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  • Emacs color-theme suitable for maximum readability when projected [closed]

    - by Julien Chastang
    I will be giving a lisp talk in a few days at a meetup I regularly attend. Attendees have complained in the past about my emacs color theme not being readable when projected. What is a emacs color-theme suitable for maximum readability when projected? Post "Q & A" update I did some experimentation and found these color themes to be acceptable for projection Blue Mood blackOnGray Dark Blue 2

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  • Projected Results

    - by Sylvie MacKenzie, PMP
    Excerpt from PROFIT - ORACLE - by Monica Mehta Yasser Mahmud has seen a revolution in project management over the past decade. During that time, the former Primavera product strategist (who joined Oracle when his company was acquired in 2008) has not only observed a transformation in the way IT systems support corporate projects but the role project portfolio management (PPM) plays in the enterprise. “15 years ago project management was the domain of project management office (PMO),” Mahmud recalls of earlier days. “But over the course of the past decade, we've seen it transform into a mission critical enterprise discipline, that has made Primavera indispensable in the board room. Now, as a senior manager, a board member, or a C-level executive you have direct and complete visibility into what’s kind of going on in the organization—at a level of detail that you're going to consume that information.” Now serving as Oracle’s vice president of product strategy and industry marketing, Mahmud shares his thoughts on how Oracle’s Primavera solutions have evolved and how best-in-class project portfolio management systems can help businesses stay competitive. Profit: What do you feel are the market dynamics that are changing project management today? Mahmud: First, the data explosion. We're generating data at twice the rate at which we can actually store it. The same concept applies for project-intensive organizations. A lot of data is gathered, but what are we really doing with it? Are we turning data into insight? Are we using that insight and turning it into foresight with analytics tools? This is a key driver that will separate the very good companies—the very competitive companies—from those that are not as competitive. Another trend is centered on the explosion of mobile computing. By the year 2013, an estimated 35 percent of the world’s workforce is going to be mobile. That’s one billion people. So the question is not if you're going to go mobile, it’s how fast you are going to go mobile. What kind of impact does that have on how the workforce participates in projects? What worked ten to fifteen years ago is not going to work today. It requires a real rethink around the interfaces and how data is actually presented. Profit: What is the role of project management in this new landscape? Mahmud: We recently conducted a PPM study with the Economist Intelligence Unit centered to determine how important project management is considered within organizations. Our target was primarily CFOs, CIOs, and senior managers and we discovered that while 95 percent of participants believed it critical to their business, only six percent were confident that projects were delivered on time and on budget. That’s a huge gap. Most organizations are looking for efficiency, especially in these volatile financial times. But senior management can’t keep track of every project in a large organization. As a result, executives are attempting to inventory the work being conducted under their watch. What is often needed is a very high-level assessment conducted at the board level to say, “Here are the 50 initiatives that we have underway. How do they line up with our strategic drivers?” This line of questioning can provide early warning that work and strategy are out of alignment; finding the gap between what the business needs to do and the actual performance scorecard. That’s low-hanging fruit for any executive looking to increase efficiency and save money. But it can only be obtained through proper assessment of existing projects—and you need a project system of record to get that done. Over the next decade or so, project management is going to transform into holistic work management. Business leaders will want make sure key projects align with corporate strategy, but also the ability to drill down into daily activity and smaller projects to make sure they line up as well. Keeping employees from working on tasks—even for a few hours—that don’t line up with corporate goals will, in many ways, become a competitive differentiator. Profit: How do all of these market challenges and shifting trends impact Oracle’s Primavera solutions and meeting customers’ needs? Mahmud: For Primavera, it’s a transformation from being a project management application to a PPM system in the enterprise. Also making that system a mission-critical application by connecting to other key applications within the ecosystem, such as the enterprise resource planning (ERP), supply chain, and CRM systems. Analytics have also become a huge component. Business analytics have made Oracle’s Primavera applications pertinent in the boardroom. Now, as a senior manager, a board member, a CXO, CIO, or CEO, you have direct visibility into what’s going on in the organization at a level that you're able to consume that information. In addition, all of this information pairs up really well with your financials and other data. Certainly, when you're an Oracle shop, you have that visibility that you didn’t have before from a project execution perspective. Profit: What new strategies and tools are being implemented to create a more efficient workplace for users? Mahmud: We believe very strongly that just because you call something an enterprise project portfolio management system doesn’t make it so—you have to get people to want to participate in the system. This can’t be mandated down from the top. It simply doesn’t work that way. A truly adoptable solution is one that makes it super easy for all types users to participate, by providing them interfaces where they live. Keeping that in mind, a major area of development has been alternative user interfaces. This is increasingly resulting in the creation of lighter weight, targeted interfaces such as iOS applications, and smartphones interfaces such as for iPhone and Android platform. Profit: How does this translate into the development of Oracle’s Primavera solutions? Mahmud: Let me give you a few examples. We recently announced the launch of our Primavera P6 Team Member application, which is a native iOS application for the iPhone. This interface makes it easier for team members to do their jobs quickly and effectively. Similarly, we introduced the Primavera analytics application, which can be consumed via mobile devices, and when married with Oracle Spatial capabilities, users can get a geographical view of what’s going on and which projects are occurring in various locations around the world. Lastly, we introduced advanced email integration that allows project team members to status work via E-mail. This functionality leverages the fact that users are in E-mail system throughout the day and allows them to status their work without the need to launch the Primavera application. It comes back to a mantra: provide as many alternative user interfaces as possible, so you can give people the ability to work, to participate, to raise issues, to create projects, in the places where they live. Do it in such a way that it’s non-intrusive, do it in such a way that it’s easy and intuitive and they can get it done in a short amount of time. If you do that, workers can get back to doing what they're actually getting paid for.

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  • Projected trajectory of a vehicle?

    - by mac
    In the game I am developing, I have to calculate if my vehicle (1) which in the example is travelling north with a speed V, can reach its target (2). The example depict the problem from atop: There are actually two possible scenarios: V is constant (resulting in trajectory 4, an arc of a circle) or the vehicle has the capacity to accelerate/decelerate (trajectory 3, an arc of a spiral). I would like to know if there is a straightforward way to verify if the vehicle is able to reach its target (as opposed to overshooting it). I'm particularly interested in trajectory #3, as I the only thing I could think of is integrating the position of the vehicle over time. EDIT: of course the vehicle has always the capacity to steer, but the steer radius vary with its speed (think to a maximum lateral g-force). EDIT2: also notice that (as most of the vehicles in real life) there is a minimum steering radius for the in-game ones too).

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  • projected textures not appear on the "back" of the mesh as well?

    - by user975135
    I want to create blood wounds on my character's bodies by using projected textures. I've watched some commentaries on games like Left 4 Dead and they say they use projected textures for the blood. But the way projected textures work is that if you project a texture on a rigged character, say his chest, it will also appear on his back. So what's the trick? How to get projected textures appear only on one "side" of the mesh? I use the Panda3D game engine, if that will help.

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  • Merging photo textures - (from calibrated cameras) - projected onto geometry

    - by freakTheMighty
    I am looking for papers/algorithms for merging projected textures onto geometry. To be more specific, given a set of fully calibrated cameras/photographs and geometry, how can we define a metric for choosing which photograph should be used to texture a given patch of the geometry. I can think of a few attributes one may seek minimize including the angle between the surface normal and the camera, the distance of the camera from the surface, as well as minimizing some parameterization of sharpness. The question is how do these things get combined and are there well established existing solutions?

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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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  • Projected Results: Sound project management practices, combined with a complete technology platform, have an immediate and lasting impact on an organization’s bottom line.

    - by Melissa Centurio Lopes
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Article By: Alan Joch, is a business and technology writer who specializes in enterprise applications, cloud computing, mobile computing, and the Web. It’s no secret that complex, large-scale projects need close management controls to ensure that they’re delivered on time and on budget. But now there’s growing evidence that failing to meet these goals can have far-reaching consequences, not only for the reputations and value of individual organizations but also for the tenure of their top executives. Government watchdogs forced one large contractor to suspend a multibillion-dollar defense program—and delay payment receipts—until a better management system was launched to more accurately track spending, project milestones, and other fundamental metrics. Significant delays in the opening of the £4.3 billion Terminal 5 at Heathrow Airport impaired an airline’s operations and contributed to a drop in its share prices. These real-world examples are noteworthy because of the huge financial risks they created. They’re also far from being isolated cases. Research by the Economist Intelligence Unit found that only 11 percent of companies claimed they delivered expected ROI on major capital projects 90 percent of the time or more. In addition, 12 percent of respondents said they achieved planned ROI less than half the time. According to Phil Thornton, lead consultant at the analyst firm Clarity Economics, the numbers demonstrate obvious challenges related to managing risks, accurately predicting ROI, and consistently delivering bottom-line growth for major capital investments “Portfolio management is a path to improve your organization’s competitive advantage. It helps make sure your organization is investing in the right things and not spending its time on things that are not delivering the intended results for the firm.” Read the full article here

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  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

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  • Faster projected-norm (quadratic-form, metric-matrix...) style computations

    - by thekindamzkyoulike
    I need to perform lots of evaluations of the form X(:,i)' * A * X(:,i) i = 1...n where X(:,i) is a vector and A is a symmetric matrix. Ostensibly, I can either do this in a loop for i=1:n z(i) = X(:,i)' * A * X(:,i) end which is slow, or vectorise it as z = diag(X' * A * X) which wastes RAM unacceptably when X has a lot of columns. Currently I am compromising on Y = A * X for i=1:n z(i) = Y(:,i)' * X(:,i) end which is a little faster/lighter but still seems unsatisfactory. I was hoping there might be some matlab/scilab idiom or trick to achieve this result more efficiently?

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  • Shadow maps unable to properly project shadows in some situations?

    - by meds
    In the shadow map sample provided by Microsoft I've noticed an issue where shadows are not properly projected when thin geometry is projected at high angles, see here the shadows being projected, notice the poles from the lights are not projected: http://imgur.com/QwOBa.png And in this screenshot we see things from the lights perspective, not ethe poles are clearly visible: http://imgur.com/k2woZ.png So two questions really, is this an actual bug or a limitation with shadow mapping and if it's a bug how can I fix it? The source is directly from the Microsoft DirectX Sample Browser 'ShadowMap' sample from July 2004, the sample browser is the latest August 2009 one.

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  • 2D mouse coordinates from 3d object projection

    - by user17753
    Not entirely certain of the nomenclature here -- basically, after placing a model in world coordinates and setting up a 3D camera to look at it the model has been projected onto the screen in a 2D fashion. What I'd like to do is determine if the mouse is inside the projected view of the model. Is there a way to "unproject" in the XNA framework? Or what is this process called as, so that I can better search for it?

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  • IDC and Becham Research: New analyst reports and webcast

    - by terrencebarr
    Embedded Java is getting a lot of attention in the analyst community these days. Check out these new analyst reports and a webcast by IDC as well as Beecham Research. IDC published a White Paper titled “Ghost in the Machine: Java for Embedded Development”, and an accompanying webcast recording. Highlights of the White Paper: The embedded systems industry is projected to continue to expand rapidly, reaching $2.1 trillion in 2015 The market for intelligent systems, where Java’s rich set of services are most needed, is projected to grow to 78% of all embedded systems in 2015  Java is widely used in embedded systems and is expected to continue to gain traction in areas where devices present an application platform for developers The free IDC webcast and White Paper can be accessed here. Beecham Research published a report titled “Designing an M2M Platform for the Connected World”. Highlights of the report: The total revenue for M2M Services is projected to double, from almost $15 billion in 2012 to over $30 billion in 2016 The primary driver for M2M solutions is now enabling new services Important trends that are developing are: Enterprise integration – more data and using the data more strategically, new markets in the Internet of Things (IoT), processing large amounts of data in real time (complex event processing) Using the same software development environment for all parts of an M2M solution is a major advantage if the software can be optimized for each part of the solution The free Beecham Research report can be accessed here. Cheers, – Terrence Filed under: Mobile & Embedded Tagged: iot, Java Embedded, M2M, research, webcast

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  • IDC and Becham Research: New analyst reports and webcast

    - by terrencebarr
    Embedded Java is getting a lot of attention in the analyst community these days. Check out these new analyst reports and a webcast by IDC as well as Beecham Research. IDC published a White Paper titled “Ghost in the Machine: Java for Embedded Development”, and an accompanying webcast recording. Highlights of the White Paper: The embedded systems industry is projected to continue to expand rapidly, reaching $2.1 trillion in 2015 The market for intelligent systems, where Java’s rich set of services are most needed, is projected to grow to 78% of all embedded systems in 2015  Java is widely used in embedded systems and is expected to continue to gain traction in areas where devices present an application platform for developers The free IDC webcast and White Paper can be accessed here. Beecham Research published a report titled “Designing an M2M Platform for the Connected World”. Highlights of the report: The total revenue for M2M Services is projected to double, from almost $15 billion in 2012 to over $30 billion in 2016 The primary driver for M2M solutions is now enabling new services Important trends that are developing are: Enterprise integration – more data and using the data more strategically, new markets in the Internet of Things (IoT), processing large amounts of data in real time (complex event processing) Using the same software development environment for all parts of an M2M solution is a major advantage if the software can be optimized for each part of the solution The free Beecham Research report can be accessed here. Cheers, – Terrence Filed under: Mobile & Embedded Tagged: iot, Java Embedded, M2M, research, webcast

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  • How to compile a C++ source code written for Linux/Unix on Windows Vista (code given)

    - by HTMZ
    I have a c++ source code that was written in linux/unix environment by some other author. It gives me errors when i compile it in windows vista environment. I am using Bloodshed Dev C++ v 4.9. please help. #include <iostream.h> #include <map> #include <vector> #include <string> #include <string.h> #include <strstream> #include <unistd.h> #include <stdlib.h> using namespace std; template <class T> class PrefixSpan { private: vector < vector <T> > transaction; vector < pair <T, unsigned int> > pattern; unsigned int minsup; unsigned int minpat; unsigned int maxpat; bool all; bool where; string delimiter; bool verbose; ostream *os; void report (vector <pair <unsigned int, int> > &projected) { if (minpat > pattern.size()) return; // print where & pattern if (where) { *os << "<pattern>" << endl; // what: if (all) { *os << "<freq>" << pattern[pattern.size()-1].second << "</freq>" << endl; *os << "<what>"; for (unsigned int i = 0; i < pattern.size(); i++) *os << (i ? " " : "") << pattern[i].first; } else { *os << "<what>"; for (unsigned int i = 0; i < pattern.size(); i++) *os << (i ? " " : "") << pattern[i].first << delimiter << pattern[i].second; } *os << "</what>" << endl; // where *os << "<where>"; for (unsigned int i = 0; i < projected.size(); i++) *os << (i ? " " : "") << projected[i].first; *os << "</where>" << endl; *os << "</pattern>" << endl; } else { // print found pattern only if (all) { *os << pattern[pattern.size()-1].second; for (unsigned int i = 0; i < pattern.size(); i++) *os << " " << pattern[i].first; } else { for (unsigned int i = 0; i < pattern.size(); i++) *os << (i ? " " : "") << pattern[i].first << delimiter << pattern[i].second; } *os << endl; } } void project (vector <pair <unsigned int, int> > &projected) { if (all) report(projected); map <T, vector <pair <unsigned int, int> > > counter; for (unsigned int i = 0; i < projected.size(); i++) { int pos = projected[i].second; unsigned int id = projected[i].first; unsigned int size = transaction[id].size(); map <T, int> tmp; for (unsigned int j = pos + 1; j < size; j++) { T item = transaction[id][j]; if (tmp.find (item) == tmp.end()) tmp[item] = j ; } for (map <T, int>::iterator k = tmp.begin(); k != tmp.end(); ++k) counter[k->first].push_back (make_pair <unsigned int, int> (id, k->second)); } for (map <T, vector <pair <unsigned int, int> > >::iterator l = counter.begin (); l != counter.end (); ) { if (l->second.size() < minsup) { map <T, vector <pair <unsigned int, int> > >::iterator tmp = l; tmp = l; ++tmp; counter.erase (l); l = tmp; } else { ++l; } } if (! all && counter.size () == 0) { report (projected); return; } for (map <T, vector <pair <unsigned int, int> > >::iterator l = counter.begin (); l != counter.end(); ++l) { if (pattern.size () < maxpat) { pattern.push_back (make_pair <T, unsigned int> (l->first, l->second.size())); project (l->second); pattern.erase (pattern.end()); } } } public: PrefixSpan (unsigned int _minsup = 1, unsigned int _minpat = 1, unsigned int _maxpat = 0xffffffff, bool _all = false, bool _where = false, string _delimiter = "/", bool _verbose = false): minsup(_minsup), minpat (_minpat), maxpat (_maxpat), all(_all), where(_where), delimiter (_delimiter), verbose (_verbose) {}; ~PrefixSpan () {}; istream& read (istream &is) { string line; vector <T> tmp; T item; while (getline (is, line)) { tmp.clear (); istrstream istrs ((char *)line.c_str()); while (istrs >> item) tmp.push_back (item); transaction.push_back (tmp); } return is; } ostream& run (ostream &_os) { os = &_os; if (verbose) *os << transaction.size() << endl; vector <pair <unsigned int, int> > root; for (unsigned int i = 0; i < transaction.size(); i++) root.push_back (make_pair (i, -1)); project (root); return *os; } void clear () { transaction.clear (); pattern.clear (); } }; int main (int argc, char **argv) { extern char *optarg; unsigned int minsup = 1; unsigned int minpat = 1; unsigned int maxpat = 0xffffffff; bool all = false; bool where = false; string delimiter = "/"; bool verbose = false; string type = "string"; int opt; while ((opt = getopt(argc, argv, "awvt:M:m:L:d:")) != -1) { switch(opt) { case 'a': all = true; break; case 'w': where = true; break; case 'v': verbose = true; break; case 'm': minsup = atoi (optarg); break; case 'M': minpat = atoi (optarg); break; case 'L': maxpat = atoi (optarg); break; case 't': type = string (optarg); break; case 'd': delimiter = string (optarg); break; default: cout << "Usage: " << argv[0] << " [-m minsup] [-M minpat] [-L maxpat] [-a] [-w] [-v] [-t type] [-d delimiter] < data .." << endl; return -1; } } if (type == "int") { PrefixSpan<unsigned int> prefixspan (minsup, minpat, maxpat, all, where, delimiter, verbose); prefixspan.read (cin); prefixspan.run (cout); }else if (type == "short") { PrefixSpan<unsigned short> prefixspan (minsup, minpat, maxpat, all, where, delimiter, verbose); prefixspan.read (cin); prefixspan.run (cout); } else if (type == "char") { PrefixSpan<unsigned char> prefixspan (minsup, minpat, maxpat, all, where, delimiter, verbose); prefixspan.read (cin); prefixspan.run (cout); } else if (type == "string") { PrefixSpan<string> prefixspan (minsup, minpat, maxpat, all, where, delimiter, verbose); prefixspan.read (cin); prefixspan.run (cout); } else { cerr << "Unknown Item Type: " << type << " : choose from [string|int|short|char]" << endl; return -1; } return 0; }

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  • How to reproject a shapefile from WGS 84 to Spherical/Web Mercator projection.

    - by samkea
    Definitions: You will need to know the meaning of these terms below. I have given a small description to the acronyms but you can google and know more about them. #1:WGS-84- World Geodetic Systems (1984)- is a standard reference coordinate system used for Cartography, Geodesy and Navigation. #2: EPGS-European Petroleum Survey Group-was a scientific organization with ties to the European petroleum industry consisting of specialists working in applied geodesy, surveying, and cartography related to oil exploration. EPSG::4326 is a common coordinate reference system that refers to WGS84 as (latitude, longitude) pair coordinates in degrees with Greenwich as the central meridian. Any degree representation (e.g., decimal or DMSH: degrees minutes seconds hemisphere) may be used. Which degree representation is used must be declared for the user by the supplier of data. So, the Spherical/Web Mercator projection is referred to as EPGS::3785 which is renamed to EPSG:900913 by google for use in googlemaps. The associated CRS(Coordinate Reference System) for this is the "Popular Visualisation CRS / Mercator ". This is the kind of projection that is used by GoogleMaps, BingMaps,OSM,Virtual Earth, Deep Earth excetra...to show interactive maps over the web with thier nearly precise coordinates.  Reprojection: After reading alot about reprojecting my coordinates from the deepearth project on Codeplex, i still could not do it. After some help from a colleague, i got my ball rolling.This is how i did it. #1 You need to download and open your shapefile using Q-GIS; its the one with the biggest number of coordinate reference systems/ projections. #2 Use the plugins menu, and enable ftools and the WFS plugin. #3 Use the Vector menu--> Data Management Tools and choose define current projection. Enable, use predefined reference system and choose WGS 84 coodinate system. I am personally in zone 36, so i chose WGS84-UTM Zone 36N under ( Projected Coordinate Systems--> Universal Transverse Mercator) and click ok. #4 Now use the Vector menu--> Data Management Tools and choose export to new projection. The same dialog will pop-up. Now choose WGS 84 EPGS::4326 under Geodetic Coordinate Systems. My Input user Defined Spatial Reference System should looks like this: +proj=tmerc +lat_0=0 +lon_0=33 +k=0.9996 +x_0=500000 +y_0=200000 +ellps=WGS84 +datum=WGS84 +units=m +no_defs Your Output user Defined Spatial Reference System should look like this: +proj=longlat +ellps=WGS84 +datum=WGS84 +no_defs Browse for the place where the shapefile is going to be and give the shapefile a name(like origna_reprojected). If it prompts you to add the projected layer to the TOC, accept. There, you have your re-projected map with latitude and longitude pair of coordinates. #5 Now, this is not the actual Spherical/Web Mercator projection, but dont worry, this is where you have to stop. All the other custom web-mapping portals will pick this projection and transform it into EPGS::3785 or EPSG:900913 but the coordinates will still remain as the LatLon pair of the projected shapefile. If you want to test, a particular know point, Q-GIS has a lot of room for that. Go ahead and test it.

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  • Numerically stable(ish) method of getting Y-intercept of mouse position?

    - by Fraser
    I'm trying to unproject the mouse position to get the position on the X-Z plane of a ray cast from the mouse. The camera is fully controllable by the user. Right now, the algorithm I'm using is... Unproject the mouse into the camera to get the ray: Vector3 p1 = Vector3.Unproject(new Vector3(x, y, 0), 0, 0, width, height, nearPlane, farPlane, viewProj; Vector3 p2 = Vector3.Unproject(new Vector3(x, y, 1), 0, 0, width, height, nearPlane, farPlane, viewProj); Vector3 dir = p2 - p1; dir.Normalize(); Ray ray = Ray(p1, dir); Then get the Y-intercept by using algebra: float t = -ray.Position.Y / ray.Direction.Y; Vector3 p = ray.Position + t * ray.Direction; The problem is that the projected position is "jumpy". As I make small adjustments to the mouse position, the projected point moves in strange ways. For example, if I move the mouse one pixel up, it will sometimes move the projected position down, but when I move it a second pixel, the project position will jump back to the mouse's location. The projected location is always close to where it should be, but it does not smoothly follow a moving mouse. The problem intensifies as I zoom the camera out. I believe the problem is caused by numeric instability. I can make minor improvements to this by doing some computations at double precision, and possibly abusing the fact that floating point calculations are done at 80-bit precision on x86, however before I start micro-optimizing this and getting deep into how the CLR handles floating point, I was wondering if there's an algorithmic change I can do to improve this? EDIT: A little snooping around in .NET Reflector on SlimDX.dll: public static Vector3 Unproject(Vector3 vector, float x, float y, float width, float height, float minZ, float maxZ, Matrix worldViewProjection) { Vector3 coordinate = new Vector3(); Matrix result = new Matrix(); Matrix.Invert(ref worldViewProjection, out result); coordinate.X = (float) ((((vector.X - x) / ((double) width)) * 2.0) - 1.0); coordinate.Y = (float) -((((vector.Y - y) / ((double) height)) * 2.0) - 1.0); coordinate.Z = (vector.Z - minZ) / (maxZ - minZ); TransformCoordinate(ref coordinate, ref result, out coordinate); return coordinate; } // ... public static void TransformCoordinate(ref Vector3 coordinate, ref Matrix transformation, out Vector3 result) { Vector3 vector; Vector4 vector2 = new Vector4 { X = (((coordinate.Y * transformation.M21) + (coordinate.X * transformation.M11)) + (coordinate.Z * transformation.M31)) + transformation.M41, Y = (((coordinate.Y * transformation.M22) + (coordinate.X * transformation.M12)) + (coordinate.Z * transformation.M32)) + transformation.M42, Z = (((coordinate.Y * transformation.M23) + (coordinate.X * transformation.M13)) + (coordinate.Z * transformation.M33)) + transformation.M43 }; float num = (float) (1.0 / ((((transformation.M24 * coordinate.Y) + (transformation.M14 * coordinate.X)) + (coordinate.Z * transformation.M34)) + transformation.M44)); vector2.W = num; vector.X = vector2.X * num; vector.Y = vector2.Y * num; vector.Z = vector2.Z * num; result = vector; } ...which seems to be a pretty standard method of unprojecting a point from a projection matrix, however this serves to introduce another point of possible instability. Still, I'd like to stick with the SlimDX Unproject routine rather than writing my own unless it's really necessary.

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  • What is going on in this SAT/vector projection code?

    - by ssb
    I'm looking at the example XNA SAT collision code presented here: http://www.xnadevelopment.com/tutorials/rotatedrectanglecollisions/rotatedrectanglecollisions.shtml See the following code: private int GenerateScalar(Vector2 theRectangleCorner, Vector2 theAxis) { //Using the formula for Vector projection. Take the corner being passed in //and project it onto the given Axis float aNumerator = (theRectangleCorner.X * theAxis.X) + (theRectangleCorner.Y * theAxis.Y); float aDenominator = (theAxis.X * theAxis.X) + (theAxis.Y * theAxis.Y); float aDivisionResult = aNumerator / aDenominator; Vector2 aCornerProjected = new Vector2(aDivisionResult * theAxis.X, aDivisionResult * theAxis.Y); //Now that we have our projected Vector, calculate a scalar of that projection //that can be used to more easily do comparisons float aScalar = (theAxis.X * aCornerProjected.X) + (theAxis.Y * aCornerProjected.Y); return (int)aScalar; } I think the problems I'm having with this come mostly from translating physics concepts into data structures. For example, earlier in the code there is a calculation of the axes to be used, and these are stored as Vector2, and they are found by subtracting one point from another, however these points are also stored as Vector2s. So are the axes being stored as slopes in a single Vector2? Next, what exactly does the Vector2 produced by the vector projection code represent? That is, I know it represents the projected vector, but as it pertains to a Vector2, what does this represent? A point on a line? Finally, what does the scalar at the end actually represent? It's fine to tell me that you're getting a scalar value of the projected vector, but none of the information I can find online seems to tell me about a scalar of a vector as it's used in this context. I don't see angles or magnitudes with these vectors so I'm a little disoriented when it comes to thinking in terms of physics. If this final scalar calculation is just a dot product, how is that directly applicable to SAT from here on? Is this what I use to calculate maximum/minimum values for overlap? I guess I'm just having trouble figuring out exactly what the dot product is representing in this particular context. Clearly I'm not quite up to date on my elementary physics, but any explanations would be greatly appreciated.

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  • way to do if(x > x2) x = x2 with rotation?

    - by CyanPrime
    Alright, so I got this walking code, and some collision detection, now the collision detection returns a Vector3f of the closest point on the triangle that the projected position is at (pos + move), so then I project my position again in the walking method/function and if the projected position's x is the nearest point'x the projected position's x becomes the nearist point's x. same with their z points, but if I'm moving in a different direction from 0 degrees XZ how would I rotate the equation/condition? Here is what I got so far, and it's not working, as I go through walls, and such. Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.cos(Math.toRadians(yaw)); move.z = (float)-Math.sin(Math.toRadians(yaw)); // System.out.println("slopeNormal.z: " + slopeNormal.z + "move.z: " + move.z); move.normalise(); move.scale(movementSpeed * delta); float horizontaldotproduct = move.x * slopeNormal.x + move.z * slopeNormal.z; move.y = -horizontaldotproduct * slopeNormal.y; Vector3f dest = colCheck(pos, move, model, drawDist, movementSpeed, delta); Vector3f projPos = new Vector3f(pos); Vector3f.add(projPos, move, projPos); if(projPos.x > 0 && dest.x > 0 && projPos.x < dest.x) projPos.x = dest.x; else if(projPos.x < 0 && dest.x < 0 && projPos.x > dest.x) projPos.x = dest.x; if(projPos.z > 0 && dest.z > 0 && projPos.z < dest.z) projPos.z = dest.z; else if(projPos.z < 0 && dest.z < 0 && projPos.z > dest.z) projPos.z = dest.z; pos = new Vector3f(projPos);

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  • Keystone Correction using 3D-Points of Kinect

    - by philllies
    With XNA, I am displaying a simple rectangle which is projected onto the floor. The projector can be placed at an arbitrary position. Obviously, the projected rectangle gets distorted according to the projectors position and angle. A Kinect scans the floor looking for the four corners. Now my goal is to transform the original rectangle such that the projection is no longer distorted by basically pre-warping the rectangle. My first approach was to do everything in 2D: First compute a perspective transformation (using OpenCV's warpPerspective()) from the scanned points to the internal rectangle's points und apply the inverse to the rectangle. This seemed to work but was too slow as it couldn't be rendered on the GPU. The second approach was to do everything in 3D in order to use XNA's rendering features. First, I would display a plane, scan its corners with Kinect and map the received 3D-Points to the original plane. Theoretically, I could apply the inverse of the perspective transformation to the plane, as I did in the 2D-approach. However, in since XNA works with a view and projection matrix, I can't just call a function such as warpPerspective() and get the desired result. I would need to compute the new parameters for the camera's view and projection matrix. Question: Is it possible to compute these parameters and split them into two matrices (view and projection)? If not, is there another approach I could use?

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  • Decal implementation

    - by dreta
    I had issues finding information about decals, so maybe this question will help others. The implementation is for a forward renderer. Could somebody confirm if i got decal implementation right? You define a cube of any dimension that'll define the projection volume in common space. You check for triangle intersection with the defined cube to recieve triangles that the projection will affect. You clip these triangles and save them. You then use matrix tricks to calculate UV coordinates for the saved triangles that'll reference the texture you're projecting. To do this you take the vectors representing height, width and depth of the cube in common space, so that f.e. the bottom left corner is the origin. You put that in a matrix as the i, j, k unit vectors, set the translation for the cube, then you inverse this matrix. You multiply the vertices of the saved triangles by this matrix, that way you get their coordinates inside of a 0 to 1 size cube that you use as the UV coordinates. This way you have the original triangles you're projecting onto and you have UV coordinates for them (the UV coordinates are referencing the texture you're projecting). Then you rerender the saved triangles onto the scene and they overwrite the area of projection with the projected image. Now the questions that i couldn't find answers for. Is the last point right? I've never done software clipping, but it seems error prone enough, due to limited precision, that the'll be some z fighting occuring for the projected texture. Also is the way of getting UV coordinates correct?

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  • Greiner-Hormann clipping problem

    - by Belgin
    I have a set of planar polygons in 3D space defined by their vertices in counterclockwise order. Let's define the 'positive face' as being the face of the 3D polygon such as when observed, the vertices appear in counterclockwise order, and the 'negative face', the face which when observed, the vertices appear in clockwise order. I'm doing perspective projection of the set of polygons onto a projection polygon defined by the points in this order: (0, h, 0), (0, 0, 0), (w, 0, 0), and (w, h, 0), where w and h are strictly positive integers. The positive face of this projection polygon is oriented towards positive Z, and the camera point is somewhere at (0, 0, d), where d is a strictly negative number. In order to 'clip' the projected polygons into the projection polygon, I'm applying the Greiner-Hormann (PDF) clipping algorithm, which requires that the clipper and the to-be-clipped polygons be in the same order (i.e. clockwise or counterclockwise). My question is the following: How can I determine whether the projected face of the 3D polygon is the negative or the positive one? Meaning, how do I find out if I have to work with the vertices in normal or inverted order for the algorithm to work? I noticed that only if the 3D polygon is facing the projection polygon with its negative face, both of them are in the same order (counterclockwise), otherwise, a modification needs to be done. Here is a picture (PNG) that illustrates this. Note that the planes described by the polygon from the set and the projection polygon may not always be parallel.

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  • Static "LoD" hack opinions

    - by David Lively
    I've been playing with implementing dynamic level of detail for rendering a very large mesh in XNA. It occurred to me that (duh) the whole point of this is to generate small triangles close to the camera, and larger ones far away. Given that, rather than constantly modifying or swapping index buffers based on a feature's rendered size or distance from the camera, it would be a lot easier (and potentially quite a bit faster), to render a single "fan" or flat wedge/frustum-shaped planar mesh that is tessellated into small triangles close to the near or small end of the frustum and larger ones at the far end, sort of like this (overhead view) (Pardon the gap in the middle - I drew one side and mirrored it) The triangle sizes are chosen so that all are approximately the same size when projected. Then, that mesh would be transformed to track the camera so that the Z axis (center vertical in this image) is always aligned with the view direction projected into the XZ plane. The vertex shader would then read terrain heights from a height texture and adjust the Y coordinate of the mesh to match a height field that defines the terrain. This eliminates the need for culling (since the mesh is generated to match the viewport dimensions) and the need to modify the index and/or vertex buffers when drawing the terrain. Obviously this doesn't address terrain with overhangs, etc, but that could be handled to a certain extent by including a second mesh that defines a sort of "ceiling" via a different texture. The other LoD schemes I've seen aren't particularly difficult to implement and, in some cases, are a lot more flexible, but this seemed like a decent quick-and-dirty way to handle height map-based terrain without getting into geometry manipulation. Has anyone tried this? Opinions?

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