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Just place the camera where you want it to be, and make sure a light is shining on the target. With that last model, you can even look around the lobbies of the towers. I'm planning on recreating all the relevant camera positions of videos and images that have been, or will be, used for motion analysis. Later, I plan on recreating the collapses to whatever detail is possible.Major_Tom wrote:How can we get renditions of WTC1 from the west? southwest? northwest?
I'm little people, too! I'm reminded of a line from Blade Runner:That is the coolest tool. How can us little people use it?
OneWhiteEye wrote:I want to draw all edges in a different color than the surfaces. Now, this is not the same as a cartoon shader, which applies a color to the silhouette edges, I need the edges formed by surface intersection to be outlines, as well as the silhouette. It would be like wireframe display but with opaque surfaces, backface culling, etc.
OneWhiteEye wrote:Yeah, what I'm after is more like a drafting style outline where, if there's a real geometric edge there will be a line, not a line where the poly edges are. That's my problem, there are all these meaningless edges, artifact of the 3D construction process as opposed to representing something real.
I'm not as pressed to accomplish any of this as I once was.
OneWhiteEye wrote:Hey, that's pretty nice! Very close, probably as close as can be. I may need to pick your brain on the particulars. You're doing this in OpenGL or D3D?
OneWhiteEye wrote:OK, I follow.
Edit: let me explain. I have the foundation for what could be some nice routines for automating the process of discovering the camera locations and view angles settings based on edge matching. Now, a really clever person could bypass the image projection part altogether and do all the necessary vector calculations to determine the alignments. Given time and sufficient motivation, so could I, probably. Using routines that were already developed for other purposes seemed easier, though none of it seems easy enough now. Best bet is to twiddle manually until it looks right.
femr2 wrote:If you want me to strip the models down to the bare minimum in 3ds, no probs, just let me know...what buildings, and how primitive.
Have been doing a lot of camera matching for the 175 orientation paper...first half draft just uploaded for a bit of feedback on t'other thread. The hardest part I rekn is dealing with all the foreshortening and depth of field wierdness that camera lenses cause...
OneWhiteEye wrote:See, that's one of the reasons I was thinking about automating. The degrees of freedom involved make visual adjustment go pretty slowly. Throw in a little zoom or pan, and it gets even worse. Still, manual is probably the way to go.
femr2 wrote:Have to say I think it may be an impractical challenge, unless the end result was going to hit the market with a large price tag and a lot of copy protection
Have you ever used SynthEyes ? It will perform three dimensional mapping from source video and spits out scripts for many modelling packages. Tracks points then 'solves' for 3D. Allows for movie compositing between real footage and inserted models...bit of a learning curve though...
It still struggles/fails badly without some manual intervention for most of the challenges I've set it. My archaic version of 3ds won't take the scripts, but perhaps it may be useful for you...
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