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  • signed angle between two 3d vectors with same origin within the same plane? recipe?

    - by Advanced Customer
    Was looking through the web for an answer but it seems like there is no clear recipe for it. What I need is a signed angle of rotation between two vectors Va and Vb lying within the same 3D plane and having the same origin knowing that: the plane contatining both vectors is an arbitrary and is not parallel to XY or any other of cardinal planes Vn - is a plane normal both vectors along with the normal have the same origin O = { 0, 0, 0 } Va - is a reference for measuring the left handed rotation at Vn The angle should be measured in such a way so if the plane would be XY plane the Va would stand for X axis unit vector of it. I guess I should perform a kind of coordinate space transformation by using the Va as the X-axis and the cross product of Vb and Vn as the Y-axis and then just using some 2d method like with atan2() or something. Any ideas? Formulas?

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  • How to color a mesh with values at the vertices in WPF 3D?

    - by Christo
    We've got a sphere which we want to display in 3D and color given a fuction that depends on spherical coordinates. The sphere was triangulated using a regular grid in (theta, phi), but this produced a lot of small triangles near the poles. In an attempt to reduce the number triangles at the poles, we've changed out mesh generation to produce more evenly sized triangles over the surface. The first triangulation method had the advantage that we could easily create a texture and drape it over the surface. It seems that in WPF it isn't possible to assign colors to vertices the way one would go about in OpenGL or Direct3D. With the second triangulation method it isn't apparent how to go about generating the texture and setting the texture coordinates, since the vertices aren't aligned to a grid anymore. Maybe it would be possible to create a linear texture containing a color for each vertex, but then how will that effect the coloring? Will it still render smoothly over the triangle surfaces as one would expect by applying per vertex coloring?

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  • How to get a 3D picture in an iphone app?

    - by wolverine
    In an application, i saw that they used to display pictures of vehicles. But what was amazing was when we touch and swipe in that picture, it rotates in 3d way left and right. And from the front view we can rotate and get to see its back view also. It is a very good feature and i was trying to replicate it. But couldnt get an idea of how and where to start. My doubts are Whats the actual format of the thing, it surely isn't a picture. How do they get to rotate it? Could someone give me an idea where i should start or where I should look upon?

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  • Ubuntu 11.10 Virtual-box Unity 3D not working

    - by naveen
    After struggling for four hours, I still cannot get Unity 3D of Gnome 3 to work on my VirtualBox - I have been pouring through Internet and forum posts but to no avail. Here's what I've done so far: VirtualBox 4.1.4r74921 on Windows 7 Installed Ubuntu Desktop 11.10 ( 32 bit ) Enabled 3D acceleration Allocated 1.5GB of RAM Allocated 50MB video memory (hope this is not the culprit) Installed Guest edition 4.1.4 Did apt-get update and apt-get upgrade Booted back in to Ubuntu - falls back to Unity 2D Shared folder, mouse integration all works, so guest edition is properly installed Tried the command and below is the output /usr/lib/nux/unity_support_test –p OpenGL vendor string: Mesa Project OpenGL renderer string: Software Rasterizer OpenGL version string: 2.1 Mesa 7.11 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: no 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 I am trying to find what the "no" means but cannot find any good answers. Inter Core i5 processor 4GB of RAM on the host Display adapter: NVIDIA GeForce 8400GS Is anyone else facing the same problem? If so, can you point me to a solution or any reference where I can find a solution?

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  • XNA - Strange Texture Rendering Issue Using XNA BasicEffect

    - by Spencer Marr
    I have been reading and working through Riemers 3D XNA tutorials to expand my knowledge of XNA from 2D into 3D. Unfortunately I am having rendering issues that I am unable to solve and I need a point in the right direction. I am not expecting the Models to look identical to Blender but there is some serious discoloring from the texture files once rendering through XNA. The Character model is using completely incorrect colors (Red where Grey should be) and the Cube is rendering a strange pattern where a flat color should be drawn. My sampling mode is set to PointClamp. The Character model that I created has a 32 by 32 pixel texture that has been UV mapped to the model in blender. The model was then exported to .FBX. For the Cube Model a 64 by 64 pixel texture is used. foreach (ModelMesh mesh in samuraiModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.Projection = Projection; effect.View = View; effect.World = World; } mesh.Draw(); } Does this look like it is caused by a mistake I made while UV Mapping or Creating Materials in Blender? Is this a problem with using the default XNA BasicEffect? Or something completely different that i have not considered? Thank You!

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  • Obtaining a world point from a screen point with an orthographic projection

    - by vargonian
    I assumed this was a straightforward problem but it has been plaguing me for days. I am creating a 2D game with an orthographic camera. I am using a 3D camera rather than just hacking it because I want to support rotating, panning, and zooming. Unfortunately the math overwhelms me when I'm trying to figure out how to determine if a clicked point intersects a bounds (let's say rectangular) in the game. I was under the impression that I could simply transform the screen point (the clicked point) by the inverse of the camera's View * Projection matrix to obtain the world coordinates of the clicked point. Unfortunately this is not the case at all; I get some point that seems to be in some completely different coordinate system. So then as a sanity check I tried taking an arbitrary world point and transforming it by the camera's View*Projection matrices. Surely this should get me the corresponding screen point, but even that didn't work, and it is quickly shattering any illusion I had that I understood 3D coordinate systems and the math involved. So, if I could form this into a question: How would I use my camera's state information (view and projection matrices, for instance) to transform a world point to a screen point, and vice versa? I hope the problem will be simpler since I'm using an orthographic camera and can make several assumptions from that. I very much appreciate any help. If it makes a difference, I'm using XNA Game Studio.

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  • Missing z-axis rotation for transforming between two vectors

    - by Steve Baughman
    I'm trying to rotate a cube so that it's facing up, but am getting hung up on the final implementation details. It now reliably will rotate the x,y axis to the correct side, but the z-axis is never rotating (See photos of before and after rotation). When I'm using the code below I always get '0' for my rotationVector.z. What am I missing here? // Define lookAt vector lookAtVector = GLKVector3Make(0,0,1); // Define axes vectors axes[0] = GLKVector3Make(0,0,1); axes[1] = GLKVector3Make(-1,0,0); axes[2] = GLKVector3Make(0,1,0); axes[3] = GLKVector3Make(1,0,0); axes[4] = GLKVector3Make(0,-1,0); axes[5] = GLKVector3Make(0,0,-1); CGFloat highest_dot = -1.0; GLKVector3 closest_axis; for(int i = 0; i < 6; i++) { // multiply cube's axes by existing matrix GLKVector3 axis = GLKMatrix4MultiplyVector3(matrix, axes[i]); CGFloat dot = GLKVector3DotProduct(axis, lookAtVector); if(dot > highest_dot) { closest_axis = axis; highest_dot = dot; } } GLKVector3 rotationVector = GLKVector3CrossProduct(closest_axis, lookAtVector); // Get angle between vectors CGFloat angle = atan2(GLKVector3Length(rotationVector), GLKVector3DotProduct(closest_axis, lookAtVector)); // normalize the rotation vector rotationVector = GLKVector3Normalize(rotationVector); // Create transform CATransform3D rotationTransform = CATransform3DMakeRotation(angle, rotationVector.x, rotationVector.y, rotationVector.z); // add rotation transform to existing transformation baseTransform = CATransform3DConcat(baseTransform, rotationTransform); return baseTransform; Before 3d Rotation After 3d Rotation Implementation based on this post

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  • Why are bugs responsible for big deficiencies in functionality given such low priority?

    - by keepitsimpleengineer
    Well, first of all, change is inevitable and mostly good. Furthermore attempts at simplifying the User Interface such as Gnome 3, Unity to make Linux more inclusive hold much promise, even though they adversely affect my style of working. Additionally, though now retired, I have worked with computers for 47 years, and though I do nothing serious for others now, I still do heavy duty things. 10.04 LTS is my big workstation, and I had three 10.10 systems for Mythtv, and one of which is further adapted for video & related. The Mythtv were 10.10 because of a dormant bug regarding installing to 10.04. My work habits consistently use dual monitors and compiz cube and 3D windows with the computing horsepower to support them. The dual monitors with separate X screens has been not been functional since 11.04, and cube/3D windows not functional in Unity, and with diminished functionality Gnome. There is a bug filed (after upgrade to 12.04 amd64 Gnome Classic not properly draw second screen) I have mitigated the situation some by switching to Xubuntu and eschewing Unity. The question that comes to mind is why this bug is not given more attention in that it nearly cuts functionality in half for more competent workstations. Sample workspace... Please know that I appreciate all the hard work, dedication require to pull off something as big as Ubuntu et al.

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  • Translating an object along its heading

    - by Kuros
    I am working on a simulation that requires me to have several objects moving around in 3D space (text output of their current position on the grid and heading is fine, I do not need graphics), and I am having some trouble getting objects to move along their relative headings. I have a basic understanding of vectors and matrices. I am using a vector to represent their position, and I am also using Euler Angles. I can translate one of my entities with a matrix along whatever axis, and I can alter their heading. For example, if I have an entity at (order is XYZ) 1, 1, 1, with a heading of 0, I can apply a translation matrix to get them to talk to 1, 1, 2 fine. However, if I change their heading to 270, they still walk to 1, 1, 3, instead of 2, 1, 2 as I desire. I have a feeling that my problem lies in not translating my matrix from world space to object space, but I am not sure how to go about that. How can I do this? Addition: I am using 3D vectors to represent their current position and their heading (using the three euler angles). For now, all I want to do is have an entity walk in a square, reporting their current position at each step. So, assuming it starts at 10, 10, 10 I want it to walk as follows: 10,10,10 -> 10, 10, 15 10, 10, 15 -> 5, 10, 15 5, 10, 15 -> 5, 10, 10 5, 10, 10 -> 10, 10, 10 My 1 Z unit translation matrix is as follows: [1 0 0 0] [0 1 0 0] [0 0 1 1] [0 0 0 1] My rotation matrix is as follows: [0 0 1 0] [0 1 0 0] [-1 0 0 0] [0 0 0 1]

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  • How do you dynamically allocate a contiguous 3D array in C?

    - by Derek
    In C, I want to loop through an array in this order for(int z = 0; z < NZ; z++) for(int x = 0; x < NX; x++) for(int y = 0; y < NY; y++) 3Darray[x][y][z] = 100; How do I create this array in such a way that 3Darray[0][1][0] comes right before 3Darray[0][2][0] in memory? I can get an initialization to work that gives me "z-major" ordering, but I really want a y-major ordering for this 3d array This is the code I have been trying to use: char *space; char ***Arr3D; int y, z; ptrdiff_t diff; space = malloc(X_DIM * Y_DIM * Z_DIM * sizeof(char)) Arr3D = malloc(Z_DIM * sizeof(char **)); for (z = 0; z < Z_DIM; z++) { Arr3D[z] = malloc(Y_DIM * sizeof(char *)); for (y = 0; y < Y_DIM; y++) { Arr3D[z][y] = space + (z*(X_DIM * Y_DIM) + y*X_DIM); } }

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  • Codeigniter PHP Framework - Need to get query string

    - by Siva
    Hi, I'm creating a e-commerce site using Codeigniter. My question is, how should i get the query string. Am using a saferpay payment gateway, the gateway response will be like this http://www.test.com/registration/success/?DATA=<IDP+MSGTYPE%3D"PayConfirm"+KEYID%3D"1-0"+ID%3D"KI2WSWAn5UG3vAQv80AdAbpplvnb"+TOKEN%3D"(unused)"+VTVERIFY%3D"(obsolete)"+IP%3D" 123.25.37.43"+IPCOUNTRY%3D"IN"+AMOUNT%3D"832200"+CURRENCY%3D"CHF"+PROVIDERID%3D"90"+PROVIDERNAME%3D"Saferpay+Test+Card"+ACCOUNTID%3D"99867-94913159"+ECI%3D"2"+CCCOUNTRY%3D"XX"%2F>&SIGNATURE=bc8e253e2a8c9ee0271fc45daca05eecc43139be6e7d486f0d6f68a356865457a3afad86102a4d49cf2f6a33a8fc6513812e9bff23371432feace0580f55046c To handle the response i need to get the query string data. Help would be much appreciated. Thanks in advance. - Siva

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  • suggestions for a 3D graph rendering library?

    - by Sandro
    Hello coders! So I'm not sure how stackoverflow friendly this question is since it doesn't have a quick clear cut answer but here we go... I have a java program that generates data for a directed graph. Now I need to render this graph. The data needs to be laid out in 3D, and I want to be able to define which plane an edge lives in. (Each edge will only need to occupy 1 plane of the 3D space). I also need the ability to navigate around the graph. Since I know that this kind of stuff is hard, I'm going shopping. So far I've looked into (In no particular order): JUNG: lacks 3D support Cytoscape: not sure how much I'll be able to define edge drawing, haven't seen a non bio-informatics application of it yet JGraph: I didn't see any 3D applications yet Perfuse: looks promising, does anyone know anything else about it? Gephi: Documentation looks scarce Processing: does this play well with java? I'm also considering doing some combination of opengl + swing rendering to create a 3D graph from multiple 2D graphs. I am also not adverse to the idea of linking from another language Any Ideas? Thank you.

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  • 3d / 2.5d game library for iphone and pc

    - by Aaron Qian
    I'm trying to make a 2d shooter game with 3d background. The player and enemies are essentially just quads with textures. The background will be simple 3d polygons with textures and some fog and light. Therefore, I don't need a really powerful 3d library. I tried Unity3D and Torque2D, but I don't like to use their GUI editors. I prefer to work with code. So, is there a cross platform (mainly windows and iPhone) 3d / 2.5d game library, commercial or open source? I assume it will be only limited to c, c++, and object-c due to apple's new ToS.

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  • [Flash 3d engine] Away3d and events (Basic questions)

    - by Simon
    I'd like to play around 3d in Flash and I'm wondering how sophisticated objects can i load from 3D Max... cos as i read it's possible to load something from 3d Max I've read that popular 3d engine is Away3d (many tutorials), so if there is nothing better... i'd like to focus on it. I've forgot to mention that i'm not familar with Flash, but the best way to learn something is to do something interesting with it... :) Main question: Can I load object from 3ds and link parts of this object to some actions in Flash. Better example: I'd like to load a Car and when user click on car's door i'd like to show some informations, about those door, or pass this event outside for example to any other application in PHP, Java etc... and when he click on car mask i'd like to raise other event... Is it possible to create such interaction?? Thx in advance :)

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  • Automatic images translation to 3d model

    - by farrakhov-bulat
    I'm quite interested in automatic images translation to 3d models. Not really for commercial product, but from the point of possible academic research and implementation. What I'd like to achieve is almost transparent for user process of transformation series of images (fewer is better) to 3d model which might be shown in flash/silverlight/javafx or similar. Consider online furniture store with 3d models of all items in stock. Kinda cool to have ability to see the product in 3d before purchasing it. I managed to find a few pieces of software, like insight3d, but it couldn't be used in my case I guess. So, are there any similar projects or tips for me? If it would require to write that piece of software - I'd really love to dig into research on this field.

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  • How to attach two XNA models together?

    - by jeangil
    I go back on unsolved question I asked about attaching two models together, could you give me some help on this ? For example, If I want to attach together Model1 (= Main model) & Model2 ? I have to get the transformation matrix of Model1 and after get the Bone index on Model1 where I want to attach Model2 and then apply some transformation to attach Model2 to Model1 I wrote some code below about this, but It does not work at all !! (6th line of my code seems to be wrong !?) Model1TransfoMatrix=New Matrix[Model1.Bones.Count]; Index=Model1.bone[x].Index; foreach (ModelMesh mesh in Model2.Meshes) { foreach(BasicEffect effect in mesh.effects) { matrix model2Transform = Matrix.CreateScale(0.1.0f)*Matrix.CreateFromYawPitchRoll(x,y,z); effect.World= model2Transform *Model1TransfoMatrix[Index]; effect.view = camera.View; effect.Projection= camera.Projection; } mesh.draw(); }

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  • Finding graphical help? [duplicate]

    - by Jim Hurley
    This question already has an answer here: Where can I go to find a game graphic artist? [on hold] 4 answers If I am making an amateur video game team to design and produce a project, where would I go to find someone to make 3D models? So far, I have my own story design and programming, someone doing engine programming, someone doing the sound, and someone possibly doing texture design. However, there is no one creating meshes. What would be the best course of action to find help?

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  • Vertex data split into separate buffers or one one structure?

    - by kiba2
    Is it better to have all vertex data in one structure like this: class MyVertex { int x,y,z; int u,v; int normalx, normaly, normalz; } Or to have each component (location, normal, texture coordinates) in separate arrays/buffers? To me it always seemed logical to keep the data grouped together in one structure because they'd always be the same for each instance of a shared vertex and that seems to be true for things like character models (ex: the normal should be an average of adjacent normals for smooth lighting). One instance where this doesn't seem to work is other kinds of meshes like say a cube where the texture coordinates for each may be the same but that causes them to be different where the vertices are shared. Does everybody normally keep them separate? Won't this make them less space efficient if there needs to be an instance of texture coordinates and normals for each triangle vertex (They won't be indexed)? Can OpenGL even handle this mixing of indexed (for location) vs non-indexed buffers in the same VBO?

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  • From a 3D modeler to an iPhone app - what are best practices?

    - by bonkey
    I am quite new in 3D programming on iPhone and I would like to ask for hints about organizing a work between designers and programmers on that platform. Most of all: what kind of tools, libraries or plugins cooperate the best on both sides. Although I consider the question as looking for general best-practices advice I would like to find a solution for my current situation which I describe further, too. I've already done some research and found following libraries: SIO2 Khronos OpenGL ES 1.x SDK for PowerVR MBX Unity3D Oolong Game Engine I've checked modellers or plugins to them giving output formats readable by those tools: obj2opengl Wavefront OBJ to plain header file converter Blender with SIO2 exporter iphonewavefrontloader Cheetah3D PVRGeoPOD for 3DS / Maya Unfortunately I still have no clear vision how to combine any of that tools to get a desinger's work in an application. I look for a way of getting it in the most possible complete way: models, lights, scenes, textures, maybe some simple animations (but rather no game-like physics), but I still got nothing. And here comes my situation: I would like to find right way to present few (but quite complicated) models from a single scene. The designers mostly use 3DS Max 9, sometimes 10 (which partly prevents using PVRGeoPOD) and are rather reluctant to switch to something else but if there's no other choice I suppose it would be possible. The basic rule I've already found in some places "use Wavefront OBJ" not always works. I haven't got any acceptable results with production files, actually. The only things worked fine were some mere examples. Some of my models did imported incomplete, sometimes exporters hung or generated enormous files not really useful on an iPhone, sometimes enabling textures (with GL_TEXTURE_2D) just crashed an app. I know it might be a problem with too complicated models or my mistakes coming from inexeperience but I am not able to find any guidelines for that process to have streamlined cooperation with designers. I am even willing to write some things from scratch in pure OpenGL-ES if it's necessary, but I would like to avoid what might be avoided and get the most from the model files. The best would be the effect I saw on some SIO2 tutorials: export, build & go. But at that moment I've got only "import, wrong", "import, where are textures?", "import, that almost looks fine, export, hang" and so on... Is it really so much frustrating or I am just missed something obvious? Can anybody share his/her experience in that field and tell what kind of software uses for "making things happen"?

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  • 2d & 3d CAD software on the MAC [closed]

    - by Mark Smith
    Hey I was wondering what 2d & 3d CAD softwares people use on the mac? There are a couple of other questions like this on the site but they're over a year old and knowing how fast paced the software game is I thought i'd repost! I use MacDraft for my 2d drafting and the same companies Interiors Pro for my 3d work, have done for a while. I used Rhino 4.0 at uni but being a student I had to find software that wasn't thousands of £$£$!! thus stumbling onto the Microspot products. Anybody using the software or found any other bargains out there?

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  • Hacked website, code is encrypted in hex, unable to identify

    - by dhakad
    my web site hacked and i am getting code in index page, but i am unable to find that where is the code in my web site... %3c%68%74%6d%6c%3e%3c%68%65%61%64%3e%0d%0a%3c%6d%65%74%61%20%63%6f%6e%74%65%6e%74%3d%22%74%65%78%74%2f%68%74%6d%6c%3b%20%63%68%61%72%73%65%74%3d%75%74%66%2d%38%22%3e%0d%0a%3c%74%69%74%6c%65%3e%2e%2f%20%72%45%64%20%58%20%7c%20%33%78%70%31%72%33%20%43%79%62%65%72%20%41%72%6d%79%3c%2f%74%69%74%6c%65%3e%0d%0a%3c%6d%65%74%61%20%6e%61%6d%65%3d%22%61%75%74%68%6f%72%22%20%63%6f%6e%74%65%6e%74%3d%22%72%45%64%20%58%22%20%2f%3e%0d%0a%3c%6d%65%74%61%20%6e%61%6d%65%3d%22%6b%65%79%77%6f%72%64%73%22%20%63%6f%6e%74%65%6e%74%3d%22%72%45%64%20%58%2c%33%78%70%31%72%33%20%43%79%62%65%72%20%41%72%6d%79%2c%5a%6f%6e%65%2d%48%2c%42%61%6e%67%6c%61%64%65%73%68%69%20%48%61%63%6b%65%72%22%20%2f%3e%0d%0a%3c%6d%65%74%61%20%6e%61%6d%65%3d%22%64%65%73%63%72%69%70%74%69%6f%6e%22%20%63%6f%6e%74%65%6e%74%3d%22%5b%20%72%45%64%20%58%20%2e%2e%20%54%68%65%20%52%65%61%6c%20%4f%75%74%72%61%67%65%6f%75%73%20%5d%22%20%2f%3e%0d%0a%3c%6c%69%6e%6b%20%72%65%6c%3d%22%53%48%4f%52%54%43%55%54%20%49%43%4f%4e%22%20%68%72%65%66%3d%22%68%74%74%70%3a%2f%2f%75%73%2e%79%69%6d%67%2e%63%6f%6d%2f%69%2f%6d%65%73%67%2f%65%6d%6f%74%69%63%6f%6e%73%37%2f%36%31%2e%67%69%66%22%3e%0d%0a%3c%73%74%79%6c%65%20%74%79%70%65%3d%22%74%65%78%74%2f%63%73%73%22%3e%0d%0a%62%6f%64%79%20%7b%62%61%63%6b%67%72%6f%75%6e%64%2d%69%6d%61%67%65%3a%20%75%72%6c%28%68%74%74%70%3a%2f%2f%6d%65%64%69%61%2e%73%6f%6d%65%77%68%65%72%65%69%6e%62%6c%6f%67%2e%6e%65%74%2f%69%6d%61%67%65%73%2f%6f%6e%64%68%6f%6b%61%72%65%72%5f%72%61%6a%70%75%74%72%61%5f%31%33%33%38%32%35%30%34%33%31%5f%31%2d%62%67%2e%67%69%66%29%3b%0d%0a%62%61%63%6b%67%72%6f%75%6e%64%2d%63%6f%6c%6f%72%3a%20%62%6c%61%63%6b%3b%63%6f%6c%6f%72%3a%20%23%46%46%41%35%30%30%3b%66%6f%6e%74%2d%77%65%69%67%68%74%3a%20%62%6f%6c%64%3b%74%65%78%74%2d%61%6c%69%67%6e%3a%20%63%65%6e%74%65%72%3b%7d%0d%0a%69%6d%67%7b%6f%70%61%63%69%74%79%3a%30%2e%37%35%3b%20%66%69%6c%74%65%72%3a%61%6c%70%68%61%28%6f%70%61%63%69%74%79%3d%37%35%29%3b%7d%0d%0a%2e%72%65%64%78%20%7b%74%65%78%74%2d%73%68%61%64%6f%77%3a%20%30%20%30%20%36%70%78%20%72%65%64%2c%20%30%20%30%20%35%70%78%20%72%65%64%2c%20%30%20%30%20%35%70%78%20%72%65%64%3b%63%6f%6c%6f%72%3a%20%23%46%46%46%7d%0d%0a%3c%2f%73%74%79%6c%65%3e%0d%0a%3c%2f%68%65%61%64%3e%0d%0a%3c%62%6f%64%79%20%6f%6e%63%6f%6e%74%65%78%74%6d%65%6e%75%3d%22%72%65%74%75%72%6e%20%66%61%6c%73%65%22%20%6f%6e%6b%65%79%64%6f%77%6e%3d%22%72%65%74%75%72%6e%20%66%61%6c%73%65%22%20%6f%6e%6d%6f%75%73%65%64%6f%77%6e%3d%22%72%65%74%75%72%6e%20%66%61%6c%73%65%22%3e%0d%0a%3c%64%69%76%20%73%74%79%6c%65%3d%22%66%6f%6e%74%2d%66%61%6d%69%6c%79%3a%20%50%61%6c%61%74%69%6e%6f%20%4c%69%6e%6f%74%79%70%65%3b%66%6f%6e%74%2d%73%69%7a%65%3a%20%34%36%70%78%3b%22%20%63%6c%61%73%73%3d%22%72%65%64%78%22%3e%2e%3a%3a%20%72%45%64%20%58%20%57%61%73%20%48%65%72%65%20%3a%3a%2e%3c%2f%64%69%76%3e%3c%62%72%2f%3e%0d%0a%3c%69%6d%67%20%73%72%63%3d%22%68%74%74%70%3a%2f%2f%6d%65%64%69%61%2e%73%6f%6d%65%77%68%65%72%65%69%6e%62%6c%6f%67%2e%6e%65%74%2f%69%6d%61%67%65%73%2f%6f%6e%64%68%6f%6b%61%72%65%72%5f%72%61%6a%70%75%74%72%61%5f%31%33%35%33%35%35%32%36%35%31%5f%31%2d%72%65%64%2d%78%2e%6a%70%67%22%3e%3c%62%72%2f%3e%0d%0a%3c%64%69%76%20%73%74%79%6c%65%3d%22%66%6f%6e%74%2d%66%61%6d%69%6c%79%3a%20%42%6f%6f%6b%6d%61%6e%20%4f%6c%64%20%53%74%79%6c%65%3b%63%6f%6c%6f%72%3a%20%23%30%30%30%3b%66%6f%6e%74%2d%73%69%7a%65%3a%20%32%30%70%78%3b%6d%61%72%67%69%6e%3a%30%3b%74%65%78%74%2d%73%68%61%64%6f%77%3a%20%30%20%31%70%78%20%33%70%78%20%23%30%30%46%46%30%30%2c%20%2d%31%70%78%20%30%20%33%70%78%20%23%30%30%46%46%30%30%2c%20%30%20%2d%31%70%78%20%33%70%78%20%23%30%30%46%46%30%30%2c%20%31%70%78%20%30%20%33%70%78%20%23%30%30%46%46%30%30%3b%22%3e%50%72%6f%75%64%20%54%6f%20%62%65%20%61%20%42%61%6e%67%6c%61%64%65%73%68%69%20%48%61%63%6b%65%72%3c%2f%64%69%76%3e%3c%62%72%2f%3e%0d%0a%3c%64%69%76%20%73%74%79%6c%65%3d%22%66%6f%6e%74%2d%66%61%6d%69%6c%79%3a%20%42%65%72%6c%69%6e%20%53%61%6e%73%20%46%42%3b%63%6f%6c%6f%72%3a%20%23%31%35%31%42%35%34%3b%66%6f%6e%74%2d%73%69%7a%65%3a%20%32%30%70%78%3b%74%65%78%74%2d%73%68%61%64%6f%77%3a%20%30%20%30%20%33%70%78%20%23%30%30%46%46%30%30%2c%20%30%20%30%20%33%70%78%20%23%30%30%46%46%30%30%2c%20%30%20%30%20%33%70%78%20%23%66%66%66%2c%20%30%20%30%20%35%70%78%20%23%46%30%30%2c%20%30%20%30%20%35%70%78%20%23%66%66%32%64%39%35%3b%22%3e%44%65%61%72%20%41%44%4d%49%4e%3c%62%72%2f%3e%21%20%53%65%63%75%72%65%20%79%6f%75%72%20%53%49%54%45%20%21%3c%2f%64%69%76%3e%3c%62%72%2f%3e%0d%0a%3c%64%69%76%20%73%74%79%6c%65%3d%22%66%6f%6e%74%2d%73%69%7a%65%3a%20%31%38%70%78%3b%66%6f%6e%74%2d%66%61%6d%69%6c%79%3a%20%43%65%6e%74%75%72%79%20%47%6f%74%68%69%63%3b%63%6f%6c%6f%72%3a%20%23%30%30%30%3b%74%65%78%74%2d%73%68%61%64%6f%77%3a%20%30%20%30%20%33%70%78%20%6c%69%6d%65%2c%20%30%20%30%20%33%70%78%20%6c%69%6d%65%2c%20%30%20%30%20%35%70%78%20%23%66%66%32%64%39%35%2c%20%30%20%30%20%35%70%78%20%23%66%66%32%64%39%35%3b%22%3e%72%65%64%2d%78%40%68%61%63%6b%65%72%6d%61%69%6c%2e%63%6f%6d%3c%2f%64%69%76%3e%0d%0a%3c%62%72%2f%3e%3c%64%69%76%20%73%74%79%6c%65%3d%22%66%6f%6e%74%2d%73%69%7a%65%3a%20%32%30%70%78%3b%22%3e%2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  • Going For Gold: AngloGold Ashanti and Oracle Spatial 11g

    - by stephen.garth
    Save The Date: May 6 at 11:00am Pacific time Attend this free Directions Media live webinar to find out how AngloGold Ashanti is using Oracle Database 11g with a unique geospatial infrastructure based on Oracle Spatial 11g to support worldwide gold exploration and mining operations. Terence Harbort, Exploration Systems Architect at AngloGold Ashanti, will discuss how the company is addressing challenges including management of large volumes of highly varied mapping and image data, 3D visualization, and geospatial analysis. Viewers can paricipate in a live Q&A session at the end of the webinar. Date: May 6, 2010 Time: 11:00am PDT Register here

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