Loading 3d model into OpenGL scene [closed] - c++

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I need to load and store 3d models in my project and render them in an OpenGL scene. I can choose type of models to be exported. dwg, max, step and some other formats are available. Just found that OpenGL is low-level API and does not contain any facilities to parse 3d model files. I'm looking for some library/API to translate a 3d file structure into OpenGL primitives (or some other raw data) and store them back in a file with specified format.
For example I would like to load a step file, rotate and scale some objects, and then save modified file.

I think that Assimp could be what you are looking for: http://assimp.sourceforge.net/

C++ 3ds loader:
http://www.spacesimulator.net/wiki/index.php?title=Tutorials:3ds_Loader

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Multiple View Stereo software recommendation [closed]

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I have a collection of camera images taken by 4 calibrated cameras mounted on a mobile robot moving in a static outdoor environment. In addition, I have information from a farely accurate OxTS RT3000 Inertial Navigation System (IMU + GPS).
I would like to combine these images to form a 3d model (point cloud) of the static environment. I know there are many Structure from Motion applications, but I would like to find some software/library that is able to make use of the odometry and calibration, at least as an initialization, and to produce a dense point cloud. (All of this is for offline recordings.)
Any suggestions?
Agisoft Photoscan does what you want. From their manual:
PhotoScan supports import of external and internal camera orientation parameters. Thus, if precise camera
data is available for the project, it is possible to load them into PhotoScan along with the photos, to be
used as initial information for 3D reconstruction job.
Taken from page 21 of http://www.agisoft.com/pdf/photoscan-pro_1_4_en.pdf
You may have to do some wrangling of data to get it into a supported format, but it's certainly possible. You'll probably want to use the local coordinate output of the OxTS IMU to go from lat/lon/alt to XYZ and save yourself the conversion. Be careful also to correct for the extrinsic parameters - the rotations and translations between the IMU navigation frame and the cameras.

Resources for a 3D animation program [closed]

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I'm trying to develop my own mini animation program like maya, blender, cinema 4d where I can create objects, move them around, render them, etc. Does anyone know any good resources for that? I've found a few but usually when I google for something similar to this all that comes up are game engines. I'm not trying to create a game. And please, don't tell me things like "you need a team", "just use what is already out there", "you're probably not experienced enough"..
Here are some resources I've already found:
https://www.reddit.com/r/cpp/comments/3g1pvf/i_want_to_create_a_3d_engine_from_scratch_where/
https://gamedevelopment.tutsplus.com/tutorials/lets-build-a-3d-graphics-engine-points-vectors-and-basic-concepts--gamedev-8143
https://www.codeproject.com/Articles/1168552/Build-My-Own-D-graphics-engine-step-by-step
Target: Windows
Math
You should know enough linear algebra to know how the various linear transformations in 3D graphics work - translation, scaling, change of coordinate basis, view transformation etc.
You should also know how to render curves and surfaces using splines, Bezier curves, Bezier patches, subdivision methods (e.g., Catmull-Clark) etc.
Mathematics for 3D Game Programming and Computer Graphics is a good place to start if you are unfamiliar with the math.
GUI
After that, you need to pick the libraries for building the application. For building the GUI, if you want to make it easy to port it across platforms, go with Qt. If you only want to target Windows, then go with the native .NET library.
3D Engine
For representing, manipulating, and rendering 3D objects, you could go with the Unity engine. There are a lot of tutorials and books around to teach you how it works.
If you want to go deeper and build your own engine, you can either work with DirectX or OpenGL/Khronos.

Use OpenGL or Qt? [closed]

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There is not much experience with OpenGL to create a two-dimensional scene. I decided to work with 3D and got up with this question: how best?
1) Use a normal OpenGL?
2) Work with OpenGL through Qt?
The main goal - to provide real-world experience working with graphics. And these questions were formed:
1) Which of the options used in real game development (when the company originally wrote the engine)?
2) Which of the options would be more advantageous for an employer? If I have experience with OpenGL or OpenGL ES in Qt?
P.S.I'm sorry, Not very good at English. I hope for an answer!
Qt is an UI library, it has nothing to do with whether you wanna use OpenGL or not.
OpenGL and Qt are not exclusive, though. Eat a burger or burger + coke? – rolevax.
if you want your application have a nice UI when you're not in 3D mode, you need a UI library, for example, game start screens.
Game Engines are developed based on 3D libraries like OpenGL DirectX Metal etc.
none of the options would be more advantageous for an employer. It's just libraries, you can just learn it if you're good at coding.
Qt is a GUI library, not a rendering library. You can create an OpenGL context using the QOpenGL class. Although OpenGL is a 3D API, it's very much possible to render 2D graphics by using an orthagonal projection matrix and not using the Z coordinate.
For 2D graphics, though, I recommend using a library like SDL which is very simple and high-level. There are also a ton of games that use it.

Standard method to import and use animations in OpenGL [closed]

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I am about to hire a 3D artist to work on some animated models that will end up filling a 3D world made with OpenGL. What is the standard way of exporting animated models? If there's no standard way, could you list some options? I can't find any exhaustive reference about this subject.
Also, is it equivalent if he will use 3DSmax, Maya or Blender, in terms of what is going to be possible to achieve and the complexity to achieve it with OpenGL?
Assimp library can handle a lot of 3D model formats. Like in the comment section was mentioned, there is no standard way. Their are a plenty of 3D model formats out there. This tutorial series is a good start learning OpenGL. Tutorial 22 and 38 is about 3D model loading and animation.

Is there any tool to draw 3D map/floor map using open GL [closed]

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Is there any tool available which can be use to draw 3D floor plan /Map which gives the code o/p in open GL??
What I want to do is to draw a 3D map of my floor.
It shouldn't be to hard to draw your floor plan in a basic 3D modelling package like Wings3D, export to a basic format like .obj that could be easily parsed.
If you need a 3D package with more options(for texturing,baking lights, etc.) give Blender a try. There are plenty of export options, including .raw (Raw faces) which
an even more basic way to store vertices/faces than .obj. Also it's fairly easy to write
a custom exporter using Blender's Python API which gives you the OpenGL code the way you need it for your setup.