OpenGL GL_POINTS size - objective-c

How can I make my GL_POINT bigger? I'm using glPointSize, but its working just up to some size. So if I write
glPointSize(100);
its the same size as
glPointSize(500);
How can I make it as big as I need?

The OpenGL wiki says:
There is an implementation-defined range for point sizes, and the size given by either method is clamped to that range. You can query the range with GL_POINT_SIZE_RANGE​ (returns 2 floats). There is also a point granularity that you can query with GL_POINT_SIZE_GRANULARITY​; the implementation will clamp sizes to its granularity as needed.
If the size of point you want isn't in the allowable range consider using a textured quad or even a TRIANGLE_FAN to make a (nearly) circular polygon of whatever size you desire.

You can draw a view aligned quad of whatever size you want at the point location.

Related

Simulate Camera in Numpy

I have the task to simulate a camera with a full well capacity of 10.000 Photons per sensor element
in numpy. My first Idea was to do it like that:
camera = np.random.normal(0.0,1/10000,np.shape(img))
Imgwithnoise= img+camera
but it hardly shows an effect.
Has someone an idea how to do it?
From what I interpret from your question, if each physical pixel of the sensor has a 10,000 photon limit, this points to the brightest a digital pixel can be on your image. Similarly, 0 incident photons make the darkest pixels of the image.
You have to create a map from the physical sensor to the digital image. For the sake of simplicity, let's say we work with a grayscale image.
Your first task is to fix the colour bit-depth of the image. That is to say, is your image an 8-bit colour image? (Which usually is the case) If so, the brightest pixel has a brightness value = 255 (= 28 - 1, for 8 bits.) The darkest pixel is always chosen to have a value 0.
So you'd have to map from the range 0 --> 10,000 (sensor) to 0 --> 255 (image). The most natural idea would be to do a linear map (i.e. every pixel of the image is obtained by the same multiplicative factor from every pixel of the sensor), but to correctly interpret (according to the human eye) the brightness produced by n incident photons, often different transfer functions are used.
A transfer function in a simplified version is just a mathematical function doing this map - logarithmic TFs are quite common.
Also, since it seems like you're generating noise, it is unwise and conceptually wrong to add camera itself to the image img. What you should do, is fix a noise threshold first - this can correspond to the maximum number of photons that can affect a pixel reading as the maximum noise value. Then you generate random numbers (according to some distribution, if so required) in the range 0 --> noise_threshold. Finally, you use the map created earlier to add this noise to the image array.
Hope this helps and is in tune with what you wish to do. Cheers!

Does CGAL 2D Conforming Mesh support fix points?

In my meshing application I will have to specify fix points within a domain. The idea is that, the fix points must also be the element points after the domain is being meshed.
Furthermore, the elements around the fix points should be more dense. The general concept is that for the fix points, there should exist a radius r around those points, such that the mesh size inside r is of different sizes than outside of the r. The mesh sizes inside and outside of the r should be specifiable.
Are these two things doable in CGAL 2D Mesh algorithm?
Using your wording, all the input point of the initial constrained Delaunay triangulation will be fix points, because the 2D mesh generator only insert new points in the triangulation: it never removes any point.
As for the density, you can copy, paste, and modify a criteria class, such as CGAL::Delaunay_mesh_size_criteria_2<CDT> so that the local size upper bound is smaller around the fix points.
Now, the difficulty is how to implement that new size policy. Your criteria class could store a const reference to another Delaunay_triangulation_2, that contains only the fixed points you want. Then, for each triangle query, you can call nearest_vertex and then actually check if the distance between the query point is smaller that the radius bound of your circles. For a triangle, you can either verify that for only its barycenter, or for all three points of the triangle. Then, according to the result of that/those query(s), you can modify the size bound, in the code of your copy of CGAL::Delaunay_mesh_size_criteria_2<CDT>.
Yes, no points will be removed from the triangulation by the mesher.
Note however that if you insert points too close to a constraint this will induce a refinement of the constraint while it is not Gabriel.

Detect if a quad is actually visible 2D in OpenGL

I currently have 16 tiles, with individual images that make up 1 big map. I pan by transforming right at the beginning before any actual drawing with this:
GL.Translate(G_.Pan(0), G_.Pan(1), 0)
Then I zoom by doing this:
GL.Ortho(-G_.Size * 1.5 ^ G_.ZoomFactor, G_.Size * 1.5 ^ G_.ZoomFactor, G_.Size * 1.5 ^ G_.ZoomFactor, -G_.Size * 1.5 ^ G_.ZoomFactor, -1, 1)
G_.Size is a constant that only varies on startup depending on parameters, zoom factor ranges from -1 to -13
What I want to be able to do is check if 1 of the 16 tiles is within the visible area, so then I stop them drawing when they are not on screen. I had found some quite complex methods for doing it, but it was 3D and seemed like a lot of work for something that should be simple. I would of thought it would of been something like just checking if a point is within the bounds of visible area, but I have no idea on how to get the visible area.
Andon M Coleman already suggested you to implement projection volume culling (a generalized form of frustum culling). This is however outside the scope of OpenGL. You must understand that OpenGL is not a "magical" scene graph that does scene management and the likes. It's mere drawing API; what it does is putting shaded, textured points, lines or triangles on the screen and that's it. The rest is up to you, or the libraries you choose to implement it.
In the case of projection volume culling you're testing if a given piece of geometry intersects with the volume defined by the planes that form the borders of the volume. Your projection matrix defines such planes, specifically it transform the view space vertex position volume into the range [-1;1]×[-1;1]×[0;1] of perspective divided clip space. So by inverting the projection matrix and unprojection the corners of the [-1;1]×[-1;1]×[0;1] cube through that you determine the limiting planes of the projection volume in view space.
You then use that information to intersect your quads with the volume to see if they cross it, i.e. are in any way visible.

Comparing Kinect depth to OpenGL depth efficiently

Background:
This problem is related with 3D tracking of object.
My system projects object/samples from known parameters (X, Y, Z) to OpenGL and
try to match with image and depth informations obtained from Kinect sensor to infer the object's 3D position.
Problem:
Kinect depth->process-> value in millimeters
OpenGL->depth buffer-> value between 0-1 (which is nonlinearly mapped between near and far)
Though I could recover Z value from OpenGL using method mentioned on http://www.songho.ca/opengl/gl_projectionmatrix.html but this will yield very slow performance.
I am sure this is the common problem, so I hope there must be some cleaver solution exist.
Question:
Efficient way to recover eye Z coordinate from OpenGL?
Or is there any other way around to solve above problem?
Now my problem is Kinect depth is in mm
No, it is not. Kinect reports it's depth as a value in a 11 bit range of arbitrary units. Only after some calibration has been applied, the depth value can be interpreted as a physical unit. You're right insofar, that OpenGL perspective projection depth values are nonlinear.
So if I understand you correctly, you want to emulatea Kinect by retrieving the content of the depth buffer, right? Then the most easy solution was using a combination of vertex and fragment shader, in which the vertex shader passes the linear depth as an additional varying to the fragment shader, and the fragment shader then overwrites the fragment's depth value with the passed value. (You could also use an additional render target for this).
Another method was using a 1D texture, projected into the depth range of the scene, where the texture values encode the depth value. Then the desired value would be in the color buffer.

Texture format for cellular automata in OpenGL ES 2.0

I need some quick advice.
I would like to simulate a cellular automata (from A Simple, Efficient Method
for Realistic Animation of Clouds) on the GPU. However, I am limited to OpenGL ES 2.0 shaders (in WebGL) which does not support any bitwise operations.
Since every cell in this cellular automata represents a boolean value, storing 1 bit per cell would have been the ideal. So what is the most efficient way of representing this data in OpenGL's texture formats? Are there any tricks or should I just stick with a straight-forward RGBA texture?
EDIT: Here's my thoughts so far...
At the moment I'm thinking of going with either plain GL_RGBA8, GL_RGBA4 or GL_RGB5_A1:
Possibly I could pick GL_RGBA8, and try to extract the original bits using floating point ops. E.g. x*255.0 gives an approximate integer value. However, extracting the individual bits is a bit of a pain (i.e. dividing by 2 and rounding a couple times). Also I'm wary of precision problems.
If I pick GL_RGBA4, I could store 1.0 or 0.0 per component, but then I could probably also try the same trick as before with GL_RGBA8. In this case, it's only x*15.0. Not sure if it would be faster or not seeing as there should be fewer ops to extract the bits but less information per texture read.
Using GL_RGB5_A1 I could try and see if I can pack my cells together with some additional information like a color per voxel where the alpha channel stores the 1 bit cell state.
Create a second texture and use it as a lookup table. In each 256x256 block of the texture you can represent one boolean operation where the inputs are represented by the row/column and the output is the texture value. Actually in each RGBA texture you can represent four boolean operations per 256x256 region. Beware texture compression and MIP maps, though!