 3D models. Courtesy of Mikola Lysenko, a computer scientist and mechanical engineer, we’re treated to not just a tutorial on how to create a 3D shape from a 2D seed image, but the mathematics behind figuring out exactly what that 2D sprite should look like if stretched out into three dimensions. Hit up the link below for his tour of techniques including multiview stereo reconstruction and space carving (and why he went with one technique over the other)–the explanation of his process is just as interesting as the cool results it yields. Turning 8-Bit Sprites into Printable 3D Models [via Hack A Day] How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • Roll Your Own Passive 3D Movie System with Dual Projectors

    - by Jason Fitzpatrick
    If you’d like to enjoy 3D movies with passive polarized glasses for less than $50,000 (the average price of a passive 3D projector), this DIY setup brings the price down to a more accessible level. Courtesy of 3D movie and theater enthusiast Jahun, this guide details how you can achieve passive 3D projection using two radically less expensive projectors, cheap polarized filters, and some software. The project won’t be free-as-in-beer but with some careful shopping the bill will ring up at the thousands instead of tens-of-thousands of dollars. Hit up the link below to see how he pulled off miming a $50,000 projector for less than a tenth the cost. Passive Projection [via Hack A Day] How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It

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  • OpenGL and gluUnProject, 3d object following mouse

    - by Robert
    i have a 3d object and i want him to "follow" my mouse position, so i use gluUnProject function to convert screen coordinates to 3d world coordinates and i translate this object with the new coordinates. Its working but i have a problem, my object can follow my mouse but he is moving extremely fast, when i move my mouse a little bit(something like 2 pixels), its moving extremly fast in the 3d world. I want something like that : http://www.youtube.com/watch?v=90zS8SVUAIY (red circle following mouse). Thanks for your help.

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  • 3d environments and managing them on iOS

    - by alJaree
    I would like to start learning 3d game development and currently only develop 2d games. A few basic questions I am interested in are: What is used to create the 3d environments? Are they all done in e.g. Maya, Lightwave, 3d modeling software? What is the output format for these models and how are they manipulated in iOS? Is it all done using openGL(GL ES on iOS)? e.g a monster needs to be spawned in the game world. What coordinates are used? Are the concepts the same as 2d in terms of collision on the coordinates and movement on the coordinates of the game world? How are 3d games managed in iOS on the low available memory. (e.g. FPS games) Lastly, Can someone please recommend a good book that is up to date and can be applied to todays techniques. Thanks

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  • Collision detection in 3D space

    - by dreta
    I've got to write, what can be summed up as, a compelte 3D game from scratch this semester. Up untill now i have only programmed 2D games in my spare time, the transition doesn't seem tough, the game's simple. The only issue i have is collision detection. The only thing i could find was AABB, bounding spheres or recommendations of various physics engines. I have to program a submarine that's going to be moving freely inside of a cave system, AFAIK i can't use physics libraries, so none of the above solves my problem. Up untill now i was using SAT for my collision detection. Are there any similar, great algorithms, but crafted for 3D collision? I'm not talking about octrees, or other optimalizations, i'm talking about direct collision detection of one set of 3D polygons with annother set of 3D polygons. I thought about using SAT twice, project the mesh from the top and the side, but then it seems so hard to even divide 3D space into convex shapes. Also that seems like far too much computation even with octrees. How do proffessionals do it? Could somebody shed some light.

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  • 3d point cloud reconstruction using in c++

    - by techie_db
    I've got a project which involves 3D reconstruction if point clouds from a 3D scanner. Being relatively new to the computer vision field I'm in the dark. The objective of the project is to implement this 3D reconstruction in C/C++ without using Matlab so that it can be further integrated with the ROS (for robots). Can anyone guide me with this issue so that I get enough idea regarding how to approach the problem?

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  • Communication btwn active 3d glasses and source(s)?

    - by selfmade.exe
    I know that 3d active shutter glasses work with infared or radio (radio = only bluetooth?). I know that both of them are harmfull but, with either of them, does only one signal get send, to just syncronize glasses with monitor, or the trnasmitter and glasses communicate the whole tiime? An infared/bluetooth transimition for a second(s) is tottaly acceptable, no complain at all, unless the transimition is the whole time.

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  • WPF 3D - converting from Point2D to Point3D and back again

    - by DanM
    I'm new to WPF 3D, so I may just be missing something obvious, but how would I go about converting from a 2D coordinate to a 3D coordinate and back again? I'd like the 2D coordinate to be the location measured from the upper-left corner of Viewport3D and the 3D coordinate to be the location relative to the origin (0, 0, 0) of the 3D world. The conversion functions should have these signatures: public Point3D Point2DAndWorldZToPoint3D(Point2D point2D, double worldZ) // usually I want to know where a 2D point will be on the ground plane // so worldZ will usually be zero (but not always) public Point2D Point3DToPoint2D(Point3D point3D) I found this related question, but it only addresses conversion from 3D to 2D (not the reverse), and I'm not sure if the answers are up-to-date. Note, I'm currently using .NET 3.5, but if there are improvements in .NET 4.0 that would help me, please let me know.

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