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From: <bad...@ya...> - 2000-08-11 12:13:40
|
Hello, I'm writing a demo that shows what the effect is of using subdivision surfaces instead of other modeling techniques, but I've a little problem. I'm searching for an efficient mesh structure. Could somebody tell me where I can find some information on the net about efficient mesh structures. Thanks! Danny Laarmans, bad...@ya... __________________________________________________ Do You Yahoo!? Kick off your party with Yahoo! Invites. http://invites.yahoo.com/ |
From: Pierre T. <p.t...@wa...> - 2000-08-11 11:17:00
|
> if any of you know of any other fur papers, please let me know. From the ACM Digital Library: Fake fur rendering; Dan B. Goldman; Proceedings of the 24th annual conference on Computer graphics & interactive techniques, 1997, Pages 127 - 134 Art-based rendering of fur, grass, and trees; Michael A. Kowalski, Lee Markosian, J. D. Northrup, Lubomir Bourdev, Ronen Barzel, Loring S. Holden and John F. Hughes; Proceedings of the SIGGRAPH 1999 annual conference on Computer graphics, 1999, Pages 433 - 438 Wet and messy fur; Armin Bruderlin; Proceedings of the conference on SIGGRAPH 99: conference abstracts and applications, 1999, Page 284 Rendering fur with three dimensional textures; J. T. Kahiya and T. L. Kay; Conference proceedings on Computer graphics, 1989, Pages 271 - 280 I have Kajiya's one but only as a paper version. Want some ugly scanned pics? :) Pierre |
From: Akbar A. <sye...@ea...> - 2000-08-11 10:29:31
|
hey, i am looking for this paper, preferably some where that doesn't charge. J. Kajiya, "Rendering Fur With Three Dimensional Textures," i scroured the net, but ended up in failure. it would be really cool if somebody could point me out to this one if they have seen it lying around. if any of you know of any other fur papers, please let me know. http://www.research.microsoft.com/profiles/kajiya.htm that was the closest i found, and apparently kajiya does not have any papers up on his site; all i could find was his "profile" :-| this was rather odd cause _most_ of the other ms research guys have "web sites". i even tried www.research.microsoft.com/~kajiya in conformance with the _other_ "websites", it popped up the "profile"; maybe it's cause he is the Assistant Director. oh well... it was rather humorous skimming through the profile though. "Now, Kajiya is working on an equally dramatic project, the convergence of the television and the computer. " does this mean ms is going to sell tv's? peace. akbar A. |
From: <fa...@no...> - 2000-08-11 09:52:41
|
I also tried myself to find something in the archives about "VIPM" or ROAM" for instance, and nothing was found. Isn'it strange ? Fred ----- Original Message ----- From: Pai-Hung Chen <pa...@ac...> To: <gda...@li...> Sent: Friday, August 11, 2000 6:03 AM Subject: [Algorithms] Help with Archive Search > Hi, > > I tried to search the list in the archive but I ended up with nothing no > matter what info I provided. Am I doning something wrong? > > Thanks for the help, > > Pai-Hung Chen > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |
From: Akbar A. <sye...@ea...> - 2000-08-11 09:34:20
|
hey, okay, i have not given this question my 48 hour lookup, review time.. but... in watt and watt "advanced animation and rendering techniques" page 70 "The net of control points forms a polyhedron in Cartesian space and the position of the points in this space controls the shape of the surface" note: "this space" -exclusive... page 72 "Deformation of a parametric surface is achieved by moving the control points that define it" ? shouldn't it say something like... sorry for the brief message, i hope you understand what i mean :) but i have to get back to reading this :D it's 4:43 am and i am on a role :D peace. akbar A. |
From: <Nik...@ao...> - 2000-08-11 04:11:24
|
Hmmm, that's odd, I sent that message to the list about 2 weeks ago, and it just appeared. I found out that the problem was that I wasn't transposing my matrices when I was feeding them to RAPID. I haven't gotten my own implementation of the OBB collision detection working fully yet; however fixing that will be easy with RAPID working. Thanks for the help though. -Ni...@ao... |
From: Pai-Hung C. <pa...@ac...> - 2000-08-11 04:07:47
|
Hi, I tried to search the list in the archive but I ended up with nothing no matter what info I provided. Am I doning something wrong? Thanks for the help, Pai-Hung Chen |
From: Pierre T. <p.t...@wa...> - 2000-08-11 01:22:52
|
> I assume by Johnson's algorithm you mean the sub-algorithm that computes > the minimal convex simplex that contains the new support point that is > closer to the origin? Absolutely. > I think all descriptions I have read of it have > been just hacky ways to determine how to convex-ly combine (by finding the > best lamda values to use) the points in the previous simplex and the new > support point to find the minimal convex simplex that contains that new > support point. Does that seem correct? I think so - as far as I can tell, and including the word "hacky" :) > By the way, what is the *intuitive* reason that the simplex can be up to > four dimensions (i.e. the tetrahedron)? Is it because the closest points > can be from two edges? Sorry, I'm a newbie to GJK and for the moment there's nothing intuitive in the whole thing. I'll try to dig some more into it before giving you my probably totally wrong answers... Pierre |
From: Pierre T. <p.t...@wa...> - 2000-08-11 01:13:55
|
Thanks! I'll have a look - I don't need the intersection point indeed. Anyway I found why Woo's code wasn't working - it was a bug, but in my code. Ok, thanks guys. ----- Original Message ----- From: <Chr...@Pl...> To: <gda...@li...> Sent: Friday, August 11, 2000 1:58 AM Subject: Re: [Algorithms] Ray-AABB intersection > > > > > Pierre, do you need the intersection point to be calculated or > are you merely interested in the boolean hit/miss result? > > If the latter, you can use a separating axis approach, which > is quite cheap (relatively). > > For a description (with pseudo code), see the paper: > > Arthur Gregory, Ming C. Lin, Stefan Gottschalk, Russell Taylor > "A Framework for Fast and Accurate Collision Detection for > Haptic Interaction" > > > Christer Ericson > SCEA, Santa Monica > > > > > > "Pierre Terdiman" <p.t...@wa...>@lists.sourceforge.net on 08/10/2000 > 02:51:59 PM > > Please respond to gda...@li... > > Sent by: gda...@li... > > > To: <gda...@li...> > cc: > Subject: Re: [Algorithms] Ray-AABB intersection > > > Weird. Looks like mine, but it still doesn't work well. > > ......ok once again I think I'd better rederive everything from scratch and > write my own, yeepa.... (sigh) > > ----- Original Message ----- > From: Zhang Zhong Shan <Zha...@ub...> > To: <gda...@li...> > Sent: Thursday, August 10, 2000 8:36 AM > Subject: RE: [Algorithms] Ray-AABB intersection > > > > There is an error in the book. But the source i downloaded from the > Internet > > seems right. > > > > /* Check final candidate actually inside box */ > > if (maxT[whichPlane] < 0.) return (FALSE); > > for (i = 0; i < NUMDIM; i++) > > if (whichPlane != i) { > > coord[i] = origin[i] + maxT[whichPlane] *dir[i]; > > if (coord[i] < minB[i] || coord[i] > maxB[i]) > > return (FALSE); > > } else { > > coord[i] = candidatePlane[i]; > > } > > return (TRUE); /* ray hits box */ > > > > -----Original Message----- > > From: Pierre Terdiman [mailto:p.t...@wa...] > > Sent: Thursday, August 10, 2000 12:03 PM > > To: gda...@li... > > Subject: [Algorithms] Ray-AABB intersection > > > > > > Is there any known problem with Andrew Woo's Ray-AABB intersection code? > (in > > Graphic Gems I). It seems to miss some intersections... (?) > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: <Chr...@Pl...> - 2000-08-10 23:57:34
|
Pierre, do you need the intersection point to be calculated or are you merely interested in the boolean hit/miss result? If the latter, you can use a separating axis approach, which is quite cheap (relatively). For a description (with pseudo code), see the paper: Arthur Gregory, Ming C. Lin, Stefan Gottschalk, Russell Taylor "A Framework for Fast and Accurate Collision Detection for Haptic Interaction" Christer Ericson SCEA, Santa Monica "Pierre Terdiman" <p.t...@wa...>@lists.sourceforge.net on 08/10/2000 02:51:59 PM Please respond to gda...@li... Sent by: gda...@li... To: <gda...@li...> cc: Subject: Re: [Algorithms] Ray-AABB intersection Weird. Looks like mine, but it still doesn't work well. ......ok once again I think I'd better rederive everything from scratch and write my own, yeepa.... (sigh) ----- Original Message ----- From: Zhang Zhong Shan <Zha...@ub...> To: <gda...@li...> Sent: Thursday, August 10, 2000 8:36 AM Subject: RE: [Algorithms] Ray-AABB intersection > There is an error in the book. But the source i downloaded from the Internet > seems right. > > /* Check final candidate actually inside box */ > if (maxT[whichPlane] < 0.) return (FALSE); > for (i = 0; i < NUMDIM; i++) > if (whichPlane != i) { > coord[i] = origin[i] + maxT[whichPlane] *dir[i]; > if (coord[i] < minB[i] || coord[i] > maxB[i]) > return (FALSE); > } else { > coord[i] = candidatePlane[i]; > } > return (TRUE); /* ray hits box */ > > -----Original Message----- > From: Pierre Terdiman [mailto:p.t...@wa...] > Sent: Thursday, August 10, 2000 12:03 PM > To: gda...@li... > Subject: [Algorithms] Ray-AABB intersection > > > Is there any known problem with Andrew Woo's Ray-AABB intersection code? (in > Graphic Gems I). It seems to miss some intersections... (?) > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Will P. <wi...@cs...> - 2000-08-10 23:04:25
|
On Thu, 10 Aug 2000, Pierre Terdiman wrote: > I'd like to implement my own version of the GJK algorithm involved in > collision detection, without just using any of the available packages > (Solid, Stephen Cameron's version, etc). But I admit I have some > difficulties with the theory behind it. Is there any GJK expert here, who > would be kind enough to briefly summarize that algorithm? For example, even > Gilbert's underlying layer - that is, Johnson's algorithm to compute the > closest point to the origin for a simplex - looks quite weird to me. The > original paper by Gilbert is quite painful to read IMHO, and I don't really > understand what's going on here. So, to start with, if someone can explain > in a few words Johnson's algorithm, it would be cool. I'm familiar with > Minkowski sums, supporting vertices and most of the usual terminology, so > don't be afraid to use the right words in the right place. I'm actually implementing this algorithm now, and I find that I do not have the background in this area of mathematics yet to understand everything that is going on. So the disclaimer: I'm not an expert on this algorithm. I welcome Ron Levine's input. :) I assume by Johnson's algorithm you mean the sub-algorithm that computes the minimal convex simplex that contains the new support point that is closer to the origin? I think all descriptions I have read of it have been just hacky ways to determine how to convex-ly combine (by finding the best lamda values to use) the points in the previous simplex and the new support point to find the minimal convex simplex that contains that new support point. Does that seem correct? By the way, what is the *intuitive* reason that the simplex can be up to four dimensions (i.e. the tetrahedron)? Is it because the closest points can be from two edges? Will |
From: Pierre T. <p.t...@wa...> - 2000-08-10 21:58:01
|
Weird. Looks like mine, but it still doesn't work well. ......ok once again I think I'd better rederive everything from scratch and write my own, yeepa.... (sigh) ----- Original Message ----- From: Zhang Zhong Shan <Zha...@ub...> To: <gda...@li...> Sent: Thursday, August 10, 2000 8:36 AM Subject: RE: [Algorithms] Ray-AABB intersection > There is an error in the book. But the source i downloaded from the Internet > seems right. > > /* Check final candidate actually inside box */ > if (maxT[whichPlane] < 0.) return (FALSE); > for (i = 0; i < NUMDIM; i++) > if (whichPlane != i) { > coord[i] = origin[i] + maxT[whichPlane] *dir[i]; > if (coord[i] < minB[i] || coord[i] > maxB[i]) > return (FALSE); > } else { > coord[i] = candidatePlane[i]; > } > return (TRUE); /* ray hits box */ > > -----Original Message----- > From: Pierre Terdiman [mailto:p.t...@wa...] > Sent: Thursday, August 10, 2000 12:03 PM > To: gda...@li... > Subject: [Algorithms] Ray-AABB intersection > > > Is there any known problem with Andrew Woo's Ray-AABB intersection code? (in > Graphic Gems I). It seems to miss some intersections... (?) > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Pierre T. <p.t...@wa...> - 2000-08-10 21:55:34
|
Actually I posted the mail *because* the details included in the original paper were... well, not so clear :) I know the rough theory, but some parts of it remain unclear (eg the Johnson algorithm, as I was telling in the previous mail). ----- Original Message ----- From: Jenny Alexandre <aj...@fr...> To: <gda...@li...> Sent: Thursday, August 10, 2000 8:56 AM Subject: RE: [Algorithms] GJK > > I studied this algorithm months ago, so let's go : > > I suppose that you have two polytope, that is two set of vertices, which > are supposed to be convex (for concave object, you have to decompose the > object in a sum of concave object, but that's quiet complex). > > So finding, these closest points is equivalent to find the closest point > from origin to minkoski sum of the object (quiet easy to check). > > The GTK algorithm creates a set of simplex which is imbricated, that is > the new simplex is smaller that the previous one and so on. And as the > number > of vertex is not infinite, the algorithm ends in a finite time. > > For the details of the set construction, I'm afraid that you should read > original paper, or this one, which improves time coherance of the algorithm > : > > A fast and robust GTK implementation for collision detection of convex > objects, Gino van den Bergen > http://www.win.tue.nl/cs/tt/gino/solid/index.html#papers > > Alexandre > > -----Message d'origine----- > De : Pierre Terdiman [mailto:p.t...@wa...] > Envoyé : jeudi 10 août 2000 02:03 > À : gda...@li... > Objet : [Algorithms] GJK > > > Hi, > > I'd like to implement my own version of the GJK algorithm involved in > collision detection, without just using any of the available packages > (Solid, Stephen Cameron's version, etc). But I admit I have some > difficulties with the theory behind it. Is there any GJK expert here, who > would be kind enough to briefly summarize that algorithm? For example, even > Gilbert's underlying layer - that is, Johnson's algorithm to compute the > closest point to the origin for a simplex - looks quite weird to me. The > original paper by Gilbert is quite painful to read IMHO, and I don't really > understand what's going on here. So, to start with, if someone can explain > in a few words Johnson's algorithm, it would be cool. I'm familiar with > Minkowski sums, supporting vertices and most of the usual terminology, so > don't be afraid to use the right words in the right place. > > Pierre > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Pierre T. <p.t...@wa...> - 2000-08-10 21:51:29
|
Yes. www.codercorner.com\Flexporter.htm ----- Original Message ----- From: Leigh McRae <lei...@ro...> To: <gda...@li...> Sent: Wednesday, July 19, 2000 7:24 PM Subject: Re: [Algorithms] 3DS woes. > Yuppers. I am using the Max R3.1 and the export plugin. I will look at > the code and try the switch your talking about. I find the whole thing > wierd as MAX will read the file back in correct. So what do others do when > it comes to MAX, write thier own plugin? > > Leigh McRae > > ----- Original Message ----- > From: Robert Dibley <RD...@ac...> > To: <gda...@li...> > Sent: Wednesday, July 19, 2000 12:10 PM > Subject: RE: [Algorithms] 3DS woes. > > > > > I have a house.3ds file that is basicly a box and roof but the > > > roof never lands on top of the house. If I join the roof and box then > it > > > works ok. > > > > Are you by any chance using the MAX exporter that writes 3DS files ? > > If so, then that may be your problem - when I looked at it, it seemed to > be > > bugged. Something to do with using the wrong matrix I think. Something > > like GetNodeTM being used where GetObjectTM should have been perhaps ? > > > > hope thats some small help, > > > > Robert > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Pierre T. <p.t...@wa...> - 2000-08-10 21:50:20
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Apparently this issue has been bugging you for a long time now.... Well. I've been using RAPID and MAX together as well, and it just works. I've never had such troubles - that's also why I was surprised by Kent Quirk's recent post about the wrong matrix in RAPID. I export from MAX 3.1 using this, ... http://www.codercorner.com/Flexporter.htm ...then use my enhanced RAPID version... http://www.codercorner.com/RAPID_Hack.htm ...packed in my collision detection lib: http://www.codercorner.com/ZCollide.htm On a side note, a related link: http://www.codercorner.com/Gottschalk.htm It just works. A friend of mine nonetheless, started using RAPID some months ago now, and reported some problems : collisions weren't detected. We looked into it, and it appeared he was using an old RAPID version (1.04 I think). I gave him the last one. He recompiled. And... it just worked like the proverbial charm. It's been working for months now. So, to make things clear once and for all, I really think the problem lies somewhere in your code, not in MAX nor in RAPID. Or maybe you're using an old RAPID version as well ? I suspect you just feed RAPID with wrong rotation matrices, even if that's something you must have checked to death now... Here's the way I use: Say you matrix is defined as an array of 16 floats: float m[4][4]; That matrix is D3D-compliant. That is, I can send that directly to D3D as a world matrix. Now, here's the rotation matrix to send to RAPID: float R1[3][3]; Say M1 is a pointer to a D3D-compliant matrix. The transform is: R1[0][0] = M1->m[0][0]; R1[0][1] = M1->m[1][0]; R1[0][2] = M1->m[2][0]; R1[1][0] = M1->m[0][1]; R1[1][1] = M1->m[1][1]; R1[1][2] = M1->m[2][1]; R1[2][0] = M1->m[0][2]; R1[2][1] = M1->m[1][2]; R1[2][2] = M1->m[2][2]; In other words, you must transpose the rotation part of the D3D matrix before sending it to RAPID. Once again, everything else (MAX, RAPID) ... just works. Pierre ----- Original Message ----- From: <Nik...@ao...> To: <gda...@li...> Sent: Thursday, July 27, 2000 8:00 AM Subject: [Algorithms] OBBs & Max > Recently, I've been creating an OBB collision detection system for my engine, > and I loosely used the RAPID library as a guide when creating my own > functions. The data that I use originates from 3D Studio Max 3.1. I have > been having much difficulty with the accuracy of the system, so I attempted > to use the RAPID library itself to see if that functioned correctly. > However, the RAPID library is giving the same results as my own, it > inaccurately reports collision with even the most simple models (such as two > boxes, in which only one has rotation). Is there a problem with the library, > or with Max? The data I am receiving from Max displays correctly when > rendered with D3D (in the exporter I change the coordinate system from Max's > to D3D's). Could this change in coordinate systems be the problem? In this > transformation, I change the order of the vertices on each face, and I flip > rows 2 and 3 in the transformation matrix, along with the y & z coordinates > in the matrix and the vertices. Also, when a box is created in Max, it is > defined with the center being at the bottom of the box, and the rotation and > translation matrix compensate for this (depending on where the pivot point is > located), to make the scene look correct. (As I mentioned earlier, the when > I render this data in D3D, it looks exactly like what it did in Max, in > addition, the collision detection is accurate if neither model is rotated. > Any help would be appreciated. > > Thanks, > Nik...@ao... > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Charles B. <cb...@cb...> - 2000-08-10 21:38:33
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Ok, so far as I can tell, all he's doing there is a brute force minimization of the volume by searching the 2d orientation space of the box. I suppose that's probably as good as anything else. You could probably get a good solution by starting along the axis of linear-best-fit and just finding a local minimum of the volume. I wish the Magic code was better commented, it would make it 10x more useful, but beggars can't be choosers, I suppose... >Your savior and mine, magic source code. >http://www.magic-software.com/MgcContainment.html >Thank you, Dave E. My Dave E. book is on its way, and am looking forward to >it. > >The math here (Ron L. would have to correct me if I were wrong about this) >is better / more correct than most on-line tutorials, papers and algorithms. > >Corrinne Yu > -------------------------------------- Charles Bloom www.cbloom.com |
From: Akbar A. <sye...@ea...> - 2000-08-10 18:51:18
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btw corrinne, did you ever get an update from pixar? peace. akbar A. "We want technology for the sake of the story, not for its own sake. When you look back, say 10 years from now, current technology will seem quaint" Pixars' Edwin Catmull. -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Corrinne Yu Sent: Thursday, August 10, 2000 8:47 AM To: gda...@li... Subject: Re: [Algorithms] finding an optimal OBB Your savior and mine, magic source code. http://www.magic-software.com/MgcContainment.html Thank you, Dave E. My Dave E. book is on its way, and am looking forward to it. The math here (Ron L. would have to correct me if I were wrong about this) is better / more correct than most on-line tutorials, papers and algorithms. Corrinne Yu ----- Original Message ----- From: "Charles Bloom" <cb...@cb...> To: <gda...@li...> Sent: Thursday, August 03, 2000 2:01 PM Subject: [Algorithms] finding an optimal OBB > > I'm sure there are lots of papers on this - any > good pointers? I want to find the tightest > possible OBB for a collection of points. > > -------------------------------------- > Charles Bloom www.cbloom.com > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: Akbar A. <sye...@ea...> - 2000-08-10 18:46:05
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i guess you could consider this a "late" reply since it's been a few hours, and the list mail was pretty high today.... but just in case somebody said it. get the book. he is full of knowledge and it will be a good reference as well. he knows what he is talking about :) peace. akbar A. "We want technology for the sake of the story, not for its own sake. When you look back, say 10 years from now, current technology will seem quaint" Pixars' Edwin Catmull. -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Jason Frisvold Sent: Thursday, August 10, 2000 9:02 AM To: 'gda...@li...' Subject: RE: [Algorithms] finding an optimal OBB Are you referring to his new book, "3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics" ?? I was seriously thinking about picking that one up... --------------------------- Jason H. Frisvold Head ATM Engineer Engineering Dept. Penteledata fr...@co... --------------------------- "All our science measured against reality, is primitive and childlike--and yet it is the most precious thing we have." - Albert Einstein -----Original Message----- From: Corrinne Yu [mailto:cor...@ho...] Sent: Thursday, August 10, 2000 9:47 AM To: gda...@li... Subject: Re: [Algorithms] finding an optimal OBB Your savior and mine, magic source code. http://www.magic-software.com/MgcContainment.html Thank you, Dave E. My Dave E. book is on its way, and am looking forward to it. The math here (Ron L. would have to correct me if I were wrong about this) is better / more correct than most on-line tutorials, papers and algorithms. Corrinne Yu ----- Original Message ----- From: "Charles Bloom" <cb...@cb...> To: <gda...@li...> Sent: Thursday, August 03, 2000 2:01 PM Subject: [Algorithms] finding an optimal OBB > > I'm sure there are lots of papers on this - any > good pointers? I want to find the tightest > possible OBB for a collection of points. > > -------------------------------------- > Charles Bloom www.cbloom.com > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |
From: BSteve B. <st...@li...> - 2000-08-10 17:46:56
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On Thu, 10 Aug 2000, Pai-Hung Chen wrote: > Could someone explain briefly to me what is "rotoscoping" used in animation? I believe it refers to manually tracing over live-action movie frames in order to get realistic movement in a cartoon. Presumably, a 'Rotoscope' is some kind of optical instrument that projects the movie frames onto the tracing surface...dunno about that though. Motion-capture in a pre-computer age! Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: Tom F. <to...@mu...> - 2000-08-10 17:46:36
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http://www.geocities.com/Hollywood/3113/roto.html Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > From: Pai-Hung Chen [mailto:pa...@ac...] > > Hi, > > Could someone explain briefly to me what is "rotoscoping" > used in animation? > > Thanks in advance, > > Pai-Hung Chen |
From: Steve B. <st...@li...> - 2000-08-10 17:20:46
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On Thu, 10 Aug 2000, Tom Forsyth wrote: > Kim, you'll find that if you spend enough time in the pubs, the movies won't > bother you any more. :-) It'll bother you - you just won't *remember* that it bothered you :-) > And yes, I think they can be trained. Maybe it's from years of sitting > staring at a bright white ZX Spectrum(*) screen while coding in basic that > I've become allergic to low frame rates. Your memory is leaky. The Spectrum was BLACK. You're thinking of the ZX80 and ZX81. > (*) Home computer, contemporary (and clear superior, obviously) of the C64. > I think it was called a TRS80 on the other side of the pond? Fantastically > popular here in Britland. No! TRS-80 (Pronounced 'Trash-Eighty') was a Tandy/Radio-Shack machine with a *real* keyboard, *real* display, etc, etc. V.Superior to anything Sinclair produced. I owned three of them at one time! In the US, the ZX-80/81 was called "Timex 1000" or something like that, I didn't think the Spectrubbish was ever marketted in the US. Hmmm - Sinclair computers - the memories... The wobbly RAM pack - the BlueTac to stop it sliding around the desk - the 'dead flesh' feel to the so-called "keyboard" (on the Spectrum). That the display was generated in software (on the ZX80) - so the screen went blank whenever you ran a program or hit a key or something. The adverts that said that you could control a nuclear power plant with it. (That same advert showed the Spectrum displaying a Union Jack - which it cannot do because it's graphics 'cells' could only contain two colours per cell). The migrane-simulation it displayed as it loaded stuff from tape. The *requirement* that you use short-cut keys for all BASIC reserved words - so their interpreter wouldn't have to actually parse the source code! Having to use THREE shift keys to get to some of the more "unusual" BASIC operators...unusual like '<' and '>' :-) <shudder> I remember the ZX80/ZX81 and Spectrum *very* well. Each was truly a complete piece of shit - even by the low standards of the time! You thought it was better than C64?!? I *don't* think so. Still - you could always upgrade to the Sinclair QL (Quick-Lashup) with it's infamous 'microdrives'. (If you had two microdrives, drive A couldn't read tapes written by drive B and vice-versa!) Clive Sinclair made an "Electric Car" too...can you say "Death Trap" ? :-) Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: Pai-Hung C. <pa...@ac...> - 2000-08-10 17:17:51
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Hi, Could someone explain briefly to me what is "rotoscoping" used in animation? Thanks in advance, Pai-Hung Chen |
From: Daniel R. <dan...@ho...> - 2000-08-10 17:14:23
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yes, you got it. 100 buble gum donut points for you. you asked the question of the year. many,many discussed this topic in the last weeks/months and the results vary extremly. depending detailed on what you're goind to do. ... this will not help, but clarify, re...@ma... >From: "Pai-Hung Chen" <pa...@ac...> >Reply-To: gda...@li... >To: <gda...@li...> >Subject: Re: [Algorithms] View-Depend vs. View-Independent LOD >Date: Wed, 9 Aug 2000 14:03:04 -0700 > >In a HW T&L setting (GeForce), are VIPM/VDPM really worth the extra >management cost omposed on CPU? Or a simple Quadtree/Octree paradigm will >suffice, in which I may well just send the un-LODed polys to the HW T&L >pipeline that is so fast at handling huge amount of polys that it still >beats the LOD optimization? > >Thank you, > >Pai-Hung Chen > > > >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com |
From: Daniel R. <dan...@ho...> - 2000-08-10 17:14:23
|
yes, you got it. 100 buble gum donut points for you. you asked the question of the year. many,many discussed this topic in the last weeks/months and the results vary extremly. depending detailed on what you're goind to do. ... this will not help, but clarify, re...@ma... >From: "Pai-Hung Chen" <pa...@ac...> >Reply-To: gda...@li... >To: <gda...@li...> >Subject: Re: [Algorithms] View-Depend vs. View-Independent LOD >Date: Wed, 9 Aug 2000 14:03:04 -0700 > >In a HW T&L setting (GeForce), are VIPM/VDPM really worth the extra >management cost omposed on CPU? Or a simple Quadtree/Octree paradigm will >suffice, in which I may well just send the un-LODed polys to the HW T&L >pipeline that is so fast at handling huge amount of polys that it still >beats the LOD optimization? > >Thank you, > >Pai-Hung Chen > > > >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com |
From: Ko, M. <MAN...@ca...> - 2000-08-10 16:22:55
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That is a bad way to go about it: your problem was you didn't design the persistent interface ahead of time. I use a "schema driven" method - sort of like database systems. 1) You need to think of the on-disk persistent structure as separate data-structures from the runtime/in-memory rep. Remember, C/C++ structures have compiler imposed alignments that are not obvious. NEVER writes a structure or class directly to disk. VERY BAD!!! Besides, there are always fields in a class that are meant for runtime only. Don't want to persist those. 2) The on disk record structures are defined explicitily using a schema. 3) with schemas you never need to write another line of IO code. The byte swapping code can be writing once. It uses the schema to do the swapping. 4) More important when you change compilers or compiler options - your alignment never changes! Otherwise when you go from 32bit to 64 bit. You will go nuts. Next the question is how to map runtime/in memory objects that need to be persistented to their schema. 1) Use some macros around each member variable that u need to be persistented in the class - complicated and fragile. But if u get it to work, less maintainence. 2) Define a static method for each class that u need to persist and register itself with the schema manager. Simple and robust. Problem is only when u extend the class u need to update the registration method. I use 2) - it works well. Next - you have to deal with pointers. If you are currently reading and writing in memory structures that are graphs or lists. Then you might have to deal with pointers. I don't persistent those structures. I use arrays. But if you do, use a persistent ID scheme. For every ptr. define a unique ID that will be saved on disk. -----Original Message----- From: Blade S.N [mailto:he...@ci...] Sent: Tuesday, August 01, 2000 6:55 AM To: gda...@li... Subject: [Algorithms] class parser Hi all, We are going to port our game to Mac and begin to experience problem of small_big endian conversion.It is concerned with too many class and structure .It's impossible to write all the conversion code for every data file type. So I am going to implement a head file parser to parse the definition of each class and generate the conversion code automatically .It's surely not the most convenient way to make that.But I haven't any good idea. Can anyone here enlighten me.Is there any simple way? Thanks in advance. S.N |