From
Andreas Kaiser
→
To
All
19 May 2006
Hello, Aprisobal
Apr> I am interested in the question of how to convert, for example
Apr> cube into a cylinder, pyramid, sphere...? The task is simple at first glance, but
Apr> is not given immediately. I just wish the figure was flat
Apr> by filling the faces.
Apr> How to do this? Search the Internet using the keywords "morphing"
Apr> did not give anything.
Divide the body into slices (triangles or rectangles) and change the coordinates
their reference points.
From
Aprisobal
→
To
All
19 May 2006
Hello, All
I'm interested in the question of how you can convert, for example, a cube into
cylinder, pyramid, sphere...? The task is simple at first glance, but it’s not easy to do right away.
I just wish the figure had a solid fill on the edges.
How to do this? Searching the internet using the keywords "morphing" turns up nothing.
gave.
From
Witch Doctor
→
To
All
19 May 2006
Hello icebear
Personally, I didn’t understand anything... :) But somehow so that you can understand and moreover -
apply ???
From
Marat Faizrakhmanovich Shamsrakh
→
To
All
19 May 2006
Hello, Witch Doctor
First, look at ZX_review 3/95 page 3.
From
Chunin Roman
→
To
All
19 May 2006
Hello, Aprisobal
Apr> I am interested in the question of how to convert, for example
Apr> cube into a cylinder, pyramid, sphere...? The task is simple at first glance, but
Apr> is not given immediately. I just wish the figure was flat
Apr> by filling the faces.
Apr> How to do this? Search the Internet using the keywords "morphing"
Apr> did not give anything.
As a rule, a comparison is made of certain key points on one figure with
another figure and after that the transformation algorithm is built.
From
Andreas Kaiser
→
To
All
20 May 2006
Hello, Witch Doctor
> Personally, I didn’t understand anything... :) But somehow so that you can understand
> moreover - apply ???
Take, for example, a parallelepiped and a pyramid with a square at the base.
A parallelepiped (what a word!) will have 8 reference points and 6 slices (points
- in the corners of the body, slices - sides of the body). A pyramid can be made from 5 support
points (the vertex is the common point for all faces) and five slices (4 faces and
base). This will allow you to quickly draw it. But you don’t have to do that, so that
morphing was easier. You can also make a pyramid out of 6 slices so that
five of them will remain unchanged, and the sixth has the coordinates of its reference points
will coincide, so that this slice will represent a point at
space. Both bodies now have the same number of slices and references
points. Take the parallelepiped, select one of the small faces and change
the coordinates of all reference points of this face to the same value. We get
pyramid :) To make it more beautiful, we do the cycle more slowly.
From
Leonid Khobotov
→
To
All
21 May 2006
Hello icebear
> I am interested in the question of how to convert, for example
> cube into a cylinder, pyramid, sphere...?
You can take a video clip.. with already prepared ones..
in principle, not bad either.. :rolleyes;
A; Do you want 3D or 2D?
It’s better to try with 2 dimensions..
take 2 formulas for constructing a cube and a circle..
build and then align .. by moving points from one
places to another, but choose the number of points yourself
From
Aprisobal
→
To
All
22 May 2006
Hello, hi_soft
ice> This will allow you to quickly draw it.
I'm not going to implement this on spec yet. We should at least get something
on the PC.
mar> First, look at ZX_review 3/95 page 3.
I didn't find anything on the subject. There is only "Spectrum at school" and a basic program :((
ice> Both bodies now have the same number of slices and control points.
ice> Take the parallelepiped, select one of the small faces and change
ice> coordinates of all control points of this face to the same value.
ice> We get a pyramid
Ok, I'll try to do this first. But what algorithm should be used for
converting a cube into a prism/cylinder?
From
Andreas Kaiser
→
To
All
22 May 2006
Hello, Aprisobal
Apr> I’m not going to implement this on spec yet. We need at least something
Apr> receive at PC.
I advise you to look at 3DFAQ on enlight.ru. The principles are described there, but in my opinion
The look is a little dry for a complete beginner.
Apr> Ok, I'll try to do this first. But what algorithm should be used for
Apr> converting a cube into a prism/cylinder?
I described the algorithm for you. Condition - the same number of control points
faces. By changing their coordinates in space you get morphing. Look for a book
Porev “Computer Graphics”, it covers the basics in general, and in an accessible way
very.
From
Aprisobal
→
To
All
23 May 2006
Hello icebear
ice> I advise you to look at 3DFAQ on enlight.ru. The principles are described there, but
ice> my opinion is a bit dry for a complete beginner.
Thanks for the link, but I’ve already somehow figured out OpenGL and there are many on the internet
examples/classes for working with vectors, etc. (and C thanks to SjASMPlus
studied a little). I'll try to do it.
ice> Look for Porev’s book “Computer Graphics”, there are general stories there
ice> basics, and very accessible.
I looked at the summary on bhv.ru, but it’s too brief. If this book is
If you are there, then write, plz, is there anything in it on this topic?
From
rasmer
→
To
All
23 May 2006
Hello icebear
ice> I advise you to look at 3DFAQ on enlight.ru. The principles are described there, but
ice> my opinion is a bit dry for a complete beginner.
I'll tell you a secret, but this faq was dragged to spec more than a year ago
in the qhts system by me and Scl... just like that... lies here
[http://scenergy.natm.ru/files//dd3d.zip]
From
Andreas Kaiser
→
To
All
23 May 2006
Hello, Aprisobal
Apr> Thanks for the link, but I’ve already somehow figured out OpenGL and it’s on the Internet
Apr> many examples/classes for working with vectors, etc. (and thanks to C
Apr> SjASMPlus studied a little). I'll try to do it.
It's not hard :), it's relatively easy.
Apr> I looked at the summary on bhv.ru, but it’s too brief. If
Apr> you have this book, then write, plz, if there is anything in it
Apr> this topic?
In short, it talks about computer and a little typography (if
my Russian is no longer Russian, sorry :) ) graphics, starting from color theory (there
wavelength, Maxwell's triangle), continuing with a description of coordinate systems
(Cartesian, polar, etc.), transformations on the plane and in space (the so-called
affine transformations), description of primitive bodies and figures, construction of scenes,
description and construction of light sources, etc. In general, if you want deep
understand computer graphics (and not become another OGL specialist, which is
in principle, also good, but not very interesting), then this book is an excellent start.
From
Andreas Kaiser
→
To
All
23 May 2006
Hello, rasmer
ras> I'll tell you a secret, but this faq was already more than a year ago
ras> dragged to the spec in the qhts system by me and Scl... just like that... lies
ras> here [http://scenergy.natm.ru/files//dd3d.zip]
You won’t believe it, but this file flew here precisely because of this qhts system
There was a little discussion about browsers with my humble participation :)
From
Aprisobal
→
To
All
24 July 2006
Hello icebear
In general, this is what I was able to get as a result. Shapes: cube, pyramid, prism,
sphere.
I used Allegro+MASKinG+OpenGL.
There is no longer any desire to improve the program.
File: Morphing19062006.zip http://zx.pk.ru/attachment.php?attachmentid=3489