rasterizing

How can you find the coordinates between two given points on a straight line(JavaScript)?

旧时模样 提交于 2019-12-11 15:42:40
问题 I want to get all the x,y,z coordinates between 2 given points, on a straight line. I need to be able to do this in JavaScript for checking whether a projectile collides in my game. So, for example: Point 1: (0,0,0) Point 2: (2,2,2) -> 0,0,0 - 1,1,1, 2,2,2 Edit, here is working code for anybody who is lost. def ROUND(a): return int(a + 0.5) def drawDDA(x1,y1,z1,x2,y2,z2): x,y,z = x1,y1,z1 length = (x2-x1) if (x2-x1) > (y2-y1) else (y2-y1) if (y2-y1) > (z2-z1) else (z2-z1) dx = (x2-x1)/float

Rasterisation Algorithm: finding the “ST” coordinates of point in 2D quad and Inverse Projection

依然范特西╮ 提交于 2019-12-11 13:25:49
问题 My goal is to render the image of a quad using the rasterisation algorithm. I have been as far as: creating the quad in 3D projecting the quad's vertices onto the screen using a perspective divide converting the resulting coordinates from screen space to raster space, and comput the bounding box of the quad in raster space looping over all pixels inside this bounding box, and finding out if the current pixel P is contained within the quad. For this I am using a simple test which consist of

Determine the max resolution (DPI) on a PDF page

左心房为你撑大大i 提交于 2019-12-11 12:38:28
问题 I am using GhostScript.Net to rasterize PDF to page images before sending the page images to the printer. I am doing this so that I can always rasterize to 300dpi. This allows me to print the PDF in a reasonable amount of time regardless of the size of any image in the PDF (mainly scanned PDFs). However, it strikes me that in some cases there will not be a need to rasterize as high as 300dpi. It may be possible to rasterize to 200dpi or even 100dpi depending on the content of the page. Has

Under which conditions can I leave out the perspective division?

↘锁芯ラ 提交于 2019-12-11 09:37:51
问题 I want to revert a homogeneous transformation after performing a perspective division. To be more specific, I’m implementing a GPU-based voxelization algorithm using conservative rasterization. For an overview, these are the steps I’ve implemented so far (VS=vertex shader, GS=geometry shader): Apply the model transform to the vertices (VS). Apply an orthographic projection transform to a copy of each vertex (GS). Apply a view transform to the copies (GS). Perform a perspective division on the

What is the interval when rasterizing primitives

烂漫一生 提交于 2019-12-08 08:39:28
问题 Usually in computer science when I have something from a to b the interval is [a, b) . Is this true when rasterizing geometric primitives? For example when I have a line that starts at position (0, 0) and ends at position (0, 10) will the line contain point (0, 10) when using parallel projection with 1 GPU unit mapped on 1 pixel on screen? EDIT: Same question in the same conditions, but for textures: If I have a texture 2x2 mapped on a quad from (0, 0) to (2, 2) using (0, 0) to (1, 1) mapping

What is the interval when rasterizing primitives

北慕城南 提交于 2019-12-07 18:03:25
Usually in computer science when I have something from a to b the interval is [a, b) . Is this true when rasterizing geometric primitives? For example when I have a line that starts at position (0, 0) and ends at position (0, 10) will the line contain point (0, 10) when using parallel projection with 1 GPU unit mapped on 1 pixel on screen? EDIT: Same question in the same conditions, but for textures: If I have a texture 2x2 mapped on a quad from (0, 0) to (2, 2) using (0, 0) to (1, 1) mapping will it be "pixel perfect", one pixel from texture on one pixel on screen or will be the texture

Qt round rectangle, why corners are different?

只愿长相守 提交于 2019-12-07 02:59:38
问题 I try to draw a round rectangle with drawRoundedRect method directly in a QPixmap (no render engine involve here exept pure Qt one ...), I double check the size of the rectangle versus the size of my pixmap : Pixmap : QSize(50, 73) Rectangle: QRect(0,0 48x11) See plenty of space ... EDIT: some code pixmap = QPixmap(50,73); //example size that match my case QRectF rect(0,0,48,11); QPainter painter(&pixmap); painter.setRenderHint(QPainter::TextAntialiasing); painter.setWorldMatrixEnabled(false)

rasterizing matplotlib axis contents (but not frame, labels)

可紊 提交于 2019-12-06 21:34:06
问题 For an article I am generating plots of deformed finite element meshes, which I visualize using matplotlib's polycollection. The images are saved as pdf. Problems arise for high density meshes, for which the naive approach results in files that are too large and rendering too intensive to be practical. For these meshes it really makes no sense to plot each element as a polygon; it could easily be rasterized, as is done when saving the image as jpg or png. However, for print I would like to

How to rasterize OpenGL triangle on half-integer pixels centers

 ̄綄美尐妖づ 提交于 2019-12-05 07:29:14
OpenGL pixels/fragments are conceptually 1x1 squares centered on half-integer pixels. The OpenGL 4.5 specification states: A fragment is located by its lower left corner, which lies on integer grid coordinates. Rasterization operations also refer to a fragment’s center, which is offset by (1/2,1/2) from its lower left corner (and so lies on half-integer coordinates). Rasterizers typically assume that pixel centers lie on the integer grid. Since I am attempting to implement a correct OpenGL triangle fill I want to know if the following procedures seems sound. Let's take the simple case of a

rasterizing matplotlib axis contents (but not frame, labels)

独自空忆成欢 提交于 2019-12-05 02:33:09
For an article I am generating plots of deformed finite element meshes, which I visualize using matplotlib's polycollection. The images are saved as pdf. Problems arise for high density meshes, for which the naive approach results in files that are too large and rendering too intensive to be practical. For these meshes it really makes no sense to plot each element as a polygon; it could easily be rasterized, as is done when saving the image as jpg or png. However, for print I would like to hold on to a sharp frame, labels, and annotations. Does anyone know if it is possible to achieve this