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  • Google I/O 2011: 3D Graphics on Android: Lessons learned from Google Body

    Google I/O 2011: 3D Graphics on Android: Lessons learned from Google Body Nico Weber Google originally built Google Body, a 3D application that renders the human body in incredible detail, for WebGL-capable browsers running on high-end bPCs. To bring the app to Android at a high resolution and frame rate, Nico Weber and Won Chun had a close encounter with Android's graphics stack. In this session Nico will present their findings as best practices for high-end 3D graphics using OpenGL ES 2.0 on Android. The covered topics range from getting accelerated pixels on the screen to fast resource loading, performance guidelines, texture compression, mipmapping, recommended vertex attribute formats, and shader handling. The talk also touches on related topics such as SDK vs NDK, picking, and resource loading. From: GoogleDevelopers Views: 6077 29 ratings Time: 56:09 More in Science & Technology

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  • Un écran LCD 3D Ready pour 1499 euros en avril, Samsung investit le marché

    Mise à jour du 09.03.2010 par Katleen Un écran LCD 3D Ready pour 1499 euros en avril, Samsung investit le marché Panasonic s'est fait damer le pion par Samsung, qui vient d'annoncer une sortie de ses premiers téléviseurs 3D Ready en France pour avril 2010, soit un mois en avance sur son concurrent. Une douzaine de modèles sortiront dans cette gamme, toutes technologies confondues (LCD, LED, plasma...). L'appareil le moins cher sera un LCD 3D Ready de 40 pouces à 1499 euros. Les lunettes actives permettant denner des images en trois dimensions seront a acheter en sus, pour 200 euros les 4 paires (offre de lancement). Selon le constructeur coréen, une cinquantaine d...

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  • How can we view 3d objects from top down view in TD game

    - by Syed
    I am making a tower defense game. I am working in x and y axis only. I have made a grid, snapped towers and made a pathfinding algo to run enemy. Initially I have worked with cubes and spheres in place of towers and enemies. Now I am going to place real towers (3D). Note that I haven't used z axis up till now. The user will analyze the game from top down view. I want the user to see towers placement with a little bit of 3d view but I have made my all code in 2d thing. Is there any solution to my problem that somewhat tower placement would view a 3D touch or you can say 2.5D ?? (like fieldrunners) or should I have to involve z axis and ignoring y axis ?

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  • Vdpau performance in Precise with Unity 3d

    - by bowser
    vdpau seems to be broken in Precise under Unity 3d. CPU usage ranges around 50-70% for 1080p movies while same movies utilizes around 5-10% in Natty with vdpau enabled (under Unity3d) The card is Nvidia G105m. It doesn't seem to be a Nvidia driver problem because in gnome-shell everything works as expected and I have tried different versions of Nvidia drivers (295.20, 295.33, 295.40 and the latest 302.XX from xorg-edgers) The results are all the same, works in Gnome Shell but not in Unity 3d. Disabling syn to vbank works if movie is not in full screen mode, but it doesn't work for full screen. I have searched around and haven't found much info. I am wondering if others are experiencing the same problem and if there are some known work around that I have missed. Unity 3d is otherwise very nice in Precise, but this is a show stopping issue for me (literally). Thanks. I have filed a bug here https://bugs.launchpad.net/unity/+bug/993397

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  • Distance between two 3D objects' faces

    - by Arthur Gibraltar
    I'm really newbie on programming and I'm making some tests. I couldn't find nowhere on Internet how could I calculate the distance between two 3D objects' faces. Is there anyway? Detailing, as an example, I have two 3D cubes. Each one has a vector3 position designating it's center on the 3D space and an orientation matrix. And each cube has a size (float width, float height and float length). I could get a simple distance between them by calling Vector3.Distance(), but it doesn't consider its sizes, just the position. Then the distance would be between its centers. Is there any way to calculate the distance between the faces? Thanks for any reply.

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  • Develop 3d game for iphone & android in single code

    - by lajpat
    I have to make a 3d game on the lines of this app 3D Chess I want to make this app for both android & iphone by writing a single code. Of course little native code will be required to be done. I want to ensure that entire logic & animation code is written only once. What software does one suggest to achieve this since I am not a tight schedule. I came across Corona but I am not sure if such game can be made using it. Others I found Unity & Shiva. I am not experience in 3D game so please if someone can help Thanks Lajpat

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  • 3D Modeling Software for Programmer [closed]

    - by Pathachiever11
    I've recently learned how to make games for Unity3d, and now I want to start making games! I can't wait to start! However, before I can make 3D games, I need to learn 3D modeling for character design, level design, and some animation. What is the easiest 3D modeling software, compatible with Unity3d? I do not want to spend too much time learning the software. From what I've heard, Blender is a bit complicated to use. Maya and 3dsMax seem very powerful. Could someone point me in the right direction? I don't want to spend a lot of time learning. I know its not that easy, but you guys have experience, you guys probably know out of all which one is easier and powerful. Could you recommend a software? Many Thanks!

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  • Swapping axis labels between 2D and 3D coordinates

    - by Will
    My game world is 3D. The map is only 2D, however. It is natural to think of the map as having an X and Y axis. And it is natural to think of the world has having an X, Y and Z axis, where Y is upwards. That is to say, X Y in 2D map coordinates is X Z in 3D coordinates. What conventions and approaches do you have to keeping things straight at a code level to make mapping between them natural? (Is Y usually upwards in 3D? Or do you have X and Z in map coordinates, or?)

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  • For some reason I can't get ATI FGLRX Drivers to support 3D acceleration on Ubuntu 12.04

    - by HungryMan
    I have an ATI 5650m and I've had 0 issues with 3D Acceleration in the past. I had to reinstall Ubuntu entirely, and now with the 12.6 drivers I get - One or more tools required for installation cannot be found on the system I can't seem to solve this issue. I installed the FGLRX drivers through the "alternate command line" guide on the Ubuntu Wiki including the instructions for getting 3D support. They seem to install but I get an error with vainfo libva: VA-API version 0.32.0 Xlib: extension "XFree86-DRI" missing on display ":0.0". libva: va_getDriverName() returns 0 libva: Trying to open /usr/lib/x86_64-linux-gnu/dri/fglrx_drv_video.so libva error: /usr/lib/x86_64-linux-gnu/dri/fglrx_drv_video.so init failed libva: va_openDriver() returns -1 vaInitialize failed with error code -1 (unknown libva error),exit I have tried help here: http://ubuntuforums.org/showthread.php?t=2014440 It's a bit frustrating as I can do basically nothing without 3D support. I can't use super + direction or super + w or even configure the Unity bar to be 32px. If anyone could help I'd appreciate that.

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  • Screen corruption with 946G / 82945G/GZ [closed]

    - by Ferdinandhi
    Since version 10.04 I have problems with Ubuntu (I think) my graphics card. This problem arises especially when working with graphics or CPU usage much. The problem is that it breaks the GUI as you see in the image and the entire computer is very slow. I'm running Ubuntu 11.04 and have a Intel graphics card 945G x86/MMX/SSE2. I used Unity and Gnome 3 with the same results. lspci returns 00:02.0 VGA compatible controller: Intel Corporation 82945G/GZ Integrated Graphics Controller (rev 02)

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  • Screen corruption with 946G / 82945G/GZ

    - by Ferdinandhi
    Since version 10.04 I have problems with Ubuntu (I think) my graphics card. This problem arises especially when working with graphics or CPU usage much. The problem is that it breaks1 the GUI as you see in the ![image and the entire computer is very slow: I'm running Ubuntu 11.04 and Intel graphics card 945G x86/MMX/SSE2 I used Unity and Gnome 3 with the same results. lspci--- 00:02.0 VGA compatible controller: Intel Corporation 82945G/GZ Integrated Graphics Controller (rev 02)

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  • hd0 out of disk error results to low graphics mode

    - by msPeachy
    Yesterday, I have reinstalled Ubuntu due to a error: hd0 out of disk on boot. Everything went fine, I've installed apps, perform updates and upgraded the kernel. I've even restarted it a few times just to check if I would encounter boot issues and was glad that everything was working perfectly, then powered it down. The next morning when I boot, I got this error: hd0 out of disk error. Press any key to continue... again! After pressing a key, it took 10 minutes for the Ubuntu logo to appear with it's 5 dots. After another 5 minutes, Ubuntu started checking the disk and displayed a message that / has errors, I pressed F to fix the errors. After which Ubuntu tells me that /tmp is not yet ready for mounting so I pressed S to skip mounting it, then Ubuntu restarted. On boot I saw the error: hd0 out of disk error. Press any key to continue... again. This time it took only a minute for the Ubuntu logo to appear and after another minute a dialog box appeared with the following message: The system is running in low-graphics mode. Your screen, graphics card, and input settings could not be detected correctly. You will have to configure these yourself. What would you like to do? Run in low-graphics mode for just one session Reconfigure graphics Troubleshoot the error Exit to console login Whichever option I choose I ended up with a console prompt: grub-editenv: error: cannot read the file /boot/grub/grubenv. _ I can't do anything on this console, whatever I type nothing happens. I've rebooted several times and I get same error every time. I don't quite understand what is wrong with Ubuntu or with my installation. I've encountered this hd0 out of disk error several times already and always ended up reinstalling. I'd really really appreciate it if you guys can help me fix this. Thank you and good day.

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  • Podcast Focusing on XNA or Game/Graphics Programming in General

    - by Daniel Brotherston
    I realize there are a number of podcast related questions, but I'm specifically looking for XNA oriented podcasts. I've Googled around a little bit, but I have been unable to find any current podcasts. I'm just wondering if anyone else knows of any interesting ones. I'd guess if Google can't find them, they don't exist but I thought I'd ask anyways. Also, failing that, podcasts about game development in general would be interesting as well. Thanks!

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  • Rotating a full 360 degrees in WPF 3D

    - by sklitzz
    Hi, I have a ModelVisual3D of a cube and I want to animate it to rotate around its axis for 360 degrees. I make a RoationTransform3D which I tell to rotate 360 but it doesn't rotate at all, also if you say 270 degrees it rotates only 90 degrees but in the opposite direction. I guess he computer calculates the "shortest path" of the rotation. The best solution I have come up with is to make one animation turn 180 and after it finishes call another 180 to complete the full rotation. Is there a way to do it in one animation? RotateTransform3D rotateTransform = new RotateTransform3D(); myCube.Model.Transform = rotateTransform; AxisAngleRotation3D rotateAxis = new AxisAngleRotation3D(new Vector3D(0, 1, 0), 180/*or 360*/); Rotation3DAnimation rotateAnimation = new Rotation3DAnimation(rotateAxis, TimeSpan.FromSeconds(2)); rotateTransform.BeginAnimation(RotateTransform3D.RotationProperty, rotateAnimation);

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  • Strange crashes on the iPad device with core graphics functions

    - by toastie
    I am getting a lot of strange EXC_BAD_ACCESS crashes on the iPad that only happen on the device and not in the simulator. I am assuming that they are somehow memory related, but I am not sure. They all happen with image context related functions. One strange example is using CGImageCreateWithImageInRect. For example, if i run through a bunch of UIImages and crop them with CGImageCreateWithImageInRect, it will always crash at specific arbitrary sizes. Like, if I crop them all to 200x200, it crashes out after processing 12 images. If i crop them to 210x210, it works no problem. The EXC_BAD_ACCESS happens inside of "memmove" called from "CGBlt_copyBytes". That is all the debugger shows me strangely enough. I can't see the callstack going up to any of my methods. All of this works fine in the simulator! I know this is all very vague, but if anyone has any ideas, they would be greatly appreciated.

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  • ImageMagick vs. Cairo on Vector Graphics rasterization

    - by Sherwood Hu
    I am working on a project that needs rasterizing of drawings into image files. I have already got it work using GDI+. Wanting to create a portable solution, I am also looking into other solutions and found two - cairo and imagemagick. I am new to both, but it seems that ImageMagick can do almost all the stuff - drawing lines, arcs, circles, text etc.. plus many bitmap manipulation. However, Cairo is mentioned as competitor to GDI+ in web sites. ImageMagick is never mentioned for this purpose. I do not have time to invest on both libraries. I need to decide which one is worthy. I prefer to ImageMagick, as it seems much more powerful. What's your opinion on the two graphic libs?

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  • Implement a 3D paint application: how to start?

    - by NewB
    Hello, I want to implement a paint-like application, which will enable kids to create and work with 3 dimensional objects. How can I start? What is the right approach? WPF, OpenGL, or Direct3D? (I prefer C# solutions, but C++ is OK also). Thank you all in advance! --NewB

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  • millions of 3d points how to 10 closest to origin

    - by Kazoom
    A point in 3-d is defined by (x,y,z). Distance d between any two points (X,Y,Z) and (x,y,z) is d= Sqrt[(X-x)^2 + (Y-y)^2 + (Z-z)^2]. Now there are a million entries in a file, each entry is some point in space, in no specific order. Given any point (a,b,c) find the nearest 10 points to it. How would you store the million points and how would you retrieve those 10 points from that data structure.

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  • Turtle Graphics as a Haskell Monad

    - by iliis
    I'm trying to implement turtle graphis in Haskell. The goal is to be able to write a function like this: draw_something = do fordward 100 right 90 forward 100 ... and then have it produce a list of points (maybe with additional properties): > draw_something (0,0) 0 -- start at (0,0) facing east (0 degrees) [(0,0), (0,100), (-100,100), ...] I have all this working in a 'normal' way, but I fail to implement it as a Haskell Monad and use the do-notation. The basic code: data State a = State (a, a) a -- (x,y), angle deriving (Show, Eq) initstate :: State Float initstate = State (0.0,0.0) 0.0 -- constrain angles to 0 to 2*pi fmod :: Float -> Float fmod a | a >= 2*pi = fmod (a-2*pi) | a < 0 = fmod (a+2*pi) | otherwise = a forward :: Float -> State Float -> [State Float] forward d (State (x,y) angle) = [State (x + d * (sin angle), y + d * (cos angle)) angle] right :: Float -> State Float -> [State Float] right d (State pos angle) = [State pos (fmod (angle+d))] bind :: [State a] -> (State a -> [State a]) -> [State a] bind xs f = xs ++ (f (head $ reverse xs)) ret :: State a -> [State a] ret x = [x] With this I can now write > [initstate] `bind` (forward 100) `bind` (right (pi/2)) `bind` (forward 100) [State (0.0,0.0) 0.0,State (0.0,100.0) 0.0,State (0.0,100.0) 1.5707964,State (100.0,99.99999) 1.5707964] And get the expected result. However I fail to implement this as an instance of Monad. instance Monad [State] where ... results in `State' is not applied to enough type arguments Expected kind `*', but `State' has kind `* -> *' In the instance declaration for `Monad [State]' And if I wrap the list in a new object data StateList a = StateList [State a] instance Monad StateList where return x = StateList [x] I get Couldn't match type `a' with `State a' `a' is a rigid type variable bound by the type signature for return :: a -> StateList a at logo.hs:38:9 In the expression: x In the first argument of `StateList', namely `[x]' In the expression: StateList [x] I tried various other versions but I never got it to run as I'd like to. What am I doing wrong? What do I understand incorrectly?

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  • Optimizing a 3D World Javascript Animation

    - by johnny
    Hi! I've recently come up with the idea to create a tag cloud like animation shaped like the earth. I've extracted the coastline coordinates from ngdc.noaa.gov and wrote a little script that displayed it in my browser. Now as you can imagine, the whole coastline consists of about 48919 points, which my script would individually render (each coordinate being represented by one span). Obviously no browser is capable of rendering this fluently - but it would be nice if I could render as much as let's say 200 spans (twice as much as now) on my old p4 2.8 Ghz (as a representative benchmark). Are there any javascript optimizations I could use in order to speed up the display of those spans? One 'coordinate': <div id="world_pixels"> <span id="wp_0" style="position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;" onmouseover="magnify_world_pixel('wp_0');" onmouseout="shrink_world_pixel('wp_0');" onClick="set_askcue_bar('', 'new york')">new york</span> </div> The script: $(document).ready(function(){ world_pixels = $("#world_pixels span"); world_pixels.spin(); setInterval("world_pixels.spin()",1500); }); z = new Array(); $.fn.spin = function () { for(i=0; i<this.length; i++) { /*actual screen coordinates: x/y/z --> left/font-size/top 300/13/0 300/6/300 | / |/ 0/13/300 ----|---- 600/13/300 /| / | 300/20/300 300/13/600 */ /*scale font size*/ var resize_x = 1; /*scale width*/ var resize_y = 2.5; /*scale height*/ var resize_z = 2.5; var from_left = 300; var from_top = 20; /*actual math coordinates: 1 -1 | / |/ 1 ----|---- -1 /| / | 1 -1 */ //var get_element = document.getElementById(); //var font_size = parseInt(this.style.fontSize); var font_size = parseInt($(this[i]).css("font-size")); var left = parseInt($(this[i]).css("left")); if (coast_line_array[i][1]) { } else { var top = parseInt($(this[i]).css("top")); z[i] = from_top + (top - (300 * resize_z)) / (300 * resize_z); //global beacause it's used in other functions later on var top_new = from_top + Math.round(Math.cos(coast_line_array[i][2]/90*Math.PI) * (300 * resize_z) + (300 * resize_z)); $(this[i]).css("top", top_new); coast_line_array[i][3] = 1; } var x = resize_x * (font_size - 13) / 7; var y = from_left + (left- (300 * resize_y)) / (300 * resize_y); if (y >= 0) { this[i].phi = Math.acos(x/(Math.sqrt(x^2 + y^2))); } else { this[i].phi = 2*Math.PI - Math.acos(x/(Math.sqrt(x^2 + y^2))); i } this[i].theta = Math.acos(z[i]/Math.sqrt(x^2 + y^2 + z[i]^2)); var font_size_new = resize_x * Math.round(Math.sin(coast_line_array[i][4]/90*Math.PI) * Math.cos(coast_line_array[i][0]/180*Math.PI) * 7 + 13); var left_new = from_left + Math.round(Math.sin(coast_line_array[i][5]/90*Math.PI) * Math.sin(coast_line_array[i][0]/180*Math.PI) * (300 * resize_y) + (300 * resize_y)); //coast_line_array[i][6] = coast_line_array[i][7]+1; if ((coast_line_array[i][0] + 1) > 180) { coast_line_array[i][0] = -180; } else { coast_line_array[i][0] = coast_line_array[i][0] + 0.25; } $(this[i]).css("font-size", font_size_new); $(this[i]).css("left", left_new); } } resize_x = 1; function magnify_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*30+"px" }, { duration: 1000 }); } function shrink_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*6+"px" }, { duration: 1000 }); } I'd appreciate any suggestions to optimize my script, maybe there is even a totally different approach on how to go about this. The whole .js file which stores the array for all the coordinates is available on my page, the file is about 2.9 mb, so you might consider pulling the .zip for local testing: metaroulette.com/files/31218.zip metaroulette.com/files/31218.js P.S. the php I use to create the spans: <?php //$arbitrary_characters = array('a','b','c','ddsfsdfsdf','e','f','g','h','isdfsdffd','j','k','l','mfdgcvbcvbs','n','o','p','q','r','s','t','uasdfsdf','v','w','x','y','z','0','1','2','3','4','5','6','7','8','9',); $arbitrary_characters = array('cat','table','cool','deloitte','askcue','what','more','less','adjective','nice','clinton','mars','jupiter','testversion','beta','hilarious','lolcatz','funny','obama','president','nice','what','misplaced','category','people','religion','global','skyscraper','new york','dubai','helsinki','volcano','iceland','peter','telephone','internet', 'dialer', 'cord', 'movie', 'party', 'chris', 'guitar', 'bentley', 'ford', 'ferrari', 'etc', 'de facto'); for ($i=0; $i<96; $i++) { $arb_digits = rand (0,45); $arbitrary_character = $arbitrary_characters[$arb_digits]; //$arbitrary_character = "."; echo "<span id=\"wp_$i\" style=\"position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;\" onmouseover=\"magnify_world_pixel('wp_$i');\" onmouseout=\"shrink_world_pixel('wp_$i');\" onClick=\"set_askcue_bar('', '$arbitrary_character')\">$arbitrary_character</span>\n"; } ?>

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  • uniform generation of 3D points on cylinder/cone

    - by Myx
    Hello: I wish to randomly and uniformly generate points on a cylinder and a cone (separately). The cylinder is defined by its center, its radius and height. Same specifications for the cone. I am able to get the bounding box for each shape so I was thinking of generating points within the bounding box. However, I'm not sure how to project them onto the cylinder/cone or if this is the best idea. Any suggestions? Thanks.

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