Search Results

Search found 3453 results on 139 pages for '3d modeling'.

Page 9/139 | < Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >

  • projective geometry: how do I turn a projection of a rectangle in 3D into a 2D view

    - by bonomo
    So the problem is that I have a 3D projection of a rectangle that I want to turn into 2D. That is I have a photo of a sheet of paper laying on a table which I want to transform into a 2D view of that sheet. So what I need is to get an undistorted 2D image by reverting all the 3D/projection transformations and getting a plain view of the sheet from the top. I happened to find some directions on the subject but they don't suggest an immediate instruction on how this can be achieved. It would be really helpful to get a step-by-step instruction of what needs to be done. Or, alternatively, a link on a resource that breaks it down to little details. Thank you

    Read the article

  • How to render a retro-like pixel graphics from 3d models?

    - by momijigari
    I was wondering if there's a possibility to render a retro-pixel-like graphics from 3d model in real time? I'm talking about the Starfarer-like graphics. I know it's hand drawn, and it's 2d. But if I need a 3d objects with the same aesthetics? I'm currently working with Flash. But I don't need any ready-solutions, I just want to understand the principle from any other platform if there is one. So if anybody met anything like this I would appreciate your help. (If it's not possible to do in real time, I could at least pre-render a sequence of sprites. It would be much better than creating hundreds of hand-drawn ones)

    Read the article

  • XNA: draw a sprite in 3d, is that possible?

    - by Heisenbug
    since now I always used sprited to draw in 2D: spriteBatch.Draw(myTexture, rectangle, color); (I suppose the texture is binded internally to 2 triangles and then scaled.) Now, I'm porting my game in 3D and I have to draw several planes (walls, floor, roof,..). Do I need to manually binding a texture to a geometry (for example using VertexPositionColorTexture with VertexBuffer and IndexBuffer), or is there any simpler way to do that? I'm looking for something like spriteBatch.Draw with the rectangle clip specified in 3d space: spriteBatch.Draw(myTexture, rectangleIn3D, color);

    Read the article

  • Retrieve the coordinates of the *occluding* (closest/drawn) pixels during 3D overlap, using OpenGL?

    - by Big Rich
    Hi, Sorry if the question is not worded well, I'm a new to both 3D and OpenGL. How could I go about obtaining the 3D coordinates of the occluding object, at the point where occlusion is happening (i.e. the 'intersection' of the object in front/closest to the screen)? Just to offer a [very] rudimentary, visual, example, if you were to form an index-finger cross, with your right hand closest to your face, I'd like to know the coordinates of the part of your right finger which obscures the other finger (obviously back within the OpenGL context - no jokers ;-) ). If there is a way to find out both about the occluder (hider) and the occluded (hidden) objects in OpenGL, then that would be of great use, also. Cheers Rich

    Read the article

  • i7 Windows 7 laptop or Macbook Pro 15" (For making 3D model and Animation)

    - by sppdhs
    Hi everyone, I'm thinking of buying a new laptop as my current one will be 5 years old next year and it currently gives me a blue screen everytime I run a heavy software to make 3D models and animation. Question is: Should I buy Macbook Pro or a Windows 7 laptop? I tried to research and some say that Windows would be better, especially because you can buy a very high spec laptop with cheaper price. While some other say Macbook Pro is the better choice as it can run bootcamp with windows 7 100% performance on every software even though it's a mac. Is this true? Which one is actually better? Btw, the software that I usually use is 3Ds Max, Maya, and ZBrush. To note as well, I have never used a Mac before. I've checked around some stores and budget wise, I'll need around AU$3000+ to buy a Macbook pro, and AU$2000+ to buy a windows laptop. Quite a big difference in price range. Thanks in advance for your help.

    Read the article

  • In WPF 3D, why can't a perspective camera's LookDirection be straight down?

    - by DanM
    I'm attempting to position my perspective camera 30 units above the origin and pointing straight down. If I set the LookDirection of the camera to "0,0,-1", however, everything disappears. I have to make it "0.01,0.01,-1" for it to work. Why? <Window x:Class="ThreeDeeTester.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Title="Window1" Height="300" Width="300"> <Grid> <Viewport3D> <Viewport3D.Camera> <PerspectiveCamera Position="0,0,30" LookDirection="0.01,0.01,-1" UpDirection="0,0,1" /> <!-- LookDirection="0,0,-1" doesn't work...why? --> </Viewport3D.Camera> <ModelVisual3D> <ModelVisual3D.Content> <Model3DGroup> <DirectionalLight Color="White" Direction="1,-1,-1" /> <GeometryModel3D> <GeometryModel3D.Geometry> <MeshGeometry3D Positions="0,0,10 -5,-5,0 -5,5,0 5,5,0 5,-5,0" TriangleIndices="2 1 0 2 0 3 4 3 0 1 4 0" /> </GeometryModel3D.Geometry> <GeometryModel3D.Material> <DiffuseMaterial Brush="Red" /> </GeometryModel3D.Material> </GeometryModel3D> </Model3DGroup> </ModelVisual3D.Content> </ModelVisual3D> </Viewport3D> </Grid> </Window>

    Read the article

  • 3D Modeling Software for Programmer [closed]

    - by Pathachiever11
    I've recently learned how to make games for Unity3d, and now I want to start making games! I can't wait to start! However, before I can make 3D games, I need to learn 3D modeling for character design, level design, and some animation. What is the easiest 3D modeling software, compatible with Unity3d? I do not want to spend too much time learning the software. From what I've heard, Blender is a bit complicated to use. Maya and 3dsMax seem very powerful. Could someone point me in the right direction? I don't want to spend a lot of time learning. I know its not that easy, but you guys have experience, you guys probably know out of all which one is easier and powerful. Could you recommend a software? Many Thanks!

    Read the article

  • Game engine like Unity 3D that allow me to use .NET code

    - by Pking
    I've been looking at Unity 3D for developing a 3D PC game and I really like the scene editor and how it simplifies the process of constructing 3D scenes, managing assets, animations, transitions etc. However, I don't want to restrict myself to using the Unity 3D scripts for handling every bit of game logic in the game. E.g. If I want to construct a RPG dialogue system I don't want to do it with unity 3d scripts - I'd like to use C#/.net. Also, I might want to use e.g. windows azure and sql azure as backend, and use 3rd party .net libraries such as reactive-extensions etc. Is there a .net engine out there that helps me with asset loading, animations, physics, transitions, etc. with a scene editor, but allow me to plug it into a visual studio .net project? Thanks

    Read the article

  • Projecting a 3D point to 2D screen coordinate OpenTK

    - by sinsro
    Using Monotouch and OpenTK I am trying to get the screen coordinate of one 3D point. I have my world view projection matrix set up, and OpenGL makes sense of it and projects my 3D model perfectly, but how to use the same matrix to project just one point from 2D to 3D? I thought I could simply use: Vector3.Transform(ref input3Dpos, ref matWorldViewProjection, out projected2Dpos); Then have the projected screen coordinate in projected2DPos. But the resulting Vector4 does not seem to represent the proper projected screen coordinate. And I do not know how to calculate it from there on.

    Read the article

  • Subdividing 3D mesh into arbitrarily sized pieces

    - by Groky
    I have a mesh defined by 4 points in 3D space. I need an algorithm which will subdivide that mesh into subdivisions of an arbitrary horizontal and vertical size. If the subdivision size isn't an exact divisor of the mesh size, the edge pieces will be smaller. All of the subdivision algorithms I've found only subdivide meshes into exact powers of 2. Does anyone know of one that can do what I want? Failing that, my thoughts about a possible implementation is to rotate the mesh so that it is flat on the Z axis, subdivide in 2D and then translate back into 3D. That's because my mind finds 3D hard ;) Any better suggestions? Using C# if that makes any difference.

    Read the article

  • matplotlib 3D plot with PyQt4 in Qtabwidget (mplwidget)

    - by artdijk
    I am working on my first Python app using PythonXY (2.6 and Qt4). I have a window with some buttons and a QtabWidget. When I press a button I want to plot a 3D image on a specific tab. I managed to get a 2D plot but I can't get the axes to 3D. Via Qt desiger I use the mplwidget. In many examples I see the use of figure(), but I can't get that to work with the mplwidget. (I am not sure if that is even possible) Can you please show me an example of code defining the 3D axes (in a QtabWidget) with a simple plot ? Thanks very much

    Read the article

  • Tips for begining 3D Application Deelopment

    - by Moon .
    hey, guys i want to create an application that has 3D display. I want all the planets in it. Then the next step is i want to have satellites in it as well. I want to provide an interface to add satellites etc. Offcourse this will include 3D designing and it will be more like a game. I want to know what are the things i need to know to make this.. you know give me like a list 3D modeling and OpenGL etc.

    Read the article

  • Converting to and from local and world 3D coordinate spaces?

    - by James Bedford
    Hey guys, I've been following a guide I found here (http://knol.google.com/k/matrices-for-3d-applications-view-transformation) on constructing a matrix that will allow me to 3D coordinates to an object's local coordinate space, and back again. I've tried to implement these two matrices using my object's look, side, up and location vectors and it seems to be working for the first three coordinates. I'm a little confused as to what I should expect for the w coordinate. Here are couple of examples from the print outs I've made of the matricies that are constructed. I'm passing a test vector of [9, 8, 14, 1] each time to see if I can convert both ways: Basic example: localize matrix: Matrix: 0.000000 -0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 5.237297 -45.530716 11.021271 1.000000 globalize matrix: Matrix: 0.000000 0.000000 1.000000 0.000000 -0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 -11.021271 -45.530716 -5.237297 1.000000 test: Vector4f(9.000000, 8.000000, 14.000000, 1.000000) localTest: Vector4f(14.000000, 8.000000, 9.000000, -161.812256) worldTest: Vector4f(9.000000, 8.000000, 14.000000, -727.491455) More complicated example: localize matrix: Matrix: 0.052504 -0.000689 -0.998258 0.000000 0.052431 0.998260 0.002068 0.000000 0.997241 -0.052486 0.052486 0.000000 58.806095 2.979346 -39.396252 1.000000 globalize matrix: Matrix: 0.052504 0.052431 0.997241 0.000000 -0.000689 0.998260 -0.052486 0.000000 -0.998258 0.002068 0.052486 0.000000 -42.413120 5.975957 -56.419727 1.000000 test: Vector4f(9.000000, 8.000000, 14.000000, 1.000000) localTest: Vector4f(-13.508600, 8.486917, 9.290090, 2.542114) worldTest: Vector4f(9.000190, 7.993863, 13.990230, 102.057129) As you can see in the more complicated example, the coordinates after converting both ways loose some precision, but this isn't a problem. I'm just wondering how I should deal with the last (w) coordinate? Should I just set it to 1 after performing the matrix multiplication, or does it look like I've done something wrong? Thanks in advance for your help!

    Read the article

  • How do I choose the scaling factor of a 3D game world?

    - by concept3d
    I am making a 3D tank game prototype with some physics simulation, am using C++. One of the decisions I need to make is the scale of the game world in relation to reality. For example, I could consider 1 in-game unit of measurement to correspond to 1 meter in reality. This feels intuitive, but I feel like I might be missing something. I can think of the following as potential problems: 3D modelling program compatibility. (?) Numerical accuracy. (Does this matter?) Especially at large scales, how games like Battlefield have huge maps: How don't they lose numerical accuracy if they use 1:1 mapping with real world scale, since floating point representation tend to lose more precision with larger numbers (e.g. with ray casting, physics simulation)? Gameplay. I don't want the movement of units to feel slow or fast while using almost real world values like -9.8 m/s^2 for gravity. (This might be subjective.) Is it ok to scale up/down imported assets or it's best fit with a world with its original scale? Rendering performance. Are large meshes with the same vertex count slower to render? I'm wondering if I should split this into multiple questions...

    Read the article

  • Why doesn't it seem to be any development in the field of 3D VR gear, especially with regard to gaming?

    - by neuviemeporte
    I remember that way back around 1995, there was this big craze with VR in the media, a whole bunch of (mostly mediocre) games labeled as "virtual-reality-interactive-movie (...)" were published. If I recall correctly, the first 3D VR helmet was called VFX-1 and was sold bundled with Descent and some dedicated joystick. I never owned one, and I read just one review which was mostly enthusiastic, but pointed to some weak points, like the eyes getting tired after an hour or so of playing. Then the whole thing basically flickered down and died. I suppose the main reason it wasn't successful was that the hardware of the day was not powerful enough, the VR gear's design wasn't perfected to make it comfortable and natural to use, and the companies that made it failed to market it successfully. What I can't understand is why isn't there any development in the field today. There is some vr-ish hardware mostly targeted at the consoles (Kinect, Wii remote, TrackIR), but all projects of creating some 3d head-mounted display system seem to be in early infancy, appear once in a trade show somewhere and aren't heard of again. I think it could work great with head tracking and some of today's shooters, flight sims (trackIR is nice but the movement scale translation is awkward) and other games with an FPP POV. Is there any technological reason why decent vr headgear can't be made today, or is it just that nobody really cares/everyone is scared to repeat the '90s failure?

    Read the article

  • What's a good way to check that a player has clicked on an object in a 3D game?

    - by imja
    I'm programming a 3D game (using C++ and OpenGL), and I have a few 3D objects in the scene, we can say they are boxes for this example. I want to let the player click on those boxes to select them (ie. they might change color) with the typical restriction like if more than one box is located where the user clicked, only the one closest to the camera would get selected. What would be the best way to do this? The fact that these objects go through several transforms before getting to window coordinates is what makes this a bit tricky. One approach I thought about was that if the player clicks on the screen, I could normalize the x,y coordinates of mouse click and then transform the bounding box coordinates of the objects into clip-space so that I could compare then to the normalized mouse coordinates. I guess I could then do some sort of ray-box collision test to see if any objects lie as the path of the mouse click. I'm afraid I might be over complicating it. Any better methods out there?

    Read the article

  • Connect controls in Visual Studio 2010 UML Modeling Diagrams

    - by Dim
    I've tried to create UML diagram with MSVS 2010 b2 today and I've faced a problem. After I added controls from toolbox (such as Class, Interface) I could not connect these items! So connecting controls have been disabled on the toolbox when I tried to drag it on working area. How to connect UML controls? thx

    Read the article

  • Struggling with a data modeling problem

    - by rpat
    I am struggling with a data model (I use MySQL for the database). I am uneasy about what I have come up with. If someone could suggest a better approach, or point me to some reference matter I would appreciate it. The data would have organizations of many types. I am trying to do a 3 level classification (Class, Category, Type). Say if I have 'Italian Restaurant', it will have the following classification Food Services Restaurants Italian However, an organization may belong to multiple groups. A restaurant may also serve Chinese and Italian. So it will fit into 2 classifications Food Services Restaurants Italian Food Services Restaurants Chinese The classification reference tables would be like the following: ORG_CLASS (RowId, ClassCode, ClassName) 1, FOOD, Food Services ORG_CATEGORY(RowId, ClassCode, CategoryCode, CategoryName) 1, FOOD, REST, Restaurants ORG_TYPE (RowId, ClassCode, CategoryCode, TypeCode, TypeName) 100, FOOD, REST, ITAL, Italian 101, FOOD, REST, CHIN, Chinese 102, FOOD, REST, SPAN, Spanish 103, FOOD, REST, MEXI, Mexican 104, FOOD, REST, FREN, French 105, FOOD, REST, MIDL, Middle Eastern The actual data tables would be like the following: I will allow an organization a max of 3 classifications. I will have 3 GroupIds each pointing to a row in ORG_TYPE. So I have my ORGANIZATION_TABLE ORGANIZATION_TABLE (OrgGroupId1, OrgGroupId2, OrgGroupId3, OrgName, OrgAddres) 100,103,NULL,MyRestaurant1, MyAddr1 100,102,NULL,MyRestaurant2, MyAddr2 100,104,105, MyRestaurant3, MyAddr3 During data add, a dialog could let the user choose the clssa, category, type and the corresponding GroupId could be populated with the rowid from the ORG_TYPE table. During Search, If all three classification are chosen, It will be more specific. For example, if Food Services Restaurants Italian is the criteria, the where clause would be 'where OrgGroupId1 = 100' If only 2 levels are chosen Food Services Restaurants I have to do 'where OrgGroupId1 in (100,101,102,103,104,105, .....)' - There could be a hundred in that list I will disallow class level search. That is I will force selection of a class and category The Ids would be integers. I am trying to see performance issues and other issues. Overall, would this work? or I need to throw this out and start from scratch.

    Read the article

  • domain modeling naming problem

    - by cherouvim
    Hello There are some simple entities in an application (e.g containing only id and title) which rarely change and are being referenced by the more complex entities of the application. These are usually entities such as Country, City, Language etc. How are these called? I've used the following names for those in the past but I'm not sure which is the best way to call them: reference data lookup values dictionaries thanks

    Read the article

  • django modeling

    - by SledgehammerPL
    Concept: Drinks are made of components. E.g. 10ml of Vodka. In some receipt the component is very particular (10ml of Finlandia Vodka), some not (10 ml of ANY Vodka). I wonder how to model a component to solve this problem - on stock I have particular product, which can satisfy more requirements. The model for now is: class Receipt(models.Model): name = models.CharField(max_length=128) (...) components = models.ManyToManyField(Product, through='ReceiptComponent') def __unicode__(self): return self.name class ReceiptComponent(models.Model): product = models.ForeignKey(Product) receipt = models.ForeignKey(Receipt) quantity = models.FloatField(max_length=9) unit = models.ForeignKey(Unit) class Admin: pass def __unicode__(self): return unicode(self.quantity!=0 and self.quantity or '') + ' ' + unicode(self.unit) + ' ' + self.product.genitive class Product(models.Model): name = models.CharField(max_length = 128) (...) class Admin: pass def __unicode__(self): return self.name class Stock(Store): products = models.ManyToManyField(Product) class Admin: pass def __unicode__(self): return self.name I think about making some table which joins real product (on stock) with abstract product (receiptcomponent). But maybe there's easy solution?

    Read the article

  • Information Modeling

    - by Betamoo
    The sensor module in my project consists of a rotating camera, that collects noisy information about moving objects in the surrounding environment. The information consists of distance, angle and relative change of the moving objects.. The limiting view range of the camera makes it essential to rotate the camera periodically to update environment information... I was looking for algorithms / ways to model these information, in order to be able to guess / predict / learn motion properties of these object.. My current proposed idea is to store last n snapshots of each object in a queue. I take weighted average of positions and velocities of moving object, but I think it is a poor method... Can you state some titles that suit this case? Thanks

    Read the article

  • Rails modeling for a user

    - by Trevor Hartman
    When building a rails app that allows a User to login and create data, is it best to setup a belongs_to :user association on every single model? For example, let's say a user can create Favorites, Colors and Tags. And let's say Favorites has_many :tags and Colors also has_many :tags. Is it still important for Tags to belong_to :user assuming the User is the only person who has authority to edit those tags? And a similar question along the same lines: When updating data in FavoritesController, I've come to the conclusion that you perform CRUD operations by always doing something like User.favorites.find(params[:id].update_attributes(param[:favorite]) so that they can definitely only update models that belong to them. Right?

    Read the article

  • Does 3d modeling software *choice used during asset creation affect performance at runtime

    - by user134143
    Does software used to create 3d assets (for game development specifically) have an impact on the efficiency of the program? In other words, is it possible to reduce the operating footprint of an application merely by utilizing alternative development software during production of 3d assets? If you use two different applications to create a 3 dimensional image of a box, can one of them result in better performance if aspects of the image are identical? I am attempting to get the information I need without causing unnecessary debate over specific software choice.

    Read the article

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

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

    Read the article

< Previous Page | 5 6 7 8 9 10 11 12 13 14 15 16  | Next Page >