projection

Basic render 3D perspective projection onto 2D screen with camera (without opengl)

帅比萌擦擦* 提交于 2019-11-27 17:24:33
Let's say I have a data structure like the following: Camera { double x, y, z /** ideally the camera angle is positioned to aim at the 0,0,0 point */ double angleX, angleY, angleZ; } SomePointIn3DSpace { double x, y, z } ScreenData { /** Convert from some point 3d space to 2d space, end up with x, y */ int x_screenPositionOfPt, y_screenPositionOfPt double zFar = 100; int width=640, height=480 } ... Without screen clipping or much of anything else, how would I calculate the screen x,y position of some point given some 3d point in space. I want to project that 3d point onto the 2d screen. Camera

true isometric projection with opengl

夙愿已清 提交于 2019-11-27 12:49:51
I am a newbie in OpenGL programming with C++ and not very good at mathematics. Is there a simple way to have isometric projection? I mean the true isometric projection , not the general orthogonal projection. (Isometric projection happens only when projections of unit X, Y and Z vectors are equally long and angles between them are exactly 120 degrees.) Code snippets are highly appreciated.. cobbal Try using gluLookAt glClearColor(0.0, 0.0, 0.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); /* use this length so that camera is 1 unit away from origin */

Kinect intrinsic parameters from field of view

别等时光非礼了梦想. 提交于 2019-11-27 12:28:49
问题 Microsoft state that the field of view angles for the Kinect are 43 degrees vertical and 57 horizontal (stated here) . Given these, can we calculate the intrinsic parameters i.e. focal point and centre of projection? I assume centre of projection can be given as (0,0,0)? Thanks EDIT: some more information on what I'm trying to do I have a dataset of images recorded with a Kinect, I am trying to convert pixel positions (x_screen,y_screen and z_world (in mm)) to real world coordinates. If I

Converting EPSG projection bounds to a D3.js map

本小妞迷上赌 提交于 2019-11-27 08:03:17
问题 Given an EPSG projection (say, this Alabama one: [http://spatialreference.org/ref/epsg/26729/][1]) How can you take the given WGS84 projection bounds in such a way that you can use them in a D3.js projection. For example, how would you know what projection, degree of rotation or bounding box to use to show the map? 回答1: This is a fairly complex question. The answer will differ based on the spatial reference (SRS, or coordinate reference system(CRS)) system you are looking at and what your

Spring Data JPA Projection selected fields from the DB

杀马特。学长 韩版系。学妹 提交于 2019-11-27 05:33:31
问题 I was testing Spring Data 1.10.4.RELEASE, following the example in Spring Data Docs http://docs.spring.io/spring-data/jpa/docs/current/reference/html/#projections and I noticed some issues for which I have 2 questions. First let's suppose I have these 2 entities: @Entity public class Person { @Id @GeneratedValue private Long id; private String firstName, lastName; @OneToOne private Address address; } @Entity public class Address { @Id @GeneratedValue private Long id; private String street,

Hibernate Query By Example and Projections

帅比萌擦擦* 提交于 2019-11-27 05:03:48
问题 To make it short: hibernate doesn't support projections and query by example? I found this post: The code is this: User usr = new User(); usr.setCity = 'TEST'; getCurrentSession().createCriteria(User.class) .setProjection( Projections.distinct( Projections.projectionList() .add( Projections.property("name"), "name") .add( Projections.property("city"), "city"))) .add( Example.create(usr)) Like the other poster said, The generated sql keeps having a where class refering to just y0_= ? instead

How to work with DTO in Spring Data REST projects?

可紊 提交于 2019-11-27 04:07:58
Spring Data REST automates exposing only domain object. But most often we have to deal with Data Transfer Objects. So how to do this in SDR way? An approach of how to work with DTO in Spring Data REST projects The working example is here Entities Entities must implement the Identifiable interface. For example: @Entity public class Category implements Identifiable<Integer> { @Id @GeneratedValue private final Integer id; private final String name; @OneToMany private final Set<Product> products = new HashSet<>(); // skipped } @Entity public class Product implements Identifiable<Integer> { @Id

3D Ray Picking use Mouse Coordinates when Mouse isn't locked

烈酒焚心 提交于 2019-11-27 02:16:05
问题 So basically I've made a program using OpenGL which can perform 3D Ray Picking. If the Camera View Direction Ray touches/intersects anything (which isn't air) then a little purple box will get rendered at the intersection point/points. If the ray intersects with any of the "Red Boxes" the once that are intersecting with the ray will turn green. The ground and walls won't change color or texture at all. Examples: The current way I do the 3D Ray Picking, is getting the camera's view direction

How to instantiate and apply directives programmatically?

元气小坏坏 提交于 2019-11-27 02:15:06
I know that in ng2 we have ComponentFactoryResolver that can resolve factories that we can apply to a ViewContainerRef . But, is there something similar for directives? a way to instantiate them and apply them to the projected content from a component? No, directives can't be added or removed dynamically. They are only applied to HTML statically added to component templates. What you could do is to enable/disable the directive by passing a parameter ( @Input() ) to the directive to notify it to do something or not. 来源: https://stackoverflow.com/questions/39563547/how-to-instantiate-and-apply

How exactly does OpenGL do perspectively correct linear interpolation?

有些话、适合烂在心里 提交于 2019-11-27 01:13:05
If linear interpolation happens during the rasterization stage in the OpenGL pipeline, and the vertices have already been transformed to screen-space, where does the depth information used for perspectively correct interpolation come from? Can anybody give a detailed description of how OpenGL goes from screen-space primitives to fragments with correctly interpolated values? The output of a vertex shader is a four component vector, vec4 gl_Position . From Section 13.6 Coordinate Transformations of core GL 4.4 spec: Clip coordinates for a vertex result from shader execution, which yields a