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  • 3D points to quaternions

    - by Hubrus
    For the simplicity, we'll consider two 3D points, that moves one relatively to other, in time. Let's say: at moment t0, we have P1(0,0,0) and P2(0,2,0) at moment t1, P1 is still (0,0,0) but P2 changed to (0,2,2). From what I've understood reading about quaternions, is that, at moment t0, Q1 (representing P1) and Q2 (representing P2) will be both (0, 0, 0, 0). But at the moment t1, Q2 will become something else (w, x, y, z). How do I calculate the Q2 at t1 moment? I've googled a lot on this subject, but I was able to find only rotation between quaternions. I will appreciate any guidance. Thanks!

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  • Torque 3D passe sous licence MIT, le moteur de jeu vidéo à bas prix entre dans le monde de l'Open Source

    Torque 3D passe sous licence MIT Le moteur de jeu vidéo à bas prix entre dans le monde de l'Open Source Eric Preisz, l'auteur et développeur du moteur de jeu, vient d'annoncer sur le blog du logiciel que Torque 3D sera bientôt disponible en Open Source sous licence MIT. Le code source pourra être retrouvé sur les serveurs de GitHub. [IMG]http://jeux.developpez.com/news/images/Torque_Logo.png[/IMG] Le moteur s'était démarqué de ses concurrents par son bas prix. En effet, il ne fallait débourser que 100$ pour la licence spécif...

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  • Cannot get 3D OpenGL support in Vmware guests, how can I fix this?

    - by jjapol
    I have been working at this problem for 2 days now. I cannot for the life of me enable 3D support in VMWare 9 guests. My specifications are: Hardware: Dell Latitude E5520 laptop. Processor: Intel i7-2620M CPU @ 2.70GHz × 4. Memory: 8GB. Video: Intel Sandybridge Mobile x86/MMX/SSE2 OS: Ubuntu 12.04.1 LTS, 32 bit. Vmware Workstation: 9.0.1 build-894247 Glxgears functions fine. Frame rate is ~60fps. Vmware guest: Windows 7 Starting the Windows 7 guest in VMware throws the following errors: No 3D support is available from the host. and Hardware graphics acceleration is not available. I've read through this VMware forum thread, but again the hardware in the post is different (nVidia). I've followed the instructions at this Ask Ubuntu post as closely as possible as the question is nearly the same as mine although my hardware is different. Answer 1 regarding setting mks.gl.allowBlacklistedDrivers = TRUE; in my vmx configuration file causes the VM to crash when it starts. The second answer I followed as closely as possible. I uninstalled VMware, Did sudo apt-get install build-essential linux-headers-$(uname -r) at a terminal, Added the PPA https://launchpad.net/~glasen/+archive/intel-driver, Then at a terminal did sudo apt-get update && sudo apt-get upgrade -y I reinstalled VMware and have the same results: no 3D in guests. I'm getting the feeling that something is awry with the Sandy Bridge driver, but I can't seem to come up with any solutions. Has anyone out there run across this problem also? By the way, the operation of the likes of Solidworks and AutoCad within a Windpws 7 guest does appear to be improved in VMware 9 vs VMware 8 in spite of the fact that 3D support is lacking in the Windows 7 guest. I'd also add that my glxinfo file was nearly identical to the glxinfo file posted at askubuntu.com/questions/181829/…. I had a total of seven minor differences per a comparison using Meld. –

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  • Opera 11 intègre le support de l'accélération matérielle 3D basée sur WebGL, une nouvelle version test du navigateur est disponible

    Opera 11 intègre le support de l'accélération matérielle 3D Basée sur WebGL, une nouvelle version test du navigateur est disponible Mise à jour du 02/02/2011 par Idelways Opera vient de lancer la première version de test de son navigateur qui supporte l'accélération matérielle 3D basée sur le standard WebGL. L'annonce vient, d'après l'entreprise, couronner la maturation de ce standard et deux ans de travail sur cette implémentation. Pour mémoire, le processus de standardisation a été porté par le groupe Khronos (lien) WebGL utilise les interfaces graphiques d'OpenGL sur les ordinateurs de bureau po...

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  • CSS Shaders : la proposition d'Adobe pour les animations 3D acceptée par le W3C, elle devient les Custom Filters

    CSS Shaders : la proposition d'Adobe pour les animations 3D a été acceptée par le W3C Elle devient les Custom Filters Il y a plusieurs mois déjà, Adobe, avec l'aide d'Opera et d'Apple, avait proposé au W3C une nouvelle technologie : CSS Shaders. Cette nouveauté qui permettrait d'intégrer des animations 3D aux feuilles de style CSS vient d'être acceptée par le World Wide Web Consortium. Ce qui signifie que les CSS Shaders vont devenir un standard du Web. Ils seront intégrés dans les spécifications effets de filtres

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  • Intel lance un concours de création d'applications pour sa caméra 3D RealSense, avec plus d'un million de dollars US à se partager

    Intel lance un concours de création d'applications pour sa caméra 3D RealSense, avec plus d'un million de dollars US à se partager Mise à jour du 18/08/2014Intel annonce l'édition 2014 de son concours Perceptual Computing App Challenge articulé autour de sa technologie RealSense. Pour rappel, sa caméra 3D RealSense a été présentée comme étant son premier produit « d'informatique perceptuelle » et embarque entre autre un système de reconnaisse faciale, vocale, la suppression des arrières plans,...

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  • Unity 4 disponible en bêta, rendu DirectX 11 et ombres pour les mobiles à l'honneur de cette nouvelle version du moteur de jeu

    La bêta de Unity 4 est disponible Rendu DirectX 11 et ombres pour les mobiles sont à l'honneur dans cette nouvelle version Vous pouvez maintenant vous jeter sur la bêta de la quatrième version de Unity qui est enfin disponible pour Windows et pour Mac OS. Cela sera l'occasion de tester les nouvelles fonctionnalités qui intégreront la prochaine version du populaire moteur de jeu. Les ajouts tels que le support de DirectX 11, ou encore du projet pour Linux ou en Flash permet à la firme de rattraper son retard sur les moteurs comme l'Unreal Engine ou le CryEngine.

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  • Is it a good plan to use 2D physics for a 3D racing game?

    - by user3195897
    I am working on a 3D racing game using SDL and OpenGL. I thought it would be easier to use a 2D physics engine, since I really don't need the 3rd dimension. There will be no flying cars or jumps, they will just be stuck to the floor, so I would use 2D colliders and that things to simulate collisions in a plane but render the actual game from a 3D perspective. So the real question is: is it possible, is it a dumb idea, what else can I do?

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  • How to obtain a camera stream from Unity without rendering it to the player's screen?

    - by aiguy
    I'd like to stream the output of two cameras to a separate process. Right now, it looks like the best way to do that is to grab the rendered camera views from the screen via platform specific screen capture hooks then compress them real time with h.264. Is there a way to grab the input of the cameras within unity and avoid rendering them to the screen? One solution I'm considering involves using Unity's multiplayer capability to run the game on a separate machine and grab it from that screen buffer, unbeknownst to the player.

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  • Unity 4.5 est disponible et apporte le support d'OpenGL ES 3, un rendu plus naturel de la physique 2D et des optimisations

    Unity 4.5 est disponible : les corrections et améliorations du moteur sont très nombreuses OpenGL ES 3.0, amélioration de la physique 2D, chargement de scène amélioré, amélioration du flux de travail sur les shaders... Alors que dernièrement nous avons découvert ce que Unity 5 sera, l'équipe de développement nous apporte la version 4.5 du moteur. Celle-ci corrige près de 450 bogues mais apporte aussi de nouvelles fonctionnalités au moteur : support d'OpenGL ES 3.0 pour iOS (à partir des périphérique...

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  • Can I move the unity launcher in 12.10? [closed]

    - by Linds
    Possible Duplicate: Can I move the Unity launcher? I've just recently downloaded ubuntu 12.10, and just like everyone else using the Unity Launcher I would like to move it to the bottom of the screen. I know there are patches for 11.10, and I think for 12.04, but I haven't been able to find anything to solve this problem on 12.10. Is there a way, or is everyone else with 12.10 waiting for a solution as well?

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  • implement a coverflow UI in an Android web application

    - by ravidor
    I am trying to build a coverflow UI on an Android web application using HTML,CSS, JavaScript and some images. CSS 3D transforms, which are supported in Safari sine 2009 and on the iPhone since version 2.0, is not supported well on the Android. worse then that, the implementation is buggy on Android 2.1 and Android 2.2, and in each version in a different way. Any idea how can I build a coverflow UI on an Android web application using HTML,CSS, JavaScript and some images without CSS 3D transforms?

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  • Flash10 Triangle Rendering

    - by anon
    I know about Papervision 3D. However, alot of the realism there comes from textures. Does anyone know of a benchmark that shows how many single-color, flash-shaded 3D triagnels flash10 can reasonably render? I can't find this benchmark online or an engine for this (most seems to really value bitmaps / texture). Thanks!

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  • Why enabling transparency can lead to clipping problems ?

    - by Amokrane
    Hi, I'm working on a 3D graphical application in Java using the Java 3D API. I noticed that every time I was dealing with transparency, all I got in return were some clipping problems. Some parts of the scene weren't displayed properly. It might seem obvious that this would happen in a certain way but I'm looking for a logical explanation, why is this happening? Thank you

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  • Is there a library to display a Virtual Human [WPF]

    - by modosansreves
    While there are a lot of 3D libraries out there, I'm in struggle to find one suitable for WPF. Basically, I want a Character Animation engine, which loads bone hierarchy and allows me to manipulate the skinned mesh. I know, this is a classic topic for all the 3D engines. And they are made for building games. How do I display a Skinned Character in a WPF application?

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  • Why enabling transparency can lead to cliping problems ?

    - by Amokrane
    Hi, I'm working on a 3D graphical application in Java using the Java 3D API. I noticed that every time I was dealing with transparency, all I got in return were some clipping problems. Some parts of the scene weren't displayed properly. It might seem obvious that this would happen in a certain way but I'm looking for a logical explanation, why is this happening? Thank you

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  • Euler rotation of direction vector

    - by Tom Savage
    I have defined an object in 3D space with position, rotation and scale values (all defined as 3D vectors). It also has upwards and forwards direction vectors. When I rotate the object, I need these direction vectors to rotate with it. Assuming my up vector is (0, 1, 0) and my forwards vector is (0, 0, 1) at zero rotation, how might I achieve this?

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  • converting 2D mouse coordinates to 3D space in OpenGL ES

    - by Jayesh
    I want to convert mouse's current X and Y coordinates into the 3D space I have drawn in the viewport. I need to do this on the OpenGL ES platform. I found following possible solutions implemented in OpenGL, but none fits what I am looking for. I found NeHe's tutorial on doing exactly this, but in traditional OpenGL way. It uses gluUnProject. http://nehe.gamedev.net/data/articles/article.asp?article=13 Although gluUnProject is not available in OpenGL ES, its implementation seems simple enough to port back. But before calling it, we need to call glReadPixels with GL_DEPTH_COMPONENT and that is not possible in OpenGL ES. (The reason I found in this thread: http://www.khronos.org/message_boards/viewtopic.php?f=4&t=771) What I want to do is similar to picking, except that I don't want to select the object but I want exact coordinates so that I can recognize particular portion of the object that is currently under mouse cursor. I went through the Picking tutorials in this answer. http://stackoverflow.com/posts/2211312/revisions But they need glRenderMode, which I believe is absent in OpenGL ES. If you know how to solve this problem in OpenGL ES, please let me know. Thanks.

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  • File Translator to Export Animated 3D Character from Autodesk Maya as Quake MD2

    - by Andy R
    I'm wondering if anyone knows of a way to export geometry/textures for a rigged, animated character as Quake MD2? I’m developing an app for mobile devices, and I’ve found that MD2 works great for lightweight OpenGL rendering. I have several animated characters, and I’d like to export them as MD2 from Maya. Here are some of the things I have tried: Exporting FBX to 3D Studio Max and using the QTip plugin -- this works, but only if I convert my animation to point cache (pc2) and bring that into Max. When I do that, QTip plugin doesn’t honor the point cache node, and all I get is the model, no animation Exporting OBJ Sequence to Blender, exporting MD2 from there -- I can’t seem to get blender to compile the imported obj sequence into a single animated object Exporting FBX to Milkshape -- the maya rig gets corrupted in the process Bake point cache for animation, export to FBX, import to Milkshape -- again, Milkshape doesn’t honor the geometry cache, so all that appears is a static character. I’m currently writing a plugin for Maya using the blender MD2 export script as reference (but re-writing using the C++ Maya API), but I’m just wondering if anyone has done this before or has any suggestions of how to do this. Also, if anyone has other suggestions for the best format to render a single animated character on an OpenGL ES (Android or iPhone) device, I would be very grateful! I’m open to trying anything to get these animations rendering on device Thanks!

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  • ploting 3d graph in matlab?

    - by lytheone
    Hello, I am currently a begineer, and i am using matlab to do a data analysis. I have a a text file with data at the first row is formatted as follow: time;wave height 1;wave height 2;....... I have column until wave height 19 and rows total 4000 rows. Data in the first column is time in second. From 2nd column onwards, it is wave height elevation which is in meter. At the moment I like to ask matlab to plot a 3d graph with time on the x axis, wave elevation on the y axis, and wave elevation that correspond to wave height number from 1 to 19, i.e. data in column 2 row 10 has a let say 8m which is correspond to wave height 1 and time at the column 1 row 10. I have try the following: clear; filename='abc.daf'; path='C:\D'; a=dlmread([path '\' filename],' ', 2, 1); [nrows,ncols]=size(a); t=a(1:nrows,1);%define t from text file for i=(1:20), j=(2:21); end wi=a(:,j); for k=(2:4000), l=k; end r=a(l,:); But everytime i use try to plot them, the for loop wi works fine, but for r=a(l,:);, the plot only either give me the last time data only but i want all data in the file to be plot. Is there a way i can do that. I am sorry as it is a bit confusing but i will be very thankful if anyone can help me out. Thank you!!!!!!!!!!

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  • FFT and IFFT on 3D matrix (Matlab)

    - by SteffenDM
    I have a movie with 70 grayscale frames in MATLAB. I have put them in a 3-D matrix, so the dimensions are X, Y and time. I want to determine the frequencies in the time dimension, so I have to calculate the FFT for every point in the 3rd dimension. This is not a problem but I have to return the images to the original form with ifft. In a normal situation this would be true: X = ifft(fft(X)), but this is not the case it seems in MATLAB when you work with multidimensional data. This is the code I use: for i = 1:length y(:, :, i) = [img1{i, level}]; %# take each picture from an cell array and put it end %# and put it in 3D array y2 = ifft(fft(y, NFFT,3), NFFT, 3); %# NFFT = 128, the 3 is the dimension in which i want %# to calculate the FFT and IFFT y is 480x640x70, so there are 70 images of 640x480 pixels. If I use only fft, y2 is 480x640x128 (this is normal because we want 128 points with NFFT). If I use fft and ifft, y2 is 480x640x128 pixels. This is not normal, the 128 should be 70 again. I tried to do it in just one dimension by using 2 for loops and this works fine. The for loops take to much time, though.

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  • trouble calculating offset index into 3D array

    - by Derek
    Hello, I am writing a CUDA kernel to create a 3x3 covariance matrix for each location in the rows*cols main matrix. So that 3D matrix is rows*cols*9 in size, which i allocated in a single malloc accordingly. I need to access this in a single index value the 9 values of the 3x3 covariance matrix get their values set according to the appropriate row r and column c from some other 2D arrays. In other words - I need to calculate the appropriate index to access the 9 elements of the 3x3 covariance matrix, as well as the row and column offset of the 2D matrices that are inputs to the value, as well as the appropriate index for the storage array. i have tried to simplify it down to the following: //I am calling this kernel with 1D blocks who are 512 cols x 1row. TILE_WIDTH=512 int bx = blockIdx.x; int by = blockIdx.y; int tx = threadIdx.x; int ty = threadIdx.y; int r = by + ty; int c = bx*TILE_WIDTH + tx; int offset = r*cols+c; int ndx = r*cols*rows + c*cols; if((r < rows) && (c < cols)){ //this IF statement is trying to avoid the case where a threadblock went bigger than my original array..not sure if correct d_cov[ndx + 0] = otherArray[offset]; d_cov[ndx + 1] = otherArray[offset] d_cov[ndx + 2] = otherArray[offset] d_cov[ndx + 3] = otherArray[offset] d_cov[ndx + 4] = otherArray[offset] d_cov[ndx + 5] = otherArray[offset] d_cov[ndx + 6] = otherArray[offset] d_cov[ndx + 7] = otherArray[offset] d_cov[ndx + 8] = otherArray[offset] } When I check this array with the values calculated on the CPU, which loops over i=rows, j=cols, k = 1..9 The results do not match up. in other words d_cov[i*rows*cols + j*cols + k] != correctAnswer[i][j][k] Can anyone give me any tips on how to sovle this problem? Is it an indexing problem, or some other logic error?

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  • Triangulation in 3D Space

    - by w3b_wizzard
    Disclaimer: This is for class, however I'm fresh out of ideas and a nudge in the right direction would be much appreciated. Also, this needs to be implemented in raw C, so no fancy libraries can be used. I have to write a search and rescue simulator for submarines, it has to find a probe that is randomly placed in 3D space in a grid from of the MAX_XYZ (100000). The only tools I'm given are a "ping" which will give the magnitude of the distance between a certain sub and the probe. The goal is to optimize the costs of this entire operation so a brute force attempt, like looking at every single coordinate, won't work. Hence I was thinking triangulation. Now, it makes loads of sense to me, place three subs, each one of them uses their ping to get the distance between them and the probe. Since each sub have a known distance relative to one another, it's easy to build the base of a tetrahedron with them, and the results of the ping will point to a certain coordinate, the problem I'm having is how to figure out the elevation, or the height, of the tetrahedron. So what I have as data is the following: Distances between subs (In vector format) Angles between each subs (very easy to compute) Distance between each sub and the probe (3 segments from the base to the peak) Angles inside each of the outer 3 surfaces of the tetrahedron. I tried finding some sort of relationship with the vertices of the tetrahedron and the relative angles in each of them, however all I found had to deal with tetrahedrons built with equilateral triangles, which isn't much help. I have the impression this can be easily solved with trig but either I'm not seeing it or I need more coffee. Any suggestions would be appreciated!

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  • upload form only works in Firefox when uploading ASCII .stl 3D files

    - by NathanPDX
    uploadform.html and upload_file.php (below) works fine in Firefox but fails in Chrome, IE, and Safari when uploading ASCII .stl 3D files. Error message is "Invalid file" and problem occurs with multiple computers and multiple .stl files. When I modify the code to support other file types like JPG and PDF it allows those file types in all three web browsers. Also, Firefox only allows the .stl upload if I include application/octet-stream in the mime types section. Why doesn't this work outside of Firefox? uploadform.html: <!doctype html> <html> <body> <form action="upload_file.php" method="post" enctype="multipart/form-data"> <label for="file">Filename:</label> <input type="file" name="file" id="file" /> <br /> <input type="submit" name="submit" value="Submit" /> </form> </body> </html> upload_file.php: <!doctype html> <html> <body> <?php $allowedExts = array("stl"); $extension = end(explode(".", $_FILES["file"]["name"])); if ( ( ($_FILES["file"]["type"] == "application/sla") || ($_FILES["file"]["type"] == "application/octet-stream") || ($_FILES["file"]["type"] == "text/plain") || ($_FILES["file"]["type"] == "application/unknown") ) && ($_FILES["file"]["size"] < 2000000) && in_array($extension, $allowedExts) ) { if ($_FILES["file"]["error"] > 0) { echo "Return Code: " . $_FILES["file"]["error"] . "<br />"; } else { echo "Upload: " . $_FILES["file"]["name"] . "<br />"; echo "Size: " . ($_FILES["file"]["size"] /1024) . " KB<br />"; if (file_exists("upload/" . $_FILES["file"]["name"])) { echo $_FILES["file"]["name"] . " already exists. "; } else { move_uploaded_file($_FILES["file"]["tmp_name"], "upload/" . $_FILES["file"]["name"]); echo "successful upload"; } } } else { echo "Invalid file"; } ?> </body> </html>

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  • How to use InterfaceInterceptor with NServiceBus UnityBuilder

    - by David
    I have a MessageHandler with a dependency declared as: public IRepository<Person> PersonRepository {get;set;} I set up my Unity container with: IUnityContainer container = new UnityContainer(); container.AddNewExtension<Interception>(); container.RegisterType(typeof(IRepository<Person>), typeof(Example.Data.InMemory.Repository<Person>)); container.Configure<Interception>() .AddPolicy("PersonAddAdvice") .AddMatchingRule(new AddMatchingRule()) .AddCallHandler(new PersonAddedEventPublishingCallHandler()); container.Configure<Interception>() .SetInterceptorFor<IRepository<Person>>(new InterfaceInterceptor()); Then I Init my endpoint with: class EndpointConfig : IConfigureThisEndpoint, AsA_Publisher, IWantCustomInitialization { public void Init() { NServiceBus.Configure.With() .Log4Net() .UnityBuilder(ContainerConfig.LoadContainer()) .XmlSerializer(); } } (ContainerConfig.LoadContainer() returns the pre-configured IUnityContainer) the problem is that the IRepository dependency in my MessageHandler is not resolved (it's null when handling the messages). If I remove the interception configuration from the Unity container, and simply do this: IUnityContainer container = new UnityContainer(); container.RegisterType(typeof(IRepository<Person>), typeof(Example.Data.InMemory.Repository<Person>)); It works as expected, and the MessageHandler has an instance if IRepository resolved.

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