Is there a way to convert a *world point* into **normalized viewport** position ? How can I do that ? I saw how to convert world position to viewport, but not *normalized viewport* ... can you help me ? Thank you.

Is there a way to convert a *world point* into **normalized viewport** position ? How can I do that ? I saw how to convert world position to viewport, but not *normalized viewport* ... can you help me ? Thank you.

Solution:

-just change vtkRenderer with your renderer and vtkViewport with yourviewport

```
void WorldToView(double &x, double &y, double &z)
{
double coordinates[3];
coordinates[0]=x;
coordinates[1]=y;
coordinates[2]=z;
vtkRenderer->SetWorldPoint(coordinates);
vtkRenderer->WorldToView();
vtkRenderer->GetViewPoint(coordinates);
x = coordinates[0];
y = coordinates[1];
vtkViewport->ViewportToNormalizedViewport(x,y);
}
```

I'm taking you at your word that you want circles, so you need to push the plot area into the upper right corner: outHalfCirc <- function(r,colr) {opar=par(xpd=TRUE, new=TRUE) #plot ouside plot area polygon(x=seq(r,-r,by=-0.1), y= -sqrt(r^2 - seq(r,-r,by=-0.1)^2) , # solve r^2 = x^2 +y^2 for y xlim =c(0,7 ), ylim=c(0,10),...

Imagine, instead of a camera, you're moving your head around in 3D space. then Camera.Position is specifying where your head is located, Camera.LookDirection determines the direction you're looking at and Camera.UpDirection shows the orientation of your head. the following pictures clear things up for you. In the first Image, Camera...

I solved my own problem. The reason is that I mixed up two versions of OpenSceneGraph, one is compiled with VS2012 without JPEG plugin and the other is compiled with VS2010 with JPEG plugin. The OSG compiled with VS2010 will not work under VS2012. Now I've found another OSG compiled...

The following describes a way, which should work for your situation. Compute normal in billboard space For example, you could use your texture coordinates here float3 normal = float3(Tex.x*2-1, 0, Tex.y*2-1); normal.y = sqrt(normal.x*normal.x+normal.y*normal.y) Create an orthonormal transformation matrix (World -> Billboard) This matrix consists of the three normalized base...

c++,algorithm,3d,marching-cubes

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The following MAXScript function demonstrates how to calculate a box2 of the safe frame dimensions, given a point2 of the viewport size and the render size. We need to account for two separate cases: one where the differences in aspect result in spacing on the left and right, and one...

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python,matplotlib,plot,3d,surface

Even if I agree with the others that meshgrids are not difficult, still I think that a solution is provided by the Mayavi package (check the function surf) from mayavi import mlab mlab.surf(Z) mlab.show()...

arrays,image-processing,multidimensional-array,3d,wolfram-mathematica

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The Box() constructor is meant for serialization only and doesn't initialize the mesh. The constructor in your upper example is deprecated. Use: tower = new Box(0.5f, 0.5f, 0.5f); This will create a cube of the size 1x1x1 centered at [0, 0, 0]. Also, make sure you look at the tower....

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Are yRes and xRes declared as int? If that's the case, the division y/x may be 0. Try casting one of the variables to float. In addition, I noticed that you are calculating the aspect ratio using yRes/xRes. If you are using yRes for height and xRes for width, you...

windows,visual-studio-2012,dll,vtk

In VStudio, go to your application project properties, select Debugging, and in the Environment option, add PATH=%path_to_the_folder_where_your_your_dll_is_located%; (I'd suggest using relative paths).

matlab,user-interface,3d,rotation,lighting

Implement own rotation functionality You can implement an own functionality to adjust the axes and the lights at the same time. This way the light gets adjusted continuously while rotating the axes. function follow_me_1 figure axes('buttondownfcn', @buttondownfcn); % assign callback set(gca,'NextPlot','add'); % add next plot to current axis surf(peaks,'hittest','off'); %...

c++,opengl,3d,drag-and-drop,mouse-picking

I'm used to solving these user-interaction problems somewhat naively (perhaps not in a mathematically optimal way) but "well enough" considering that they're not very performance-critical (the user interaction parts, not necessarily the resulting modifications to the scene). For unconstrained free dragging of an object, the method you described using unproject...

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Did you do step 3 and 4 here? : Combining Qt 5.4.1 with vtk 6.2.0 (using CMake GUI 3.2.1) on windows I'm guessing you didn't change VK_QT_VERSION to 5...

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opencv,image-processing,3d,camera-calibration

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python,matplotlib,plot,3d,surface

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python,performance,dictionary,3d,pygame

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matlab,image-processing,plot,3d,surface

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Here's a solution, but you'll have to change the test to something other than pDist1 > pDist2: segmentAngle = (math.pi * 2) / numberOfSides pRawAngle = math.atan2(y, x) pAngle = abs((pRawAngle % segmentAngle) - (segmentAngle / 2)) pEdgeAngle = pRawAngle - pAngle pDistanceToEdge = radius * (math.cos(segmentAngle / 2) *...

The color RGB vector is multiplied by the shade coefficient (the cosine value as you initially assumed) The logarithmic scaling is done by the target imaging device and human eyes If your colors get too dark then the probable cause is: the cosine or angle value get truncated to integer...

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In your code (downloaded), xRes and yRes are ints. Due to integer division, yRes/xRes will be zero, because xRes > yRes. You are passing this into the D3DXMatrixPerspextiveFovLH function as the aspect ratio, which will produce an invalid matrix. Instead, cast them to floats first, before doing the division, and...

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Transparency in JavaFX 3D shapes has been a long time request... until recently: Since JDK8u60 early access release b14, transparency is enabled in 3D shapes. You can add color with transparency as diffuse color, like in this answer. Also you can add images with some transparency level on every pixel,...

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Find affine transform M that translates this ellipse in axis-oriented one (translation by -p and rotation to align orientation vector r and proper coordinate axis). Then apply this transform to point p and check that p' lies inside axis-oriented ellipsoid, i.e. x^2/a^2+ y^2/b^2+z^2/c^2 <= 1

I finally figured it out: I had to define the dimensions as variables and put the range of values as data for the dimension variables.

As you said, the new format is an xml format. If you open the file with a text editor, you should see the tags. Also, usually the extension .vtk is for legacy format, and extensions .vti, .vtp etc are for the new format ( see pag.12 of the document you...

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To add reflection first you need mirror light vector by surface normal all these are unit vectors: l - (yellow) to light source n - (aqua) surface normal r - (green) reflected light direction e - (orange) to eye/camera direction points: p - (red) - rendered pixel position q -...

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math,matrix,3d,quaternions,rotational-matrices

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web,unity3d,3d,augmented-reality,unity-web-player

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