I am developing a piece of software that makes an intensive use of graphs. I'd like to visualize these graphs (they may become quite large). Is there a good C++ library (or in another language, but with a C++ API) that allows for fast, easy, and scalable visualization of graphs?
I would be interested in features such as zooming on some parts of the graph, or have 3-d rendering using OpenGL.
Do you use Boost.Graph? Then you can write .dot-files with write_graphviz and let GraphViz do the drawing.
Related to: https://stackoverflow.com/questions/492893/graph-drawing-c-library
Related
I'm going to develop math model of trafics simulation and will need to somehow vizualise it. The model will be in C++
I'd like someone to recommend me how can I visualise the result data file - e.g. paint cars, road etc. Language choose is not important but should be easy enough to go into.
os: Win32
UPD:
It'd better be the 2D not 3D
but actually - doesn't matter
Best quality and most general software I've seen is Graphviz.
http://www.graphviz.org/
I've heard lots of good things about VTK (not yet had the occasion to use it myself).
The Wiki contains lots of C++ examples.
Although I do not know how (or even if) it interfaces with C++ you may be interested in processing to quickly build visualizations.
If you want more 2D than 3D and if you know C++, then using Qt and notably its Qt Graphics View framework could be ok.
What do I need to know and what libraries do I need to use if I like to
build simple 3d editor ( like Xara3d for example ) that lts me edit simple 3d objects
and the end result will produce me good quality Ray Traced image .
simplicity in mind I will use any free lib that abstract and ease the learning curve .
in c++
Get familiar with OpenGL. Checkout the many C++ GUI toolkits that have excellent support for 3D rendering, which is usually built on top of OpenGL. If the abstractions they provide does not meet your requirements, look at C++ libraries that provide better abstractions.
Also see:
The Open Scene Graph project
A list of C++ game engines.
I'm quite new to the whole field of GIS, and I'm about to make a small program that essentially overlays GPS tracks on a map together with some other annotations. I primarily need to allow scanned (thus raster) maps (although it would be nice to support proper map formats and something like OpenStreetmap in the long run).
My first exploratory program uses Qt's graphics view framework and overlays the GPS points by simply projecting them onto the tangent plane to the WGS84 ellipsoid at a calibration point. This gives half-decent accuracy, and actually looks good. But then I started wondering. To get the accuracy I need (i.e. remove the "half" in "half-decent"), I have to correct for the map projection. While the math is not a problem in itself, supporting many map projection feels like needless work. Even though a few projections would probably be enough, I started thinking about just using something like the PROJ.4 library to do my projections. But then, why not take it all the way? Perhaps I might aswell use a full-blown map library such as Mapnik (edit: Quantum GIS also looks very nice), which will probably pay off when I start to want even more fancy annotations or some other symptom of featuritis.
So, finally, to the question: What would you do? Would you use a full-blown map library? If so, which one? Again, it's important that it supports using (and zooming in and out with) raster maps and has pretty overlay features. Or would you just keep it simple, and go with Qt's own graphics view framework together with something like PROJ.4 to handle the map projections? I appreciate any feedback!
Some technicalities: I'm writing in C++ with a Qt-based GUI, so I'd prefer something that plays relatively nicely with those. Also, the library must be free software (as in FOSS), and at least decently cross-platform (GNU/Linux, Windows and Mac, at least).
Edit: OK, it seems I didn't do quite enough research before asking this question. Both Quantum GIS and Mapnik seem very well suited for my purpose. The former especially so since it's based on Qt.
See GDAL www.gdal.org for a solid background library for raster formats and manipulation, and it incorporates PROJ.4 for transformations.
QGIS relies on GDAL for some data import, amongst other things.
is there anyway to build rich animation with C++?
I have been using OpenCV for object detection, and I want to show the detected object with rich animation, Is there any easy way to realize this?
I know flash can be used to easily build rich animation. But can flash be reliably integrated with C++ and How?
Also, Can OpenGL help me with this? To my knowledge, OpenGL is good for 3D rendering. But I am more interested in showing 2D animations in an image. So I am not sure whether this is a right way to go.
Another question, how are those animations in augmented reality realized? What kind of library are they using?
Thank you in advance.
Its difficult to tell if this answer will be relevant, but depending on what sort of application you are creating you may be able to use Simple DirectMedia Layer.
This is a cross-platform 2D and 3D (via OpenGL) media library for C, C++ and many other compatible languages.
It appears to me that you wish to produce an animated demo of your processing results. If I am wrong, let me know.
The simplest way to produce a demo of a vision algorithm is to dump the results to a distinct image file after each processed frame. After the processing session, these individual image files are employed to prepare the video using e.g. mencoder. I employed such procedure to prepare this.
Of course, your program can also produce OpenGL. Many people dealing with 3D reconstruction do that. However, in my opinion that would be an overkill for simple 2D detection. Producing flash would be an even greater overkill.
I am writing a very simple 3d particle software rendering system, but I am only really interested in coding the particle system and the rasterizer, so what I am looking for, is the easiest way to go from 3d particle coordinates, through camera, to screen coordinates, but with features like variable FOV, and targeted (look at) camera.
Any additional features such as distance from point to point, bounding volumes etc. would be a bonus, but ease of use is more important to me than features.
The only license requirement is that it's free (as in beer).
You probably want a scenegraph library. Many C++ scene graph libraries exist. OpenScenegraph is popular, Coin3D (free for non-commercial use) is an implementation of the OpenInventor spec, any of them would probably fit your need as it doesn't sound like you need any cutting-edge support. There is also Panda3D, which I've heard is good if you're into Python.
You could do all of this in a straight low-level toolkit like OpenGL but without prior experience it takes a lot longer to get a handle on using OpenGL than any of the scenegraph libraries.
When choosing a scenegraph library it will probably just come down to personal preference as to which API you prefer.
Viewing is done with elementary transformations, the same way that model transformations are done. If you want some convenience functions like gluLookAt() in GLU, then I don't know, but it would be really easy to make your own.
If you do want to make your own Look At function etc. then I can recommend eigen which is a really easy to use linear algebra library for C++.
If you're trying to just focus on the rendering portion of a particle system, I'd go with an established 3D rendering library.
Given your description, you could consider trying to just add your particle rasterization to one or both of the software renderers in Irrlicht. One other advantage of this would be that you could compare your results to the DX/OGL particle effect renderers that already exist. All of the plumbing/camera management/etc would be done for you.
You may also want to have a look at the Armadillo C++ library