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  • What happens if I give more inputs in estimateRigidTransform or getAffineTransform?

    - by user3531608
    I am using estimateRigidTransform with about two vectors of 100 points and is working FINE. But somehow getAffineTransform doesn't work. I know that findHomography finds the best matrix using RANSAC and getPerspectiveTransform needs only 4 points. My question is what happens if I give more inputs in estimateRigidTransform or getAffineTransform? Does it take only 4 points from input matrix? Or do some kind of RANSAC?

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Scheduling thread tiles with C++ AMP

    - by Daniel Moth
    This post assumes you are totally comfortable with, what some of us call, the simple model of C++ AMP, i.e. you could write your own matrix multiplication. We are now ready to explore the tiled model, which builds on top of the non-tiled one. Tiling the extent We know that when we pass a grid (which is just an extent under the covers) to the parallel_for_each call, it determines the number of threads to schedule and their index values (including dimensionality). For the single-, two-, and three- dimensional cases you can go a step further and subdivide the threads into what we call tiles of threads (others may call them thread groups). So here is a single-dimensional example: extent<1> e(20); // 20 units in a single dimension with indices from 0-19 grid<1> g(e);      // same as extent tiled_grid<4> tg = g.tile<4>(); …on the 3rd line we subdivided the single-dimensional space into 5 single-dimensional tiles each having 4 elements, and we captured that result in a concurrency::tiled_grid (a new class in amp.h). Let's move on swiftly to another example, in pictures, this time 2-dimensional: So we start on the left with a grid of a 2-dimensional extent which has 8*6=48 threads. We then have two different examples of tiling. In the first case, in the middle, we subdivide the 48 threads into tiles where each has 4*3=12 threads, hence we have 2*2=4 tiles. In the second example, on the right, we subdivide the original input into tiles where each has 2*2=4 threads, hence we have 4*3=12 tiles. Notice how you can play with the tile size and achieve different number of tiles. The numbers you pick must be such that the original total number of threads (in our example 48), remains the same, and every tile must have the same size. Of course, you still have no clue why you would do that, but stick with me. First, we should see how we can use this tiled_grid, since the parallel_for_each function that we know expects a grid. Tiled parallel_for_each and tiled_index It turns out that we have additional overloads of parallel_for_each that accept a tiled_grid instead of a grid. However, those overloads, also expect that the lambda you pass in accepts a concurrency::tiled_index (new in amp.h), not an index<N>. So how is a tiled_index different to an index? A tiled_index object, can have only 1 or 2 or 3 dimensions (matching exactly the tiled_grid), and consists of 4 index objects that are accessible via properties: global, local, tile_origin, and tile. The global index is the same as the index we know and love: the global thread ID. The local index is the local thread ID within the tile. The tile_origin index returns the global index of the thread that is at position 0,0 of this tile, and the tile index is the position of the tile in relation to the overall grid. Confused? Here is an example accompanied by a picture that hopefully clarifies things: array_view<int, 2> data(8, 6, p_my_data); parallel_for_each(data.grid.tile<2,2>(), [=] (tiled_index<2,2> t_idx) restrict(direct3d) { /* todo */ }); Given the code above and the picture on the right, what are the values of each of the 4 index objects that the t_idx variables exposes, when the lambda is executed by T (highlighted in the picture on the right)? If you can't work it out yourselves, the solution follows: t_idx.global       = index<2> (6,3) t_idx.local          = index<2> (0,1) t_idx.tile_origin = index<2> (6,2) t_idx.tile             = index<2> (3,1) Don't move on until you are comfortable with this… the picture really helps, so use it. Tiled Matrix Multiplication Example – part 1 Let's paste here the C++ AMP matrix multiplication example, bolding the lines we are going to change (can you guess what the changes will be?) 01: void MatrixMultiplyTiled_Part1(vector<float>& vC, const vector<float>& vA, const vector<float>& vB, int M, int N, int W) 02: { 03: 04: array_view<const float,2> a(M, W, vA); 05: array_view<const float,2> b(W, N, vB); 06: array_view<writeonly<float>,2> c(M, N, vC); 07: parallel_for_each(c.grid, 08: [=](index<2> idx) restrict(direct3d) { 09: 10: int row = idx[0]; int col = idx[1]; 11: float sum = 0.0f; 12: for(int i = 0; i < W; i++) 13: sum += a(row, i) * b(i, col); 14: c[idx] = sum; 15: }); 16: } To turn this into a tiled example, first we need to decide our tile size. Let's say we want each tile to be 16*16 (which assumes that we'll have at least 256 threads to process, and that c.grid.extent.size() is divisible by 256, and moreover that c.grid.extent[0] and c.grid.extent[1] are divisible by 16). So we insert at line 03 the tile size (which must be a compile time constant). 03: static const int TS = 16; ...then we need to tile the grid to have tiles where each one has 16*16 threads, so we change line 07 to be as follows 07: parallel_for_each(c.grid.tile<TS,TS>(), ...that means that our index now has to be a tiled_index with the same characteristics as the tiled_grid, so we change line 08 08: [=](tiled_index<TS, TS> t_idx) restrict(direct3d) { ...which means, without changing our core algorithm, we need to be using the global index that the tiled_index gives us access to, so we insert line 09 as follows 09: index<2> idx = t_idx.global; ...and now this code just works and it is tiled! Closing thoughts on part 1 The process we followed just shows the mechanical transformation that can take place from the simple model to the tiled model (think of this as step 1). In fact, when we wrote the matrix multiplication example originally, the compiler was doing this mechanical transformation under the covers for us (and it has additional smarts to deal with the cases where the total number of threads scheduled cannot be divisible by the tile size). The point is that the thread scheduling is always tiled, even when you use the non-tiled model. But with this mechanical transformation, we haven't gained anything… Hint: our goal with explicitly using the tiled model is to gain even more performance. In the next post, we'll evolve this further (beyond what the compiler can automatically do for us, in this first release), so you can see the full usage of the tiled model and its benefits… Comments about this post by Daniel Moth welcome at the original blog.

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  • Good programming style when handling multiple objects

    - by Glitch
    I've been programming a software version of a board game. Thus far I have written the classes which will correspond to physical objects on the game board. I'm well into writing the program logic, however I've found that many of the logic classes require access to the same objects. At first I was passing the appropriate objects to methods as they were called, but this was getting very tedious, particularly when the methods required many objects to perform their tasks. To solve this, I created a class which initialises and stores all the objects I need. This allows me to access an object from any class by calling Assets.dice(), for example. But now that I've thought about it, this doesn't seem right. This is why I'm here, I fear that I've created some sort of god class. Is this fear unfounded, or have I created a recipe for disaster?

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  • SDL+OpenGL app: blank screen

    - by Lococo
    I spent the last three days trying to create a small app using SDL + OpenGL. The app itself runs fine -- except it never outputs any graphics; just a black screen. I've condensed it down to a minimal C file, and I'm hoping someone can give me some guidance. I'm running out of ideas. I'm using Windows Vista, MinGW & MSYS. Thanks in advance for any advice! #include <SDL/SDL.h> #include <SDL_opengl.h> size_t sx=600, sy=600, bpp=32; void render(void) { glEnable(GL_DEPTH_TEST); // enable depth testing glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // clear to black glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear color/depth buffer glLoadIdentity(); // reset modelview matrix glColor3b(255, 0, 0); // red glLineWidth(3.0); // line width=3 glRecti(10, 10, sx-10, sy-10); // draw rectangle glFlush(); SDL_GL_SwapBuffers(); } int input(void) { SDL_Event event; while (SDL_PollEvent(&event)) if (event.type == SDL_QUIT || (event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE)) return 0; return 1; } int main(int argc, char *argv[]) { SDL_Surface* surf; if (SDL_Init(SDL_INIT_EVERYTHING) != 0) return 0; if (!(surf = SDL_SetVideoMode(sx, sy, bpp, SDL_HWSURFACE|SDL_DOUBLEBUF))) return 0; glViewport(0, 0, sx, sy); // reset the viewport to new dimensions glMatrixMode(GL_PROJECTION); // set projection matrix to be current glLoadIdentity(); // reset projection matrix glOrtho(0, sx, sy, 0, -1.0, 1.0); // create ortho view glMatrixMode(GL_MODELVIEW); // set modelview matrix glLoadIdentity(); // reset modelview matrix for (;;) { if (!input()) break; render(); SDL_Delay(10); } SDL_FreeSurface(surf); SDL_Quit(); exit(0); } UPDATE: I have a version that works, but it changes orthographic to perspective. I'm not sure why this works and the other doesn't, but for future reference, here's a version that works: #include <SDL/SDL.h> #include <SDL_opengl.h> size_t sx=600, sy=600, bpp=32; void render(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); // set location in front of camera glTranslated(0, 0, -10); glBegin(GL_QUADS); // draw a square glColor3d(1, 0, 0); glVertex3d(-2, 2, 0); glVertex3d( 2, 2, 0); glVertex3d( 2, -2, 0); glVertex3d(-2, -2, 0); glEnd(); glFlush(); SDL_GL_SwapBuffers(); } int input(void) { SDL_Event event; while (SDL_PollEvent(&event)) if (event.type == SDL_QUIT || (event.type == SDL_KEYUP && event.key.keysym.sym == SDLK_ESCAPE)) return 0; return 1; } int main(int argc, char *argv[]) { SDL_Surface *surf; if (SDL_Init(SDL_INIT_EVERYTHING) != 0) return 0; if (!(surf = SDL_SetVideoMode(sx, sy, bpp, SDL_OPENGL))) return 0; glViewport(0, 0, sx, sy); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, (float)sx / (float)sy, 1.0, 100.0); glMatrixMode(GL_MODELVIEW); glClearColor(0, 0, 0, 1); glClearDepth(1.0); glEnable(GL_DEPTH_TEST); for (;;) { if (!input()) break; render(); SDL_Delay(10); } SDL_FreeSurface(surf); SDL_Quit(); return 0; }

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  • XNA 4 Deferred Rendering deforms the model

    - by Tomáš Bezouška
    I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks like: http://imageshack.us/photo/my-images/690/survival.png/ what it should look like: http://imageshack.us/photo/my-images/521/survival2.png/ (Please ignora the cars, they shouldn't be there. Nothing changes when they are removed) Im using Deferred renderer from www.catalinzima.com/tutorials/deferred-rendering-in-xna/introduction-2/ except very simplified, without the custom content processor. Here's the code for the GBuffer shader: float4x4 World; float4x4 View; float4x4 Projection; float specularIntensity = 0.001f; float specularPower = 3; texture Texture; sampler diffuseSampler = sampler_state { Texture = (Texture); MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float2 Depth : TEXCOORD2; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; //pass the texture coordinates further output.Normal = mul(input.Normal,World); //get normal into world space output.Depth.x = output.Position.z; output.Depth.y = output.Position.w; return output; } struct PixelShaderOutput { half4 Color : COLOR0; half4 Normal : COLOR1; half4 Depth : COLOR2; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; output.Color = tex2D(diffuseSampler, input.TexCoord); //output Color output.Color.a = specularIntensity; //output SpecularIntensity output.Normal.rgb = 0.5f * (normalize(input.Normal) + 1.0f); //transform normal domain output.Normal.a = specularPower; //output SpecularPower output.Depth = input.Depth.x / input.Depth.y; //output Depth return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } And here are the rendering parts in XNA: public void RednerModel(Model model, Matrix world) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Game.GraphicsDevice.BlendState = BlendState.Opaque; Game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; foreach (ModelMesh mesh in model.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { GBufferEffect.Parameters["View"].SetValue(Camera.Instance.ViewMatrix); GBufferEffect.Parameters["Projection"].SetValue(Camera.Instance.ProjectionMatrix); GBufferEffect.Parameters["World"].SetValue(boneTransforms[mesh.ParentBone.Index] * world); GBufferEffect.Parameters["Texture"].SetValue(meshPart.Effect.Parameters["Texture"].GetValueTexture2D()); GBufferEffect.Techniques[0].Passes[0].Apply(); RenderMeshpart(mesh, meshPart); } } } private void RenderMeshpart(ModelMesh mesh, ModelMeshPart part) { Game.GraphicsDevice.SetVertexBuffer(part.VertexBuffer); Game.GraphicsDevice.Indices = part.IndexBuffer; Game.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount); } I import the model using the built in content processor for FBX. The FBX is created in 3DS Max. I don't know the exact details of that export, but if you think it might be relevant, I will get them from my collegue who does them. What confuses me though is why the BasicEffect approach works... seems the FBX shouldnt be a problem. Any thoughts? They will be greatly appreciated :)

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  • problem with frustum AABB culling in DirectX

    - by Matthew Poole
    Hi, I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be working. I thought maybe posting here, somebody would catch something I could not. Thank you. Here are the important code snippets /create the projection matrix void CD3DCamera::SetLens(float fov, float aspect, float nearZ, float farZ) { D3DXMatrixPerspectiveFovLH(&projMat, D3DXToRadian(fov), aspect, nearZ, farZ); } //build the view matrix after changes have been made to camera void CD3DCamera::BuildView() { //keep axes orthoganal D3DXVec3Normalize(&look, &look); //up D3DXVec3Cross(&up, &look, &right); D3DXVec3Normalize(&up, &up); //right D3DXVec3Cross(&right, &up, &look); D3DXVec3Normalize(&right, &right); //fill view matrix float x = -D3DXVec3Dot(&position, &right); float y = -D3DXVec3Dot(&position, &up); float z = -D3DXVec3Dot(&position, &look); viewMat(0,0) = right.x; viewMat(1,0) = right.y; viewMat(2,0) = right.z; viewMat(3,0) = x; viewMat(0,1) = up.x; viewMat(1,1) = up.y; viewMat(2,1) = up.z; viewMat(3,1) = y; viewMat(0,2) = look.x; viewMat(1,2) = look.y; viewMat(2,2) = look.z; viewMat(3,2) = z; viewMat(0,3) = 0.0f; viewMat(1,3) = 0.0f; viewMat(2,3) = 0.0f; viewMat(3,3) = 1.0f; } void CD3DCamera::BuildFrustum() { D3DXMATRIX VP; D3DXMatrixMultiply(&VP, &viewMat, &projMat); D3DXVECTOR4 col0(VP(0,0), VP(1,0), VP(2,0), VP(3,0)); D3DXVECTOR4 col1(VP(0,1), VP(1,1), VP(2,1), VP(3,1)); D3DXVECTOR4 col2(VP(0,2), VP(1,2), VP(2,2), VP(3,2)); D3DXVECTOR4 col3(VP(0,3), VP(1,3), VP(2,3), VP(3,3)); // Planes face inward frustum[0] = (D3DXPLANE)(col2); // near frustum[1] = (D3DXPLANE)(col3 - col2); // far frustum[2] = (D3DXPLANE)(col3 + col0); // left frustum[3] = (D3DXPLANE)(col3 - col0); // right frustum[4] = (D3DXPLANE)(col3 - col1); // top frustum[5] = (D3DXPLANE)(col3 + col1); // bottom // Normalize the frustum for( int i = 0; i < 6; ++i ) D3DXPlaneNormalize( &frustum[i], &frustum[i] ); } bool FrustumCheck(D3DXVECTOR3 max, D3DXVECTOR3 min, const D3DXPLANE* frustum) { // Test assumes frustum planes face inward. D3DXVECTOR3 P; D3DXVECTOR3 Q; bool ret = false; for(int i = 0; i < 6; ++i) { // For each coordinate axis x, y, z... for(int j = 0; j < 3; ++j) { // Make PQ point in the same direction as the plane normal on this axis. if( frustum[i][j] > 0.0f ) { P[j] = min[j]; Q[j] = max[j]; } else { P[j] = max[j]; Q[j] = min[j]; } } if(D3DXPlaneDotCoord(&frustum[i], &Q) < 0.0f ) ret = false; } return true; }

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  • My frustum culling is culling from the wrong point

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] /= length; m_Planes[side][1] /= length; m_Planes[side][2] /= length; m_Planes[side][3] /= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } What am i doing wrong?

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  • My frustum culling is culling from the wrong point [SOLVED]

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] *= length; m_Planes[side][1] *= length; m_Planes[side][2] *= length; m_Planes[side][3] *= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } Matrices look like (Camera is at (5, 0, 0)): ModelView [0,0,0.99,0] [0,1,0,0] [-0.99,0,0,0] [0,0,-5,1] Projection [0.814,0,0,0] [0,1.303,0,0] [0,0,-1,0] [0,0,-0.02,0] Clip [0,0,-1,-0.999] [0,1.30,0,0] [-0.814,0,0,0] [0,0,4.98,4.99] What am i doing wrong?

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  • Getting the submatrix with maximum sum?

    - by guirgis
    With the help of the Algorithmist and Larry and a modification of Kadane's Algorithm, here is my solution: int dim = matrix.length; //computing the vertical prefix sum for columns int[][] ps = new int[dim][dim]; for (int i = 0; i < dim; i++) { for (int j = 0; j < dim; j++) { if (j == 0) { ps[j][i] = matrix[j][i]; } else { ps[j][i] = matrix[j][i] + ps[j - 1][i]; } } } int maxSoFar = 0; int min , subMatrix; //iterate over the possible combinations applying Kadane's Alg. //int toplefti =0, topleftj=0, bottomrighti=0, bottomrightj=0; for (int i = 0; i < dim; i++) { for (int j = i; j < dim; j++) { min = 0; subMatrix = 0; for (int k = 0; k < dim; k++) { if (i == 0) { subMatrix += ps[j][k]; } else { subMatrix += ps[j][k] - ps[i-1][k]; } if(subMatrix < min){ min = subMatrix; } if((subMatrix - min) > maxSoFar){ maxSoFar = subMatrix - min; } } } } The only problem left is to determine the submatrix elements, i mean the top left and the bottom right corners. I managed to do this in one dimensional case. Any suggestions?

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  • Should I use OpenGL for chess with animations?

    - by fhucho
    At the moment I am experimenting with SurfaceView for my chess game with animations. I am getting only about 8 FPS in the emulator. I draw a chess board and 32 chess pieces and rotate everything (to see how smooth it is), I am using antialiasing. On the Droid I'm getting about 20FPS, so it's not very smooth. Is it possible to implement a game with very scarce and simple animations without having to use OpenGL? This is what I do every frame: // scale and rotate matrix.setScale(scale, scale); rotation += 3; matrix.postRotate(rotation, 152, 152); canvas = surfaceHolder.lockCanvas(); canvas.setDrawFilter(new PaintFlagsDrawFilter(0, Paint.FILTER_BITMAP_FLAG)); canvas.setMatrix(matrix); canvas.drawARGB(255, 255, 255, 255); // fill the canvas with white for (int i = 0; i < sprites.size(); i++) { sprites.get(i).draw(canvas); // draws chessboard and chess pieces }

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  • [AS3] BitmapData cut-off

    - by Fristi
    Hello, I am writing a MovieClip rasterizer which rasterizes all the frames in the specified movieclip. Here's the code for rasterizing: for ( var i:int = start; i <= end; i++ ) { //goto the next frame clip.gotoAndStop( i ); //get the bounds bounds = clip.getBounds(clip); //create a new bitmapdata container bitmapData = new BitmapData( transformer.width == -1 ? bounds.width : transformer.width, transformer.height == -1 ? bounds.height : transformer.height, transformer.transparent, transformer.color ); //rotate the clip if (clip.rotation != 0) transformer.rotate( clip.rotation * (Math.PI / 180) ); //scale the clip if (clip.scaleX != 1 || clip.scaleY != 1) transformer.scale( clip.scaleX, clip.scaleY ); //translate the movieclip to its zero point if (transformer.matrix.tx == 0 && transformer.matrix.ty == 0) transformer.translateToZero( bounds ); //draw the bitmap data with the transformers bitmapData.draw( this._source, transformer.matrix, transformer.colorTransform, transformer.blendMode, transformer.clipRect, //new Rectangle(0, 0, bounds.width, bounds.height), transformer.smoothing ); //push the data on the array frames.push( bitmapData ); } Now the result is different - http://i42.tinypic.com/lfv52.jpg - (note the head and left shoe). Anyone knows what the problem is? I've seen people adding 'extra' pixels to their boundary box at the BitmapData constructor, but thats nasty imo.

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  • c++ OpenCV CVCalibrateCamera2 is causing multiple errors

    - by tlayton
    I am making a simple calibration program in C++ using OpenCV. Everything goes fine until I actually try to call CVCalibrateCamera2. At this point, I get one of several errors: If the number of images which I am using is equal to 4 (which is the number of points being drawn from each image: OpenCV Error: Sizes of input arguments do not match (Both matrices must have the same number of points) in unknown function, file ......\src\cv\cvfundam.cpp, line 870 If the number of images is below 20: OpenCV Error: Bad argument (The total number of matrix elements is not divisible by the new number of rows) in unknown function, file ......\src\cxcore\cxarray.cpp, line 2749 Otherwise, if the number of image is 20 or above: OpenCV Error: Unsupported format or combination of formats (Invalid matrix type) in unknown function, file ......\src\cxcore\cxarray.cpp, line 117 I have checked the arguments for CVCalibrateCamera2 many times, and I am certain that they are of the correct dimensions relative to one another. It seems like somewhere the program is trying to reshape a matrix based on the number of images, but I can't figure out where or why. Any ideas? I am using Eclipse Galileo, MINGW 5.1.6, and OpenCV 2.1.

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  • Defining Light Coordinates

    - by Zachary
    I took a Computer Graphics exam a couple of days ago which had extra credit question like the following: A light can be defined in one of two ways. It can be defined in world coordinates, e.g. a street light, or in the viewer (eye coordinates), e.g., a head-lamp worn by a miner. In either case the viewpoint can freely change. Describe how the light should be transformed different in these two cases. Since I won't get to see the results of this until after spring break, I thought I would ask here. It seems like the analogies being used are misleading - could you not define a light source that is located at the viewers eye in world coordinates just as well as you could in eye coordinates? I've been doing some research on how OpenGL handles light, and it seems as though it always uses eye coordinates - the ModelView matrix would be applied to any light in world coordinates. In that case the answer may just be that you would have to transform light defined in world coordinates into eye coordinates using something like the ModelView matrix, while light defined in eye coordinates would only need to be transformed by the projection matrix. Then again I could be totally under thinking (or over thinking this). Another thought I had is that it determines which way you render shadows, but that has more to do with the location of the light and its type (point, directional, emission, etc) than what coordinates it is represented in. Any ideas?

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  • How to select a rectangle from List<Rectangle[]> with Linq

    - by dboarman
    I have a list of DrawObject[]. Each DrawObject has a Rectangle property. Here is my event: List<Canvas.DrawObject[]> matrix; void Control_MouseMove ( object sender, MouseEventArgs e ) { IEnumerable<Canvas.DrawObject> tile = Enumerable.Range( 0, matrix.Capacity - 1) .Where(row => Enumerable.Range(0, matrix[row].Length -1) .Where(column => this[column, row].Rectangle.Contains(e.Location))) .????; } I am not sure exactly what my final select command should be in place of the "????". Also, I was getting an error: cannot convert IEnumerable to bool. I've read several questions about performing a linq query on a list of arrays, but I can't quite get what is going wrong with this. Any help? Edit Apologies for not being clear in my intentions with the implementation. I intend to select the DrawObject that currently contains the mouse location.

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  • How to interpolate in MatLab

    - by G Sam
    I have a 1x1 Matrix of points which specifies speed of a drive with respect to time. This speed changes throughout the operation; which means that the difference between two points is changing. To give you an example: M = [1; 2; 3; 5; 7; 9; 11; 15; 19]. (Only that this is a 892x1 matrix) I want to make this matrix twice as long (so changing the relative speed per timestep), while retaining the way the speeds change. Eg: M' = [1; 1.5; 2; 2.5; 3; 4; 5; 6; 7; 8; 9; 10; 11; 13; 15; 17; 19]. Is there an easy way to do this in MatLab? So far I have tried upsampling (which fills the time step with zeros); interp (which fills it with low-pass interpolation. Thanks!

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  • Large scale perspective lights casting shadow maps, in the most optimized way?

    - by meds
    I'm using projected texture shadows coupled with lights to light a large sports field at night. To do this I'm using shadow cameras which I place in the position of the stadiums lights and shine it down on the field at the appropriate angle. The problem with this method is the textures to which I render the shadows into have to be very large so they can keep sufficient detail over the entire stadium. This is incredibly under optimized since at any given point the players attention is only directed on a small portion of the field meaning large chunks of the texture just take up space wit no benefits. However the issue is the lights need to be perspective based as they come from actual directional lights hovering over the stadium. The way to solve this, I believe, is to figure out in the shadow cameras view matrix it would be to place the actual camera to render from, and adjust the view matrix accordingly to the position it is. So my question is, how can I calculate the optimal position to put the shadow camera and calculate its view matrix such that the shadows it projects will appear to be coming from the light source rather than the camera?

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  • incremental way of counting quantiles for large set of data

    - by Gacek
    I need to count the quantiles for a large set of data. Let's assume we can get the data only through some portions (i.e. one row of a large matrix). To count the Q3 quantile one need to get all the portions of the data and store it somewhere, then sort it and count the quantile: List<double> allData = new List<double>(); foreach(var row in matrix) // this is only example. In fact the portions of data are not rows of some matrix { allData.AddRange(row); } allData.Sort(); double p = 0.75*allData.Count; int idQ3 = (int)Math.Ceiling(p) - 1; double Q3 = allData[idQ3]; Now, I would like to find a way of counting this without storing the data in some separate variable. The best solution would be to count some parameters od mid-results for first row and then adjust it step by step for next rows. Note: These datasets are really big (ca 5000 elements in each row) The Q3 can be estimated, it doesn't have to be an exact value. I call the portions of data "rows", but they can have different leghts! Usually it varies not so much (+/- few hundred samples) but it varies! This question is similar to this one: http://stackoverflow.com/questions/1058813/on-line-iterator-algorithms-for-estimating-statistical-median-mode-skewness But I need to count quantiles. ALso there are few articles in this topic, i.e.: http://web.cs.wpi.edu/~hofri/medsel.pdf http://portal.acm.org/citation.cfm?id=347195&dl But before I would try to implement these, I wanted to ask you if there are maybe any other, qucker ways of counting the 0.25/0.75 quantiles?

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  • how to set a fixed color bar for pcolor in python matplotlib?

    - by user248237
    I am using pcolor with a custom color map to plot a matrix of values. I set my color map so that low values are white and high values are red, as shown below. All of my matrices have values between 0 and 20 (inclusive) and I'd like 20 to always be pure red and 0 to always be pure white, even if the matrix has values that don't span the entire range. For example, if my matrix only has values between 2 and 7, I don't want it to plot 2 as white and 7 as red, but rather color it as if the range is still 0 to 20. How can I do this? I tried using the "ticks=" option of colorbar but it did not work. Here is my current code (assume "my_matrix" contains the values to be plotted): cdict = {'red': ((0.0, 1.0, 1.0), (0.5, 1.0, 1.0), (1.0, 1.0, 1.0)), 'green': ((0.0, 1.0, 1.0), (0.5, 1.0, 1.0), (1.0, 0.0, 0.0)), 'blue': ((0.0, 1.0, 1.0), (0.5, 1.0, 1.0), (1.0, 0.0, 0.0))} my_cmap = matplotlib.colors.LinearSegmentedColormap('my_colormap', cdict, 256) colored_matrix = plt.pcolor(my_matrix, cmap=my_cmap) plt.colorbar(colored_matrix, ticks=[0, 5, 10, 15, 20]) any idea how I can fix this to get the right result? thanks very much.

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  • Time with and without OpenMP

    - by was
    I have a question.. I tried to improve a well known program algorithm in C, FOX algorithm for matrix multiplication.. relative link without openMP: (http://web.mst.edu/~ercal/387/MPI/ppmpi_c/chap07/fox.c). The initial program had only MPI and I tried to insert openMP in the matrix multiplication method, in order to improve the time of computation: (This program runs in a cluster and computers have 2 cores, thus I created 2 threads.) The problem is that there is no difference of time, with and without openMP. I observed that using openMP sometimes, time is equivalent or greater than the time without openMP. I tried to multiply two 600x600 matrices. void Local_matrix_multiply( LOCAL_MATRIX_T* local_A /* in */, LOCAL_MATRIX_T* local_B /* in */, LOCAL_MATRIX_T* local_C /* out */) { int i, j, k; chunk = CHUNKSIZE; // 100 #pragma omp parallel shared(local_A, local_B, local_C, chunk, nthreads) private(i,j,k,tid) num_threads(2) { /* tid = omp_get_thread_num(); if(tid == 0){ nthreads = omp_get_num_threads(); printf("O Pollaplasiamos pinakwn ksekina me %d threads\n", nthreads); } printf("Thread %d use the matrix: \n", tid); */ #pragma omp for schedule(static, chunk) for (i = 0; i < Order(local_A); i++) for (j = 0; j < Order(local_A); j++) for (k = 0; k < Order(local_B); k++) Entry(local_C,i,j) = Entry(local_C,i,j) + Entry(local_A,i,k)*Entry(local_B,k,j); } //end pragma omp parallel } /* Local_matrix_multiply */

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  • F# numeric associations

    - by b1g3ar5
    I have a numeric association for a custom type as follows: let DiffNumerics = { new INumeric<Diff> with member op.Zero = C 0.0 member op.One = C 1.0 member op.Add(a,b) = a + b member op.Subtract(a,b) = a - b member op.Multiply(a,b) = a * b member ops.Negate(a) = Diff.negate a member ops.Abs(a) = Diff.abs a member ops.Equals(a, b) = ((=) a b) member ops.Compare(a, b) = Diff.compare a b member ops.Sign(a) = int (Diff.sign a).Val member ops.ToString(x,fmt,fmtprovider) = failwith "not implemented" member ops.Parse(s,numstyle,fmtprovider) = failwith "not implemented" } GlobalAssociations.RegisterNumericAssociation(DiffNumerics) It works fine in f# interactive, but crashes when I run, because .ElementOps is not filled correctly for a matrix of these types. Any ideas why this might be? EDIT: In fsi, the code let A = dmatrix [[Diff.C 1.;Diff.C 2.;Diff.C 3.];[Diff.C 4.;Diff.C 5.;Diff.C 6.]] let B = matrix [[1.;2.;3.];[4.;5.;6.]] gives: > A.ElementOps;; val it : INumeric<Diff> = FSI_0003.NewAD+DiffNumerics@258 > B.ElementOps;; val it : INumeric<float> = Microsoft.FSharp.Math.Instances+FloatNumerics@115 > in the debugger A.ElementOps shows: '(A).ElementOps' threw an exception of type 'System.NotSupportedException' and, for the B matrix: Microsoft.FSharp.Math.Instances+FloatNumerics@115 So somehow the DiffNumerics isn't making it to the compiled program.

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  • Algorithm for generating an array of non-equal costs for a transport problem optimization

    - by Carlos
    I have an optimizer that solves a transportation problem, using a cost matrix of all the possible paths. The optimiser works fine, but if two of the costs are equal, the solution contains one more path that the minimum number of paths. (Think of it as load balancing routers; if two routes are same cost, you'll use them both.) I would like the minimum number of routes, and to do that I need a cost matrix that doesn't have two costs that are equal within a certain tolerance. At the moment, I'm passing the cost matrix through a baking function which tests every entry for equality to each of the other entries, and moves it a fixed percentage if it matches. However, this approach seems to require N^2 comparisons, and if the starting values are all the same, the last cost will be r^N bigger. (r is the arbitrary fixed percentage). Also there is the problem that by multiplying by the percentage, you end up on top of another value. So the problem seems to have an element of recursion, or at least repeated checking, which bloats the code. The current implementation is basically not very good (I won't paste my GOTO-using code here for you all to mock), and I'd like to improve it. Is there a name for what I'm after, and is there a standard implementation? Example: {1,1,2,3,4,5} (tol = 0.05) becomes {1,1.05,2,3,4,5}

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  • add uchar values in ushort array with sse2 or sse3

    - by pompolus
    i have an unsigned short dst[16][16] matrix and a larger unsigned char src[m][n] matrix. Now i have to access in the src matrix and add a 16x16 submatrix to dst, using sse2 or ss3. In a my older implementation, I was sure that my summed values ??were never greater than 256, so i could do this: for (int row = 0; row < 16; ++row) { __m128i subMat = _mm_lddqu_si128(reinterpret_cast<const __m128i*>(src)); dst[row] = _mm_add_epi8(dst[row], subMat); src += W; // Step to next row i need to add } where W is an offset to reach the desired rows. This code works, but now my values in src are larger and summed could be greater than 256, so i need to store them as ushort. i've tried this: for (int row = 0; row < 16; ++row) { __m128i subMat = _mm_lddqu_si128(reinterpret_cast<const __m128i*>(src)); dst[row] = _mm_add_epi16(dst[row], subMat); src += W; // Step to next row i need to add } but it doesn't work. I'm not so good with sse, so any help will be appreciated.

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  • How to generate a monotone MART ROC in R?

    - by user1521587
    I am using R and applying MART (Alg. for multiple additive regression trees) on a training set to build prediction models. When I look at the ROC curve, it is not monotone. I would be grateful if someone can help me with how I should fix this. I am guessing the issue is that initially, MART generates n trees and if these trees are not the same for all the models I am building, the results will not be comparable. Here are the steps I take: 1) Fix the false-negative cost, c_fn. Let cost = c(0, 1, c_fn, 0). 2) use the following line to build the mart model: mart(x, y, lx, martmode='class', niter=2000, cost.mtx=cost) where x is the matrix of training set variables, y is the observation matrix, lx is the matrix which specifies which of the variables in x is numerical, which one categorical. 3) I predict the test set observations using the mart model found in step 2 using this line: y_pred = martpred(x_test, probs=T) 4) I compute the false-positive and false-negative errors as follows: t = 1/(1+c_fn) %threshold based on Bayes optimal rule where c_fp=1 and c_fn. p_0 = length(which(y_test==1))/dim(y_test)[1] p_01 = sum(1*(y_pred[,2]t & y_test==0))/dim(y_test)[1] p_11 = sum(1*(y_pred[,2]t & y_test==1))/dim(y_test)[1] p_fp = p_01/(1-p_0) p_tp = p_11/p_0 5) repeat step 1-4 for a new false-negative cost.

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