The tutorial I'm following is this.What I wonder is:Can I add another AR object in the scene?Also,Can I make it point to any cloud anchor I want?Since I'm new to openGL ES(Some idea say that in sceneform it will be easier,is that true?)I want to know how to do it.If there's any other idea to these questions,please tell me.
what I want to made will look like this
I highly recommend the new maintained Version of Sceneform. OpenGL is awesome but it has a steep learning curve.
Related
We can easily render object in ARCore with the help of Sceneform with just few lines of code. But I have to do it without Sceneform.
Does anyone know how to do it?
The challenges are making the object renderable, placing anchors and anchor nodes in the AR scene. I guess there is some method in OpenGL to do this but I am not sure about it.
Sceneform is not only an ARCore's companion, it's also its rendering engine that helps us read in a scene geometry and calculate light physics for all PBR shaders.
If you wanna implement another rendering engine, make sure it's able to load all polygonal models into AR scene with readable shaders and textures. It's not easy to implement a rendering engine from scratch. ARCore doesn't render any geometry. ARCore's purpose is to track a surrounding environment, implement Environmental Understanding principles, estimate a level of light in real-world room and then put there stable anchors for models.
However Sceneform is deprecated.
I am developing an directx(d3d11) application.
I want to draw a line using multi-thread
I tried to understand directx11 tutorial file(MultithreadedRendering11) ,
still I don't know what to do..
can I get a multi-thread sample code in direct11?
Did you try MSDN? 'Introduction to Multithreading in Direct3D11'?
Besides, you can find a multithread sample for DX11 in DirectX SDK(\Microsoft DirectX SDK (June 2010)\Samples\C++\Direct3D11\MultithreadedRendering11). Since D3D12 has stronger support for multithread, I suppose it may be helpful for you to reference this DX12 multithread sample, too.
Please let me know if you need any further information.
I want to create a 2D sprite that mimic the provided image:
http://a4.mzstatic.com/us/r1000/069/Purple2/v4/e6/0d/73/e60d73a8-6d78-64c2-dd59-9aabb54c7837/mzl.ujapwanw.320x480-75.jpg
and create different face expressions as provided sprites to unity3d in order to create an android application has multiple face expressions with those sprites... so my question... is what exactly the software I might use through out this process ??
Please, let me know the simplest step-by-step procedures, as I am in my first steps in computer graphics.
Thanks a lot.
Image manipulation is what you are looking for. To modify the current image you have and generate other facial expressions from it, you need to be very good at math. Image manipulation is not a basic stuff and I hope you are not new to programming.
Now that you understand that, you need OpenCV to be able to do this. You need to make a wrapper for it in c#. You can get the already made wrapper [here].1 https://www.assetstore.unity3d.com/en/#!/content/21088 .It works on Windows,Mac, Android and iOS and will save you time. Its NOT free but the price is worth it compare to the time you will spend building the wrappers for all platforms.
Once you get this, you can start learning OpenCV from the following link.
http://docs.opencv.org/doc/tutorials/tutorials.html
http://opencv-srf.blogspot.com/
http://shervinemami.info/openCV.html
http://www.cs.iit.edu/~agam/cs512/lect-notes/opencv-intro/opencv-intro.html
If you the Unity plugin I mentioned, you can ask the author of the plugin to help you out if you are tuck.
I have been tearing my hair out for a while over this. I need an OpenGL 3.2 Core (no deprecated stuff!) way to efficiently render many sprites, using batching (no instancing).
I've seen examples that do this with geometry alone, but mine also needs to send textures to it, I don't know how to do this.
I need a well done example of it working in action. And looking at how other libs like monogame and such do it isn't much help, because all I'm interested in is the GL code, and it has to have no deprecated stuff in it.
Basically I want to be able to efficiently render thousands+ of sprites, all having textures. The texture is just a spritesheet, so I just need to tell it to render a region of that spritesheet.
I'm disappointed in the amount of material available for programmable pipeline. To the point where it seems like it'd be so much easier to just say screw it and use fixed pipeline, even though I definitely don't want to do that.
So yeah, any full examples that do what I want? Or could somebody more knowledgable write one up? :)
A lot of the examples are "oh, here's how you render 1 triangle". Well that's great, except nobody needs to render only 1 triangle/quad. And they need to be textured in addition to that!
An example that uses VBOs/VAOs/EBOs
ALSO: this means the code can't use glTexPointer and that stuff, but just in raw VBOs/VAOs...
I saw this question and decided to write a little program that does some "sprite" rendering using points and gl_PointSize. I'm not quite sure what you mean by "batching" as opposed to "instancing," but my program uses the glDrawArraysInstanced() call so that I can render multiple points without needing my VBO to be variable sized. My code also doesn't texture the sprites, but that's easy enough to add in (upload the active texture index (the one that was active during your call to glTexSubImage), to a GLSL sampler2D using glUniform1i).
Anyway, here's the program I wrote: http://litherum.blogspot.com/2013/02/sprites-in-opengl-programmable-pipeline.html Hope you can learn from it!
It would be great if anyone could provide a tutorial or best approach to create a dynamic speech bubble in iphone. Here is the link of an application that already has a dynamic speech bubble built in - http://itunes.apple.com/us/app/bubble-up-free/id364054415?mt=8 . Since I am starting to develop applications in xcode I am not sure whether to approach this using quartz 2d or open GL etc.
http://www.uinnoblog.com/sms-bubble-ui-in-iphone-apps.html
The previous approach is not really the good one where you can use only one image and use the advantage of the stretchableImageWithLeftCapWidth / topCapHeight according with a setAutoresizingMask:UIViewAutoresizingFlexibleLeftMargin of an UIImage allowing to stretch an image by its width and/or height without stretching all angles...
In that case, your speech bubble image will be smaller, you'll need only one (instead of 9) AND your code will be really smaller...
Here is good cocoa UI Component on GitHub: https://github.com/AlexBarinov/UIBubbleTableView