Search Results

Search found 2967 results on 119 pages for '3d meshes'.

Page 12/119 | < Previous Page | 8 9 10 11 12 13 14 15 16 17 18 19  | Next Page >

  • Simple 3D Editor/Viewer

    - by mnn
    I'm looking for an application, which could be able to load bunch of points in space, render them and be able to simple 3D operations (select such point, rotate & move viewport). The source has to be available, as I want to use it as basis for my own application.

    Read the article

  • Code to extrude 2d geometry to 3d

    - by Bgnt44
    Hi, is there any simple way to extrude a 2d geomtry (vectors ) to a 3d shape assuming extruding parameter are lenght (double) and angle (degree) so it should render like a cone ( all z lines going to one point )

    Read the article

  • C# wpf helix scale based mesh parenting using Transform3DGroup

    - by Rick2047
    I am using https://helixtoolkit.codeplex.com/ as a 3D framework. I want to move black mesh relative to the green mesh as shown in the attached image below. I want to make green mesh parent to the black mesh as the change in scale of the green mesh also will result in motion of the black mesh. It could be partial parenting or may be more. I need 3D rotation and 3D transition + transition along green mesh's length axis for the black mesh relative to the green mesh itself. Suppose a variable green_mesh_scale causing scale for the green mesh along its length axis. The black mesh will use that variable in order to move along green mesh's length axis. How to go about it. I've done as follows: GeometryModel3D GreenMesh, BlackMesh; ... double green_mesh_scale = e.NewValue; Transform3DGroup forGreen = new Transform3DGroup(); Transform3DGroup forBlack = new Transform3DGroup(); forGreen.Children.Add(new ScaleTransform3D(new Vector3D(1, green_mesh_scale , 1))); // ... transforms for rotation n transition GreenMesh.Transform = forGreen ; forBlack = forGreen; forBlack.Children.Add(new TranslateTransform3D(new Vector3D(0, green_mesh_scale, 0))); BlackMesh.Transform = forBlack; The problem with this is the scale transform will also be applied to the black mesh. I think i just need to avoid the scale part. I tried keeping all the transforms but scale, on another Transform3DGroup variable but that also not behaving as expected. Can MatrixTransform3D be used here some how? Also please suggest if this question can be posted somewhere else in stackexchange.

    Read the article

  • Why are 3D game scenarios so big? and.. are them shareable? [closed]

    - by Néstor Sánchez A.
    First, I apologize if this is not the forum for these type of questions. I was wondering... 1- Why 3D games (such as GTA IV) uses so much gigabytes of space? And my half-answar was... because of their huge 3D scenarios. But wait! are not these scenarios made with vector graphics and textures? then.. why are so big??? 2- If they are so big... would really these companies make a whole new scenario for every new game they develop? that would be very inefficient. Doesn't exist "shareable" scenarios that can be used in different games and expanded to no rebuild a whole one (like "New York" or "Liberty City")???. I mean.. the scenarios is almost the same in terms of vertices, just with improved textures.

    Read the article

  • Soft Shadows in Raytracing 3D to 2D

    - by Myx
    Hello: I wish to implement soft shadows produced by area lights in my raytracer. I'm having trouble generating the random samples. So I have a scene in which I have an area light (represented as a circle) whose world (x,y,z) coordinates of the center are given, the radius is given, the normal of the plane on which the circle lies is given, as well as the color and attenuation factors. The sampling scheme I wish to use is the following: generate samples on the quadrilateral that encompasses the circle and discard points outside the circle until the required number of samples within the circle have been found. I'm having trouble understanding how I can transform the 3D coordinates of the center of the circle to its 2D representation (I don't think I can assume that the projection of the circle is on the x-y axis and thus just get rid of the z-component). I think the plane normal information should be used but I'm not sure how. Any and all suggestions are appreciated.

    Read the article

  • 3D World to Local transformation

    - by Bill Kotsias
    Hello. I am having a real headache trying to set a node's local position to match a given world position. I was given a solution but, AFAICS, it only takes into account orientation and position but NOT scaling : node_new_local_position = node_parent.derivedOrientation().Inverse() * ( world_position_to_match - node_parent.derivedPosition() ); The node in question is a child of node_parent; node_parent local and derived properties (orientation, position and scaling) are known, as well as its full matrix transform. All the positions are 3d vectors; the orientation is a quaternion; the full transform is a 4x4 matrix. Could someone please help me to modify the solution to support scaling in the node hierarchy? Many thanks in advance, Bill

    Read the article

  • Bounding Boxes for Circle and Arcs in 3D

    - by David Rutten
    Given curves of type Circle and Circular-Arc in 3D space, what is a good way to compute accurate bounding boxes (world axis aligned)? Edit: found solution for circles, still need help with Arcs. C# snippet for solving BoundingBoxes for Circles: public static BoundingBox CircleBBox(Circle circle) { Point3d O = circle.Center; Vector3d N = circle.Normal; double ax = Angle(N, new Vector3d(1,0,0)); double ay = Angle(N, new Vector3d(0,1,0)); double az = Angle(N, new Vector3d(0,0,1)); Vector3d R = new Vector3d(Math.Sin(ax), Math.Sin(ay), Math.Sin(az)); R *= circle.Radius; return new BoundingBox(O - R, O + R); } private static double Angle(Vector3d A, Vector3d B) { double dP = A * B; if (dP <= -1.0) { return Math.PI; } if (dP >= +1.0) { return 0.0; } return Math.Acos(dP); }

    Read the article

  • Best 3D Graphics Engine for .NET

    - by George Stocker
    I've been thinking about tinkering with 3D graphics programming in .NET. In the past, I've thought about Truevision3D, and XNA, but I've not used either of these. I scanned Stackoverflow for the exact question, but neither of the (almost) relevant question (such as this question about rendering graphics, and this question about Learning Game Programming) answer my specific question. Out of the graphics engine APIs you've used for .NET, which is the easiest to use, which has the most features, and which is the cheapest? Which would you recommend for a .NET programmer to learn first?

    Read the article

  • Howto project a planar polygon on a plane in 3d-space

    - by sum1stolemyname
    I want to project my Polygon along a vector to a plane in 3d Space. I would preferably use a single transformation matrix to do this, but I don't know how to build a matrix of this kind. Given the plane's parameters (ax+by+cz+d), the world coordinates of my Polygon. As stated in the the headline, all vertices of my polygon lie in another plane. the direction vector along which to project my Polygon (currently the polygon's plane's normal vector) goal -a 4x4 transformation matrix which performs the required projection, or some insight on how to construct one myself

    Read the article

  • uniform generation of points on 3D box

    - by Myx
    Hello: I would like to generate random points on a 3D box defined by its (minx, miny, minz) and (maxx, maxy, maxz) corners. I was thinking of generating a random point inside of the box and then somehow projecting it onto one of the box sides. However, I don't have explicit plane information for the box sides and this seems like it will not produce a uniform distribution of points since if some sides of the box are bigger than others, those sides should have more points generated on them. Any suggestions are appreciated. Thanks.

    Read the article

  • Rotation towards an object in 3d space

    - by retoucher
    hello, i have two coordinates on a 2d plane in 3d space, and am trying to rotate one coordinate (a vector) to face the other coordinate. my vertical axis is the y-axis, so if both of the coordinates are located flat on the 2d plane, they would both have a y-axis of 0, and their x and z coordinates determine their position length/width-wise on the plane. right now, i'm calculating the angle like so (language agnostic): angle = atan2(z2-z1,x2-x1); and am rotating/translating in space like so: pushMatrix(); rotateY(angle); popMatrix(); this doesn't seem to be working though. are my calculations/process correct?

    Read the article

  • 3D effect to distort paper

    - by donpal
    This may be a little hard to describe since I don't have a sample. I'm trying to find a math function or full 3d function in php or a similar language that can help me with the following effect: imagine if you were to take a flat sheet or paper and glue it on a glass of water. It wouldn't be flat any more. It would have a curve, and one of its sides might end up being slightly hidden. Anyone can refer me to a good library or resource on the web where such functions can be found?

    Read the article

  • Calculating terrain height in 3d-space

    - by Jonas B
    Hi I'm diving into 3d programming a bit and am currently learning by writing a procedural terrain generator that generates terrain based on a heightmap. I would also want to implement some physics and my first attempt at terrain collision was by simply checking the current position vs the heightmap. This however wont work well against small objects as you'd have to calculate the height by taking the heightdifference of the nearest vertices of the object and doing this every colision check is pretty slow. Beleive me I tried googling for it but there's simply so much crap and millions of blogs posting ripped-of newbie tutorials everywhere with basically no real information on the subject, I can't find anything that explains it or even names any generally used techniques. I'm not asking for code or a complete solution, but if anyone knows a particular technique good for calculating a high-res heightmap out of the already generated and smoothed terrain I would be very happy as I could look into it further when I know what I'm looking for. Thanks

    Read the article

  • 3D line plane intersection, with simple plane

    - by clamp
    hello, i have two points in 3D space which have X-coordinates with different signum. so one of them lies definitely on one side of the X-plane and one on the other. now i want to find the intersection of this plane and the line made up by the two points in the most simple and optimized way. i know how to do general line plane intersection, but since in this case the plane is just the x-plane, i think there should be some shortcuts i can take. thanks!

    Read the article

  • MATLAB: Need to make a 4D plot (3D + Colour/Color)

    - by user1305624
    I need to make a 3D surface where colour will represent the fourth variable. I know "surf" is SIMILAR to what I need, but that's not quite it. Basically, I have the following variables: t = [1:m] y = [1:n] a = [1:o] These should be the three Cartesian corodinate axes. I also have a variable S that is of dimensions m x n x o, and is basically the amplitude, a function of the previous three variables (i.e. S = f(t,y,a)). I want this to be represented by colour. So to summarize, I need a graph of the form (t,y,a,S), where the first three variables are vectors of unequal sizes and the final variable is a multidimensional array whose dimensions are determined by the first three. Thanks in advance.

    Read the article

  • Reconstructing simple 3d enviroment(room) from photo

    - by Riz
    I have photo of a room with three walls and floor/ceiling or both. I am trying to reconstruct this room in 3d asking user for minimal input. Right now I use 8 points defined by user, angles of left and right wall(they can be quite different from 90) and one size "InLeftBottom-InRightBottom"(I need to have real size of this room for later use). I have no info about user's camera(I can read EXIF to get FOV and use constant height but this can be only used as additional info). Is this possible to ask user for less info? Maybe it's possible to get wall angles without user interaction? Or maybe I am completly wrong and should use different approach?

    Read the article

  • 3d movement around a sphere

    - by user578954
    Hey guys, Im working in 3d for the first time in a long time. Basically im rotating a sphere and projecting x y z cords to place things on the surface based on the spheres X and Y rotation. Heres the code im using: #define piover180 0.01745329252f GLfloat cosy = cos(yrot * piover180); island[i].x = rad * sin(xrot * piover180)* cosy; island[i].y = rad * sin(yrot * piover180); island[i].z = rad * cos(xrot * piover180) * cosy; Problem is the Xrot positioning works fine but the Yrot placement always draw the objects into the north and south pole so they all cross at the top, which isnt correct for rotating. I need a way to solve this. Heres a picture to help explain http://llllost.com/shuttle/47bcde62.jpg Any help would be greatly appreciated, let me know if you need any more information

    Read the article

  • 3D framework/library os x

    - by Deano
    Does anyone have any advice as to a good framework for simplifying the generation of 3D models? I am trying to construct a parametric program for tasks such as ship design. Actions such as surface modelling, intersections etc are a must. I have investigated openCASCADE and it shows promise but getting it to integrate into a native cocoa interface is not currently achievable (By me at any rate). All ideas and suggestions welcome. Should I just forget it and integrate an X11 window, if so any tutorials for doing this?

    Read the article

  • What is the best platform/language for a 3D game in a web browser?

    - by CodeJustin.com
    I have enjoyed making 2D games in various langues (actionscript 3.0, java, python, others) but now I'm ready to move into 3D and to really get me amped up while learning 3D development I'm going to attempt to make a 3D multiplayer game (I already have server written in python). I'm looking for a platform that will run a 3D game well in the browser on low end computers with low end internet. What first came to mind was try Java or use flash/silver light with a 3D framework but I wanted to ask the good people of stackoverflow since performance is a big part of my needs and also good documentation is a plus since I'm just starting 3D development. (the programming language does not matter)

    Read the article

  • WPF 3D extrude "a bitmap"

    - by Bgnt44
    Hi, I'm looking for a way to simulate a projector in wpf 3D : i've these "in" parameters : beam shape : a black and white bitmap file beam size ( ex : 30 °) beam color beam intensity ( dimmer ) projector position (x,y,z) beam position (pan(x),tilt(y) relative to projector) First i was thinking of using light object but it seem that wpf can't do that So, now i think that i can make for each projector a polygon from my bitmap... First i need to convert the black and white bitmap to vector. Only Simple shape ( bubble, line,dot,cross ...) Is there any WPF way to do that ? Or maybe a external program file (freeware); then i need to build the polygon, with the shape of the converted bitmap , color , size , orientation in parameter. i don't know how can i defined the lenght of the beam , and if it can be infiny ... To show the beam result, i think of making a room ( floor , wall ...) and beam will end to these wall... i don't care of real light render ( dispersion ...) but the scene render has to be real time and at least 15 times / second (with probably from one to 100 projectors at the same time), information about position, angle,shape,color will be sent for each render... Well so, i need sample for that, i guess that all of these things could be useful for other people If you have sample code : Convert Bitmap to vector Extrude vectors from one point with a angle parameter until collision of a wall Set x,y position of the beam depend of the projector position Set Alpha intensity of the beam, color Maybe i'm totally wrong and WPF is not ready for that , so advise me about other way ( xna,d3D ) with sample of course ;-) Thanks you

    Read the article

< Previous Page | 8 9 10 11 12 13 14 15 16 17 18 19  | Next Page >