Direct3d world to screen - c++

I'm new in direct3d and i got a newbie question.
I got a point in the world and the location of the camera. I would like to know where i will see the point on my screen. I know the width/height of my screen, the field of view of the camera and everything else. I think that there will be function that do that and i don't need to calculate my self.
I searched a lot and couldn't find it, how do i do that?
The only thing i found is: http://msdn.microsoft.com/en-us/library/bb205516%28VS.85%29.aspx but i didn't understand what to give to him (im new in direct3d as i said)
Thank you for your help

First of all, Direct3D is not a solution to world to screen transformation, it is an API that lets you use the GPU to solve that problem faster on the GPU, but if you don't know, how to do it without Direct3D, then Direct3D will probably of no help. So you have to learn the linear Algebra, and the Rendering Pipeline (which is already documented in a lot of places).

Related

Raycasting render 2d chest CT scans to 3d using OPENGL/C++

I am going to split this question in 3 parts
First, I've been given this problem, and I don't know where to start, if you have been solving related problem, would you give me some hints and keywords to help me do some more research?
I have done some research on my own
So here is some 2D chest CT scans (sorry due to reputation rule i can't implement images directly)
All photos are in the same angle. So I think I can simply read each photo to a vector of pixels, do some thresh holding to make all black and black-ish pixels going to be a non-colored pixel. Next, I'll create a vector called vector_of_photo of those vectors. Then the index of each vector in vector_of_photo are now the Z-index.
Now I can render a 3d photo from those vectors of pixels right?
In the second place, I got trouble understand raycasting algorithm,
I think the idea here is, when I already got a box of pixel then everytime I rotate the box, it cast straight-lines from that angle of the camera to the box, each line found a has-colored pixel going to stop casting and render that pixel (or more specific, copy the pixel to the exactly location on the plane).
Did I understand it correctly?
At last, the OPENGL/c++ part is just the option I think I'm going to use to solve this problem. And I'm not pretty sure it is a good idea or not, so give me some more hint about the programming language, library or module I should take a look at.
I happen to be working on the same problem in my spare time. Haha :)
Here is one approach to your problem:
Load the images into your application, such that you get the 3D volumetric dataset that you describe
Remove all points that don't fit within some range of values (e.g. 0.4/1.0 to 0.6/1.0 brightness). You may need to apply preprocessing and filtering.
Fit a mesh to the resulting point cloud with open-source software. Here is a good blog post about that
https://towardsdatascience.com/5-step-guide-to-generate-3d-meshes-from-point-clouds-with-python-36bad397d8ba
Take the resulting mesh (probably, an STL file) and visualize it in any software your want (Blender 3D, Unity 3D, Cinema 4D, a custom OpenGL application), anything really.
My own approach to this problem is very similar to the one you suggest in your question, and I have already made some headway. Therefore, I thought it would be good to suggest another route.
NOTE Please be aware that what you are working on is not a trivial problem. It's a large project, and there are many Commerical companies that put years into doing just this. This is a great project for learning OpenGL, rendering, and other concepts. It's perfectly doable, but you may be looking at several months of work, and lots of trial and error. Good luck!
Its not often that two people would happen to work on the same problem, so if you want to discuss further, feel free to contact me over linkedin and/or post a comment below. www.linkedin.com/in/michael-sohnen-a2454b1b2

Vertex buffer not clearing properly

Context
I'm a beginner in 3D graphics and I'm starting out with Vulkan, which I already know it's not recommended save it please, currently working on a university project to develop the base of a 3D computer graphics engine based on the Vulkan API.
The problem
Example of running the app to render the classic 2D triangle
Drawing a 3D mesh after having drawn the triangle
So as you can see in the images above I want to be able to:
Run the engine.
Choose an object to be drawn.
Close the window.
Choose another object to be drawn.
Open the same window back up with only the last object chosen visible.
And the way I have been doing this is by essentially cleaning up the whole swap chain and recreating it from scratch once the window is closed and a new object has been chosen. Now I'm aware this probably sounds like terrorism for any computer graphics engineer but the reason I'm doing this is because I don't know a better way, I have just finished the vulkan tutorial.
Solutions tried
I have checked that I do a vkDestroyBuffer and vkFreeMemory on the current vertex buffer before recreating it again once I choose a different object.
I have disabled depth testing entirely in case it had something to do with it, it doesn't.
Note: The code is extensive and I really don't have a clue of which part of it could be relevant to the problem, so I opted for not cluttering the question, if there is an specific part you think it might help you find the solution please request it.
Thank you for taking the time to read my question.
A comment by user369070 ended up drawing my attention to the function I use to read OBJ files which made me realize that this function wasn't cleaning a data structure I use to store the vertices of the object chosen to be drawn before passing them to the vertex buffer.
I just had to add vertices = {}; at the top of the function to solve it.

OpenGL rotating textured planes in 3D space

I'm wondering if anyone could point me to any resources that would deal in rotating one or several 2D textured planes in 3D space. Something like this but with openGL (preferably C++):
I'm attempting to do pretty much the exact same thing but no matter how I order my operations I'm getting right-screwy results. So I figure asking for some resources on the subject is better than posting tons of code and asking for people to fix my problems for me. :)
If you havent already, do a search for 'NeHe tutorials'. An excellent set of OpenGL tutorials.
Here is a link to the rotation tutorial, includes all the source code in downloadable format and the tutorial walks you through each relevant line.
http://nehe.gamedev.net/tutorial/rotation/14001/
I believe this is working in a 2D space, the step up to 3D probably involves a bit more matrix math but...doable
The NeHe tutorials are a very popular place to learn the basics of OpenGL. In particular, the tutorial about texture mapping should help you:
http://nehe.gamedev.net/tutorial/texture_mapping/12038/
Mind you though that these tutorials are written for older OpenGL versions which are more beginner friendly IMHO.
You should look into scene graphs. Basically it is a way to define a bunch of objects (2D textured planes) and their transforms in 3D space. This allows you to define transforms that work on multiple nodes (objects) as well as single nodes. You can make a pretty simple one in C++ with little effort, or use one such as OpenSG or OSG (slight learning curve needed).
Wikipedia - http://en.wikipedia.org/wiki/Scene_graph

gdi+ GetWorldTransform() where is it in directx?

so im arguing with my friend about GetWorldTransform(). im saying that this DEVICE->GetTransform(D3DTS_WORLD, &matWorld); is the same as GetWorldTransform() in gdi+.
am i right or wrong? if im wrong what is it than in directx?
Yeah you are definitely wrong. The GDI+ world transform is very simple and only allows transformations in 2D. Checkout the XFORM structure to see how different it is to a Direct 3D matrix. Its not even homogeneous. The 2 "may" end up going to the same hardware functionality but there is no guarantee of this. GDI+ is quite a high level wrapper where Direct3D is much closer to the metal. The 2 really aren't comparable.
Well, AFAIK GDI+ is 2D and DirectX is 3D. so they are not equal in that matter, and continuing on that, there wouldn't be a match either.
So according to me:
am i right or wrong?
You are wrong.
if im wrong what is it than in directx?
There is no equivalent.

How to use opengl to create cylinder effect

I would like to know how to create 'cylinder effect', like the top site feature in safari 4, here is a picture
http://www.macworld.com/article/139022/2009/02/safari4firstlook.html
Can you tell me what should i learn , how to get started?
I would start by working through the OpenGL tutorials on NeHe's website. You might also want to invest in the Red Book. Topics you'll be interested in: Geometry and texture mapping. I think NeHe even has an example of texture mapping on a cylinder.
Depending on what you hope to accomplish, you might be able to use the Visualization Toolkit to draw a texture on a cylinder in 100 lines of code or less. There's a bit of a learning curve to VTK (and OpenGL for that matter), but the vtkTextureMapToCylinder class and the TCL example of how to use it are good places to get started.
Please download iCarousel. It has many types of cylindrical effects in it.Use whichever is useful for you.