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  • Transform coordinates from 3d to 2d without matrix or built in methods

    - by Thomas
    Not to long ago i started to create a small 3D engine in javascript to combine this with an html5 canvas. One of the issues I run into is how can you transform 3d to 2d coords. Since I cannot use matrices or built in transformation methods I need another way. I've tried implementing the next explanation + pseudo code: http://freespace.virgin.net/hugo.elias/routines/3d_to_2d.htm Unfortunately no luck there. I've replace all the input variables with data from my own camera and object classes. I have the following data: An object with a rotation, position vector and an array of 4 3d coords (its just a plane) a camera with a position and rotation vector the viewport - a square 600 x 600 surface. The example uses a zoom factor which I've set as 1 Most hits on google use either matrix calculations or don't implement camera rotation. Basic transformation should be like this: screen.x = x / z * zoom screen.y = y / z * zoom Can anyone point me in the right direction or explain to me howto achieve this? edit: Thanks for all your posts, I haven't been able to apply all this to my project yet but I hope to do this soon.

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  • Unity 3D doesn't work on ubuntu 12.04 LTS in virtual box hosted by Windows 7 64bit

    - by Mario
    Can't google out the solution through some time so I'm asking here. I have installed Linux Ubuntu 12.04 LTS in virtual box hosted by Windows 7 64bit Simple my 3D stopped working after some kernel headers update<<< few months ago. Just like that. I don't member which version was it. In meantime there was 2 or 3 new releases of VirtualBox which I have installed. Every time I am updating VirtualBox Guest Additions to the newest version. My 3D in Ubuntu still doesn't work. root@pjadmin-VirtualBox:~# /usr/lib/nux/unity_support_test -p OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no My graphics card in PC is ATI 6850. Please help.

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  • 3d point cloud render from x,y,z 2d array with texture

    - by user1733628
    Need some direction on 3d point cloud display using OpenGL in c++ (vs2008). I am brand new to OpenGL and trying to do a 3d point cloud display with a texture. I have 3 2D arrays (each same size 1024x512) representing x,y,z of each point. I think I am on the right track with glBegin(GL_POLYGON); for(int i=0; i<1024; i++) { for(int j=0; j<512; j++) { glVertex3f(x[i][j], y[i][j], z[i][j]); } } glEnd(); Now this loads all the vertices in the buffer (I think) but from here I am not sure how to proceed. Or I am completely wrong here. Then I have another 2D array (same size) that contains color data (values from 0-255) that I want to use as texture on the 3D point cloud and display. I understand that this maybe a very basic OpenGL implementation for some but for me this is a huge learning curve. So any pointers, nudge or kick in the right direction will be appreciated.

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  • opengl 3d point cloud render from x,y,z 2d array with texture

    - by user1733628
    Need some direction on 3d point cloud display using openGl in c++ (vs2008). I am brand new to openGl and trying to do a 3d point cloud display with a texture. I have 3 2D arrays (each same size 1024x512) representing x,y,z of each point. I think I am on the right track with glBegin(GL_POLYGON); for(int i=0; i<1024; i++) { for(int j=0; j<512; j++) { glVertex3f(x[i][j], y[i][j], z[i][j]); } } glEnd(); Now this loads all the vertices in the buffer (i think) but from here I am not sure how to proceed. Or I am completely wrong here. Then I have another 2D array (same size) that contains color data (values from 0-255) that I want to use as texture on the 3D point cloud and display. I understand that this maybe a very basic opengl implementation for some but for me this is a huge learning curve. So any pointers, nudge or kick in the right direction will be appreciated.

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  • 3D Box Collision Data Import

    - by cboe
    I'm trying to implement a collision system using oriented bounding boxes, using a center for the box, it's extents as a 3D Vector and a rotation matrix, which is all stuff I picked up online and seem to be somewhat the standard. Detecting the center is no problem so I'm gonna leave these out here. My problem however is importing the data from a 3D file. Say I've placed a box with 2 units length on each side aligned to the world axis. The logic results here are extents of 1,1,1 and I use an identity matrix for rotation - easy. However I'm stuck when I rotate the box in the 3D program, say 30 degrees each axis. How would I parse the box? I only have these 8 vertices as information, and I guess what I would need to do is to find out the rotation of said box, apply it to the vertices so they are aligned to world axes and then calculate the extents out of that. How do I get the rotation of the box when I only have the vertex information of the box available?

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  • Reducing WPF binding boilerplate with styles - updating the bindings themselves via styling?

    - by Eamon Nerbonne
    I'm still learning the WPF ropes, so if the following question is trivial or my approach wrong-headed, please do speak up... I'm trying to reduce boilerplate and it sounds like styles are a common way to do so. In particular: I've got a bunch of fairly mundane data-entry fields. The controls for these fields have various properties I'd like to set based on the target of the binding - pretty normal stuff. However, I'd also like to set properties of the binding itself in the style to avoid repetitiveness. For example: <TextBox Style="{StaticResource myStyle}"> <TextBox.Text> <Binding Path="..." Source="..." ValidatesOnDataErrors="True" ValidatesOnExceptions="True" UpdateSourceTrigger="PropertyChanged"> </Binding> </TextBox.Text> </TextBox> Now, is there any way to use styling - or some other technique to write the previous example somewhat like this: <TextBox Style="{StaticResource myStyle}" Text="{Binding Source=... Path=...}/> That is, is there any way to set all bindings that match a particular selection (here, on controls with the myStyle style) to validate data and to use a particular update trigger? Is it possible to template or style bindings themselves? Clearly, the second syntax is much, much shorter and more readable, and I'd love to be able to get rid of other similar boilerplate to keep my UI code comprehensible to myself :-).

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  • WPF: Is it possible to add or modify bindings via styles or something similar?

    - by Eamon Nerbonne
    I'm still learning the WPF ropes, so if the following question is trivial or my approach wrong-headed, please do speak up... I'm trying to reduce boilerplate and it sounds like styles are a common way to do so. In particular: I've got a bunch of fairly mundane data-entry fields. The controls for these fields have various properties I'd like to set based on the target of the binding - pretty normal stuff. However, I'd also like to set properties of the binding itself in the style to avoid repetitiveness. For example: <TextBox Style="{StaticResource myStyle}"> <TextBox.Text> <Binding Path="..." Source="..." ValidatesOnDataErrors="True" ValidatesOnExceptions="True" UpdateSourceTrigger="PropertyChanged"> </Binding> </TextBox.Text> </TextBox> Now, is there any way to use styling - or some other technique to write the previous example somewhat like this: <TextBox Style="{StaticResource myStyle}" Text="{Binding Source=... Path=...}/> That is, is there any way to set all bindings that match a particular selection (here, on controls with the myStyle style) to validate data and to use a particular update trigger? Is it possible to template or style bindings themselves? Alternatively, is it possible to add the binding in the style itself? Clearly, the second syntax is much, much shorter and more readable, and I'd love to be able to get rid of other similar boilerplate to keep my UI code comprehensible to myself :-).

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  • Blender/POV-Ray differences

    - by Magnap
    I am currently following a tutorial for Blender, but came across POV-Ray mentioned as a renderer. After having researched it a bit, i took a look at it's scene description (scripting) language, which kind of fascinated me. But, after even more googling of the topic, i am still wondering: What are the main and key differences between working with 3D in resp. Blender and POV-Ray? PS: I suspect this might not be the best place for a question such as this, but it seems to be the most suitable.

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  • 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

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  • WPF Layout algorithm woes - control will resize, but not below some arbitrary value.

    - by Quantumplation
    I'm working on an application for a client, and one of the requirements is the ability to make appointments, and display the current week's appointments in a visual format, much like in Google Calender's or Microsoft Office. I found a great (3 part) article on codeproject, in which he builds a "RangePanel", and composes one for each "period" (for example, the work day.) You can find part 1 here: http://www.codeproject.com/KB/WPF/OutlookWpfCalendarPart1.aspx The code presents, but seems to choose an arbitrary height value overall (440.04), and won't resize below that without clipping. What I mean to say, is that the window/container will resize, but it just cuts off the bottom of the control, instead of recalculating the height of the range panels, and the controls in the range panels representing the appointment. It will resize and recalculate for greater values, but not less. Code-wise, what's happening is that when you resize below that value, first the "MeasureOverride" is called with the correct "new height". However, by the time the "ArrangeOverride" method is called, it's passing the same 440.04 value as the height to arrange to. I need to find a solution/workaround, but any information that you can provide that might direct me for things to look into would also be greatly appreciated ( I understand how frustrating it is to debug code when you don't have the codebase in front of you. :) ) The code for the various Arrange and Measure functions are provided below. The "CalendarView" control has a "CalendarViewContentPresenter", which handles several periods. Then, the periods have a "CalendarPeriodContentPresenter", which handles each "block" of appointments. Finally, the "RangePanel" has it's own implementation. (To be honest, i'm still a bit hazy on how the control works, so if my explanations are a bit hazy, the article I linked probably has a more cogent explanation. :) ) CalendarViewContentPresenter: protected override Size ArrangeOverride(Size finalSize) { int columnCount = this.CalendarView.Periods.Count; Size columnSize = new Size(finalSize.Width / columnCount, finalSize.Height); double elementX = 0; foreach (UIElement element in this.visualChildren) { element.Arrange(new Rect(new Point(elementX, 0), columnSize)); elementX = elementX + columnSize.Width; } return finalSize; } protected override Size MeasureOverride(Size constraint) { this.GenerateVisualChildren(); this.GenerateListViewItemVisuals(); // If it's coming back infinity, just return some value. if (constraint.Width == Double.PositiveInfinity) constraint.Width = 10; if (constraint.Height == Double.PositiveInfinity) constraint.Height = 10; return constraint; } CalendarViewPeriodPersenter: protected override Size ArrangeOverride(Size finalSize) { foreach (UIElement element in this.visualChildren) { element.Arrange(new Rect(new Point(0, 0), finalSize)); } return finalSize; } protected override Size MeasureOverride(Size constraint) { this.GenerateVisualChildren(); return constraint; } RangePanel: protected override Size ArrangeOverride(Size finalSize) { double containerRange = (this.Maximum - this.Minimum); foreach (UIElement element in this.Children) { double begin = (double)element.GetValue(RangePanel.BeginProperty); double end = (double)element.GetValue(RangePanel.EndProperty); double elementRange = end - begin; Size size = new Size(); size.Width = (Orientation == Orientation.Vertical) ? finalSize.Width : elementRange / containerRange * finalSize.Width; size.Height = (Orientation == Orientation.Vertical) ? elementRange / containerRange * finalSize.Height : finalSize.Height; Point location = new Point(); location.X = (Orientation == Orientation.Vertical) ? 0 : (begin - this.Minimum) / containerRange * finalSize.Width; location.Y = (Orientation == Orientation.Vertical) ? (begin - this.Minimum) / containerRange * finalSize.Height : 0; element.Arrange(new Rect(location, size)); } return finalSize; } protected override Size MeasureOverride(Size availableSize) { foreach (UIElement element in this.Children) { element.Measure(availableSize); } // Constrain infinities if (availableSize.Width == double.PositiveInfinity) availableSize.Width = 10; if (availableSize.Height == double.PositiveInfinity) availableSize.Height = 10; return availableSize; }

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  • How to make non-blurry image in WPF 3d

    - by terenf
    I used Viewport3D and ModelVisual3D to create a simple rectangle with an image (I tried it with JPG, PNG), but it shows the image blurry, but the original image is very sharp and clear. I don't know how to make it with the original quality in 3D... I also tried some 2D solutions like RenderOptions.BitmapScalingMode and SnapsToDevicePixels but they do not seem to not work in the 3D case. Has anyone encountered this problem or know the solution?

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  • Fun with Sun Ray, 3D, Oracle VM x86 and SRIOV

    - by wim.coekaerts
    One of the things I like about my job is that I get to play around with stuff and make use of the technologies we work on in my teams. Sort of my own little playground. It allows me to study the products in great detail and put them to use in ways that individual product teams don't always intend them to be used for :) but that makes it fun. I have a lot of this set up at home because... work is sort of hobby and I just like to tinker with it. Anyway, a few weeks ago I was looking at my sun ray rig at home and how well 3D works. Google Earth and some basic opengl tests like glxspheres combined with virtualgl. It resulted in some very cool demos recorded with my little camera (sorry for the crappy quality of the video :-) : OVDC (soft client) on my mac Sun Ray 2FS Never mind the hickups during zoom, that's because I was using the scrollwheel on my mouse and I can't scroll uninterrupted :) Anyway, this is quite cool ! The setup for this was the following : Sun Ray on LAN, Sun Ray Server 5 latest installed on OL5.5 inside a VM running on Oracle VM 2.2 (hardware virt, with a virtual network (vif)) and the virtualgl rendering happened on another box (wopr5) that runs linux on a little atom D520 with an ION2 gpu. So network goes from Sun Ray to Sun Ray Server to wopr5 and back. Given that this is full screen 3D it puts a good amount of load on the network and it's pretty cool that SRS was just a VM :) So, separately, I had written a little blog entry about using sriov and oracle vm a while back. link to sriov blog entry Last night when I came home I wanted to do some more playing around with SRIOV and live migrate. To do this, I wanted to set up a VM with 2 network interfaces, one virtual network (vif) and then one that's one of the SRIOV virtual functions from my network card. Inside the guest they show as eth0 and eth1, and then bond them using a standard linux bonding device (bond0 here) with active active links. The goal here is that on live migrate, we would detach the VF (eth1 in guest in this case), the bond would then just hum along on eth0 (vif) we can live migrate the VM and then on the other server after the migrate completes we re-attach a VF to the VM there and eth1 pops up again and the bond uses both eth0/eth1 to do its work. So, to set this up, I figured, why not use my sun ray server VM because the 3D work generates a nice network load and is very latency/timing sensitive. In the end, I ran glxspheres on my sunray server (vm) displaying on my sun ray 2 fs and while that was running, I did my live migrate test of this vm (unplug pci VF, migrate, reconnect vf) and guess what, it just kept running :) veryyyyyy cool. now, it was supposed to, but it's always nice to see it actually work, for real. Here's a diagram of it. No gimics - just real technology at work ! enjoy :)

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  • I need help with 3d shading/lighting.

    - by Xavier
    How do you guys handle shading in a 3d game? I have a directional light source that shades one side of a tree made of cubes. The remaining 3 sides all get ambient shading only. So the 3d effect is lost when looking at two ambient shaded sides. Am I missing something? Should I be shading the side furthest from the light source even darker? I tried looking at Fallout 3 and it kinda looks like this is what they do however Minecraft appears to shade a grass mound with two opposite sides light and the remaining two opposite sides dark kinda giving the effect that there are two directional lights for the two light shaded sides and ambient light for the dark shaded sides.

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  • what is the simplest 3d software for unity?

    - by kdavis8
    Ive heard a lot about Daz studio, Poser, Maya, K-3d, Anim8or, Blender, and all the rest. My question is which one is the best choice in terms of simplicity and quality. price is not an issue really. I'm programming games in java for android mobile devices at the moment but i will eventually move onto larger platforms. I would like to utilize unity3d for the game programming itself and utilize a 3d modeling software just to create the game objects. I just need to know the best one to get started with from scratch or should i use a combination of multiple ones? Any insight for this would be great, thanks!

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  • 3d vertex translated onto 2d viewport

    - by Dan Leidal
    I have a spherical world defined by simple trigonometric functions to create triangles that are relatively similar in size and shape throughout. What I want to be able to do is use mouse input to target a range of vertices in the area around the mouse click in order to manipulate these vertices in real time. I read a post on this forum regarding translating 3d world coordinates into the 2d viewport.. it recommended that you should multiply the world vector coordinates by the viewport and then the projection, but they didn't include any code examples, and suffice to say i couldn't get any good results. Further information.. I am using a lookat method for the viewport. Does this cause a problem, and if so is there a solution? If this isn't the problem, does anyone have a simple code example illustrating translating one vertex in a 3d world into a 2d viewspace? I am using XNA.

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  • iOS : Creating a 3D Compass

    - by Md. Abdul Munim
    Originally posted here: iOS : Creating a 3D Compass Hi everybody, Quite new in this forum.Posted the same question in stackoverflow and there some people suggested to shift it here, so that I can get a quick help from more specialists in this regard. So what's the big matter? Actually, I want to make a 3D metal compass in iOS which will have a movable cover. That is when you touch it by 3 fingers and try to move your fingers upward the cover keeps moving with your fingers and after certain distance it gets opened.Once you pull it down using 3 fingers again, it gets closed.I can not attach an image here as I don't have that much reputation. So I request you to check the original question at stack overflow that I linked at top. Is it possible using core animations and CALayers? Or would I have to use OpenGL ES? Please someone help me out, I am badly in need of it.And I need to complete it asap!

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  • Resources on expected behaviour when manipulating 3D objects with the mouse

    - by sebf
    Hello, In my animation editor, I have a 3D gizmo that sits on the origin of a bone; the user drags the mesh around to rotate the bone. I've found that translating the 2D movements of the mouse into sensible 3D transforms is not near as simple as i'd hoped. For example what is intuitively 'up' or 'down'? How should the magnitude of rotations change with respect to dX/dY? How to implement this? What happens when the gizmo changes position or orientation with respect to the camera? ect. So far with trial and error i've written something (very) simple that works 70% of the time. I could probably continue to hack at it until I made something that works 99% of the time, but there must be someone who needed the same thing, and spent the time coming up with a much more elegant solution. Does anyone know of one?

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  • Best choise of gui platform/framework for 3d development [closed]

    - by Miguel P
    The title pretty much says it all, so I'm developing a 3d engine for Directx 11, and it's going good so far. I started using .net forms as a GUI, but then(Of curiosity), i jumped to MFC, and the app looked great, but in my perspective, MFC is badly written, and it's too complicated, meaning that some things just took forever, while it would have taken a few seconds in .net forms. But my real question is: If i want to make an Editor for a 3d scene, where directx renders in the form( This was accomplished in .net forms), what would be the best choise of gui platform/framework? MFC,.net forms, Qt, etc....

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  • How to make Pokémon White 3D effect?

    - by Pipo
    I just wondered how to create a 3D effect similar to Pokemon White/Black? It seems to be not polygon based, but created just with sprites. If the perspective changes the sprites stay sharp and don't get blurred. How can I archive this? Source: https://www.youtube.com/watch?v=fZEPUPYOnRc&feature=youtube_gdata_player Edit: Wow, two downvotes because I used a video instead of screenshots? Don't get me wrong, I thank you, because you want to help me, but the 3D effect can be better understand in motion. Anyway, here is a screenshot: http://wearearcade.com/wp-content/uploads/2011/03/pokemon-black-white-starter-town.jpg So, if this is a hardware limitation, how can I archive this o na different hardware, e.g. a HTML5 game? Thank you.

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  • 3d trajectory - calculate initial velocity

    - by Skoder
    Hey, I've got a 2D projectile code sample working, but would like to extend it to 3D. How would I calculate the initial velocity of the Z-axis? At the moment, I've got: initVel.X = (float)Math.Cos(45.0); initVel.Y = (float)Math.Sin(45.0); How would I convert this to work in 3D (and add the initial velocity for the Z-axis)? In my example, X is across, Y is up down and Z is going into the screen. I also normalize the vector and multiply it by the speed. Thanks

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  • Best choice for 3D Physics Engine for C#/XNA

    - by Nic Foster
    Since 2007 I've been working on the development of an open-source game engine, and have been using JigLibX for 3D Physics. However, the developers on the project have stopped contributing to it for over 2 years now, and it's lacking features I need, or have major bugs in certain features. What are some good choices for 3D physics engines that are written purely in C#? Are there any that are more complete than JigLibX? EDIT: I just stumbled upon an engine called BEPUphysics. It was supported up until May 2012, which is fairly recent. I may check it out, any information that you guys could give on how complete the engine is would be great.

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  • How to program a cutting tool for 3D model in game

    - by Jesse S
    I'm looking for a resource to figure out how to program a function to cut a 3d model in game. Example: Enemy/NPC is sliced into 2 pieces with a sword. His body is not hollow, you can see bloody texture where normally a 'polygon hole' would be. The first step is to actually 'cut/slice' the model, then add in polygons to fill the hole in the model. I know this can be done in 3D modelling software, but I'm not sure how to go about doing this in a game, code-wise. I do not wish to use 'pre cut-up" models, the code will determine where the cut is. Any pointers in the right direction would be greatly appreciated.

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  • 3D Location Handling

    - by tgrosinger
    I am thinking about making a simulator type game that will involve having lots of small objects in a 3D space. What is the typical solution for handling these objects? The first thing that comes to mind is a 3D Array, but I can't help but think there is a more efficient solution. Another idea that comes to mind is objects having possession of smaller items. For example a House possesses a Table which possesses a Cup and Bowl. The final way I can think of handling this is just having an array of "objects" that each have an x, y, z value. While this would make storing them easy I do not understand how you would detect collisions without just looking at every possible object and checking to see if it is in the way. Are there other ways of holding onto these objects that is more efficient?

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  • How to watch 3D on Acer "3D Ready" projector?

    - by glenneroo
    We have here a Acer P1200 DLP projector which is "3D Ready" (using the BrilliantColor™ DarkChip™ 3) and documentation was not included in the packaging. We don't have a Blu-ray player and have no intention of purchasing one in the near future so I'm looking for a way to view encoded or streamed content. My question is: How is it possible to watch 3D content? What extra hardware/software will I need? EDIT: Found this information in the user manual: DLP 3D function: Choose while using DLP 3D glasses, quad buffer (NVIDIA/ATI…) graphic card and HQFS format file or DVD with corresponding SW player. 3D Sync L/R: If you see a discrete or overlapping image while wearing DLP 3D glasses, you may need to execute "Invert" to get best match of left/ right image sequence to get the correct image (for DLP 3D). ...but I'm still at a loss. What is a quad buffer graphics card?

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  • What is the differnce between DataTemplate and DataContext in WPF?

    - by Ashish Ashu
    I can set the relationship b/w View Model and view through following DataContext syntax: <UserControl.DataContext> <view_model:MainMenuModel /> </UserControl.DataContext> And I can also set the relationship b/w View Model and view through following DataTemplate syntax: <DataTemplate DataType="{x:Type viewModel:UserViewModel}"> <view:UserView /> </DataTemplate> Please let me know what is the difference between the two ? Is the second XAML does not set the data context of a view ?

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