Re: Best approach...
- From: Gerry Quinn <gerryq@xxxxxxxxxxxxxxxxxxx>
- Date: Sat, 30 Jul 2005 22:36:45 +0100
In article <0PDFe.13926$sJ4.9666@xxxxxxxxxxxxxxxxxxxxxx>,
spamsucks@xxxxxxxxx says...
> Gerry Quinn <gerryq@xxxxxxxxxxxxxxxxxxx> loquated like no one had ever
> loquated before with:
[Sorry for the half-article, sent it accidentally. I cancelled it so
it may not have shown up.]
> >> When the plugin will be triggered it will be when a user clicked on
> >> a plane representing terrain in a 3D scene (I am describing it as a
> >> plane because in the initial usage this will be the case [to be
> >> advanced later]), the plugin is only given the rendered scene (as a
> >> 2D texture) the view frustrum of the 'camera' and I already know the
> >> x/y/z location of several points within that plane (defined by the
> >> user saying something like "this point on the terrain is where the
> >> <insert landmark> is", and I need to calculate in real-time
> >> (optimization not important [yet]) the x,y,z location of any given
> >> point on that plane regardless of the orientation of the camera.
> >
> > If you can work out the position of any (x,y,z) on the view (you don't
> > have to do a full render) maybe an iterative approach would be
> > easiest.
> >
> > I.e. get the position of a few estimated points, then home in by
> > stages on the correct one.
> >
> > It would have the advantage of being easy to extrapolate to any
> > suitable surface.
>
> Again, I am given a 2D image (texture of the rendered scene) and the view
> frustrum. Some points in the 2D image space are correlated to x,y,z
> coordinates in world space.
My bad. From your mention of the view frustrum and the fact that you
had a plane, I was thinking of something I did recently relating to
finding the surface coordinates corresponding to a mouse click on a
quasi-isometric 3D view. I used certain points to create an origin and
a set of vectors corresponding to unit movement in the x,y and z
directions. It was accurate enough to reliably detect grid squares,
but if it wasn't (if the view was too close in) a second layer of
testing would have solved it.
> I don't understand what you mean by 'work out th eposition of any point *on
> the view*'.
> How do you 'home in' on the correct one (one what)?
I still have an idea that you might be able to do something. You have
a sort of 'statistically parametrised surface', i.e. a surface
deliniated in terms several points and a best fitting curve (in this
case specifically a plane) between them.
Can this be used? Maybe you take the known points that are closed and
try to interpolate:
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