3D reconstruction — How to create 3D model from 2D image?

As mentioned, the problem is very hard and is often also referred to as multi-view object reconstruction. It is usually approached by solving the stereo-view reconstruction problem for each pair of consecutive images. Performing stereo reconstruction requires that pairs of images are taken that have a good amount of visible overlap of physical points. You … Read more

Converting World coordinates to Screen coordinates in Three.js using Projection

Try with this: var width = 640, height = 480; var widthHalf = width / 2, heightHalf = height / 2; var vector = new THREE.Vector3(); var projector = new THREE.Projector(); projector.projectVector( vector.setFromMatrixPosition( object.matrixWorld ), camera ); vector.x = ( vector.x * widthHalf ) + widthHalf; vector.y = – ( vector.y * heightHalf ) + … Read more

Mesh generation from points with x, y and z coordinates

here are some other good links for mesh generation and its related work. • TetGen : A Quality Tetrahedral Mesh Generator http://wias-berlin.de/software/tetgen/ • CGal-Computational Geometry Algorithms Library http://www.cgal.org/. http://www.cgal.org/Manual/latest/doc_html/cgal_manual/packages.html#Pkg:Triangulation3. http://www.cgal.org/Manual/latest/doc_html/cgal_manual/contents.html#part_VI. http://www.cgal.org/Manual/latest/doc_html/cgal_manual/Surface_reconstruction_points_3/Chapter_main.html. 3D Surface Mesh Generation – http://www.cgal.org/Manual/3.3/doc_html/cgal_manual/Surface_mesher/Chapter_main.html • GTSLibrary – The GNU Triangulated Surface Library. http://gts.sourceforge.net/index.html • Jonathan Shewchuk – http://www.cs.berkeley.edu/~jrs/ http://www.cs.cmu.edu/~quake/robust.html • VTK: The … Read more

How to calculate Tangent and Binormal?

The relevant input data to your problem are the texture coordinates. Tangent and Binormal are vectors locally parallel to the object’s surface. And in the case of normal mapping they’re describing the local orientation of the normal texture. So you have to calculate the direction (in the model’s space) in which the texturing vectors point. … Read more

Calculating a LookAt matrix

Note the example given is a left-handed, row major matrix. So the operation is: Translate to the origin first (move by –eye), then rotate so that the vector from eye to At lines up with +z: Basically you get the same result if you pre-multiply the rotation matrix by a translation –eye: [ 1 0 … Read more

three.js – How can I dynamically change object’s opacity?

THREE.MeshLambertMaterial extends THREE.Material which means it inherits the opacity property, so all you need to do is access the material on your object, and change the opacity of the material: object.materials[0].opacity = 1 + Math.sin(new Date().getTime() * .0025);//or any other value you like Also note that the material must have it’s transparent property set to … Read more

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