3dcamera

DirectX Coordinate System Causes Texture Flipping

早过忘川 提交于 2020-06-29 08:32:20
问题 I recently posted a question about a texture issue I was having. And I think I've discovered the culprit of my problem, but I'm unsure how to handle this, or what I should be doing. Here is the link to the question I had asked: DirectX Texturing Inversion Issues After asking that question I got to work just sitting there toying with everything, and eventually ended up just randomly trying to switch from a left handed coordinate system, to a right handed one. Changing to a right handed

Will this cause gimbal-lock?

雨燕双飞 提交于 2020-01-04 13:39:00
问题 I making a very simple 3d scene, having 5 points in world coordinates. I'd like to navigate across the scene so I'm defining a camera with both an UP and OUT vector. With this information I generate a rotation matrix in every frame, which I'll apply to the vectors in order to get the camera coordinates. The question is: I've read about gimbal lock as a problem using this method, but would it happen in this case? Note that I'm generating the rotation matrix in every frame, and I'm not rotating

Will this cause gimbal-lock?

匆匆过客 提交于 2020-01-04 13:38:50
问题 I making a very simple 3d scene, having 5 points in world coordinates. I'd like to navigate across the scene so I'm defining a camera with both an UP and OUT vector. With this information I generate a rotation matrix in every frame, which I'll apply to the vectors in order to get the camera coordinates. The question is: I've read about gimbal lock as a problem using this method, but would it happen in this case? Note that I'm generating the rotation matrix in every frame, and I'm not rotating

OpenGL: creating my own camera

可紊 提交于 2020-01-01 19:08:49
问题 I'm trying to create a camera to move around a 3d space and am having some problems setting it up. I'm doing this is Java, and apparently using gluPerspective and gluLookAt together creates a conflict (the screen starts flickering like mad). gluPerspective is set like this: gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective(50.0f, h, 1.0, 1000.0); gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); I then create a camera matrix, making use of eye coordinates, forward

JavaFX Rotating Camera Around a Pivot

ぃ、小莉子 提交于 2019-12-12 16:32:07
问题 Last year I posted a similar question, but due to it not being very descriptive and overall a mess I decided to rewrite it completely. I am making a simple 3D editor in JavaFX that has a camera movement similar to Blender or pretty much any other one. I added the rotation around the x-axis and then using trigonometric functions I calculated the other 2 rotations (y and z-axis). Both x and y-axis rotations are made relative to the pivot point, but the z rotation is always made relative to the

Structure from Motion, Reconstruct the 3D Point Cloud given 2D Image points correspondence

大兔子大兔子 提交于 2019-12-12 08:15:25
问题 Use-case An object is rotating around it’s center in varying speed A fixed camera is looking at the object Given 2D Image points correspondence reconstruct the 3D Point Cloud As the object rotates so a different part of it is seen to the Camera, and thus, different points & correspondences are detected. Scene a. N Images b. N-1 Image pairs c. N-1 2D Point correspondence ( Two 2D Points arrays ) Implementation For each of the (N-1) 2D Points correspondences Compute Camera relative Pose

Unable to run tune_blockmatcher and image_to_pointcloud programs

允我心安 提交于 2019-12-11 04:15:26
问题 I am able to capture images on webcams and calibrate them well using StereoVision library from erget. But, while trying for execution of tune_blockmatcher and images_to_pointcloud, i found below errors as StereoBM and StereoSGBM classes are unable to import. >import cv2 >from stereovision.blockmatchers import StereoBM, StereoSGBM Traceback (most recent call last): File "<stdin>", line 1, in <module> File "C:\Python27\lib\site-packages\stereovision\blockmatchers.py", line 111, in <module>

OpenGL: creating my own camera

断了今生、忘了曾经 提交于 2019-12-04 15:23:21
I'm trying to create a camera to move around a 3d space and am having some problems setting it up. I'm doing this is Java, and apparently using gluPerspective and gluLookAt together creates a conflict (the screen starts flickering like mad). gluPerspective is set like this: gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective(50.0f, h, 1.0, 1000.0); gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW); I then create a camera matrix, making use of eye coordinates, forward and up vectors ( http://people.freedesktop.org/~idr/glu3/form_4.png ) (lets assume the code for the