I have task to create program for manipulation with 3d content on the web. When I said 3d content i mean
on 3d map (witch i have and it is something like *.sdm) which i should load into browser and work some basic operation with it (rotate screen, change camera etc...).
Because i am totaly n00b i want to ask a couple of questions:
1. How to load maps into browser. Just for notice that my map have sdm extension. Is this possible?
2. What i should use for represent 3d content. I am thinking of GLGE framework for webGL, if it is possible of course
What should be the most painless and the most effective way to do this? Maybe i was totally wrong when choose webGL?
Programs that use WebGL aren't mature enough to do what you want. Within the next few years, when GIS applications start popping up it may be possible, but not now.
Also, keep in mind that WebGL is what gives you access to a low-level graphics library. It does not directly have anything to do with GIS data.
You may want to take a look at OpenLayers (2d, javascript based) or WorldWind-Java (3d, jogl/java based). Both of these programs can display map information in a browser.
http://openlayers.org/
http://worldwind.arc.nasa.gov/java/
Related
I want to build an application for mobile (ios,android) and Desktop (Windows) or Web.
The application will look like this: a 3D object which the user can play with the camera perspective around it and some menus.
What I need is to manipulate a 3D Object like torus or tube. by manipulate I mean: change materials and edit the object like a polygon. of course I also need menus and communication to a server.
*Optional: I am not sure if I need to load 3D model from a file.
What I don't understand is should I look for all in one solution or combine a cross platform framework with other libraries? Are Game engine suitable for this task?
My options so far:
Use Three.js with PhoneGap and write in java script
Use OGRE and write in C++ with some cross-platform framework that allow me to write in C++.
I never developed for mobile and I wonder about those cross-platform frameworks: does the application's size is big? does the application runs well? which obstacles should i have comparing writing separate applications for each platform?
Thank you for your help
Might want to look at libgdx .
Quick Question
How to show webcam rapidly on Adobe AIR application with Stage3D?
Detailed question
About
My goal is to create prototype of AR (Augmentation Reality) mobile application. I have chosen Adobe Flash AIR for good 3D graphics support on mobile and AIR apps easy to porting to many mobile platforms (iOS, Android, Blackberry Playbook).
Purpose
I want to show up complex 3D model (so i need to use Stage3D). And underneath a video from Front Camera. As usual AR application.
Here is examples
(source: augmentedplanet.com)
Problem
Stage3D not transparent at all so i can't use StageVideo for the rapid showing of content of Camera, because StageVideo doesn't seen under Stage3D.
So
And only decision i have found - it's to create flat surface with dynamic texture updating.
Here is example of integration of webcamvideo with Starling Framework (Stage3D). But with many ordinary mobile devices we get such a big texture updating (almost as size of screen resolution), that any app will fall down to low fps or even crashes down. What i have done on my Galaxy Note for example. With 320x200 texture size it's has fairly good performance but look ugly at AR app.
So is any brilliant solution for create AR on AIR? Is anybody got same challenge?
This use case is unfortunately not well supported in AIR. Your best bet is really the manual upload. It might help to add votes to feature requests on Adobe forums for transparent Stage3D.
Now for why this feature was low priority: If you are doing AR you are probably already doing CPU work on the video. That means you already read back the camera data for processing either on the CPU or as a Stage3D texture. That's the expensive part, not the uploading a texture back to Stage3D.
In order for this to be useful there would need to be a lot of complicated code paths working together flawlessly. On all supported devices:
Read back low resolution camera for CPU or GPU AR image processing
Show passthrough high resolution camera image
Overlay 3D with blending
This is unfortunately very hard. On many mobile chipsets video/camera, CPU, and 3D are very separate units so it is hard to share data between them without stalling or copying. It can be done very well IF you target specific hardware. I know this does not solve your problem but I hope it explains why this use case does not work well in AIR yet. I think you have those options:
Go with AIR and readback/upload. It will be very slow on some HW, but it will work reliably.
Go native. It will be a huge win in the best case, but you need a lot of custom code and testing for every single target.
Go native on a single very narrow platform. Many very cool AR demos do this. Look at SDKs for AR from GPU vendors. Most of them have one.
Make the best out of a bad situation: Stick with low res and uploads but add some interesting filters on the video. Once you paid for the upload doing Stage3D stuff with you texture is very cheap.
I hope this helps a bit. While developing Stage3D this exact use case came up every now and then. I still think it is really cool! Maybe this post explained why it never made the top of the list yet.
I am developing a webapp which the most challenging aspect is the 3D model section. It also contains other things such as drag and drop and a sliding bar with arrows each side which the user can go through to select different items.
I have been looking into WebGL but it seems IE doesn't support it without using a plugin. This isn't ideal so I was wondering what other options I have.
Flash? Silverlight? Anything else?
Silverlight is WAY too rare to be used for any meaningful development, and ajax is simply not stunning enuogh. That leaves us with Flash, which in my opinion, is the best of the three options. Flash Player 11 introduces the new Stage3D API which can create pretty stunning 3D graphics. There are also many AS3 libraries for 3D rendering. I prefer Away3D
Just found this, which looks promising.
http://iewebgl.com/
Edit: Disregard, seems the user has to download the executable for it to work.
at the moment flash is most popular plugin for 3D based web apps. which is cross browser, but no mobile browsers support :(
Many technologies and every one have his disatvantages
I want to create a new application. It will basically be a Deep Zoom application that users can draw annotations on (that will save to a DB so other users can see those annotations.) At first it will just simply run in a browser. However, the app would be useful if it could be used by enthusiasts in the field, so ability to run on smartphones or other handheld devices would be massively beneficial. 3G/4G signal is likely to be practically non existent in those places, so having the ability to download all the images and info for an "area" would be good.
I can't decide on which technology to use. Silverlight Deep Zoom apps look really nice in browsers, but I have heard that it is not a widely supported technology that MS might be ditching anyway and the only smartphones that would be capable of running Silverlight would be Windows phones = a very small share of the smartphone market. Flash will probably never run on iPhones/Apple products in general. So should I use HTML5? HTML5 all seems a little confusing to me at the moment, would it even be possible to make a HTML5 Deep Zoom application that users could annotate?
Any thoughts and advice would be really handy, thanks for reading.
I wrote a Deep Zoom app that supported annotation for a proof of concept a couple of years ago.
I used Django for this, however it is not approach I would recommend. If i was doing the same job again I would use CanvasZoom, which is based on HTML5. Canvas Zoom can be embedded into a webpage through javascript. There is a guide on how to do this here:
a link
Unfortunately you need to run Microsoft DeepZoom composer on the original image first in order too generate the deep zoom data that CanvasZoom will use. If you want your app to run in a browser it is likely that you will have to go for the following approach.
User selects image.
Image gets uploaded to server
Server creates deep zoom information
Use a PHP based approach so you have a canvaszoom page for the image.
The annotations will probably complicate matters, I did this with javascript when I attempted it. The trick is to work out when the image has been zoomed in (with canvas zoom there are preset zoom levels) and redraw the annotation regions. I found this approach non-trivial but not overly complicated.
Canvas Zoom is MIT licensed, so you can do what you like with it.
Good luck with your project.
I need to put together a team to build a silverlight based application that will read an xml file and generate a Mind Map diagram based on that file.
I am new to silverlight and I need to find out what skills do I need and how difficult is it to do something like this.
I expect the typical Mind Map features available in a commercial Mind Map software, like the ability to open and collapse nodes and to move the nodes around the screen.
There is a pretty well known Silverlight implementation here: http://code.msdn.microsoft.com/SilverlightMindMap
Might get you on your way to assess what is required.