Drawing Shapes With Objective C - objective-c

I have to develop an app that has to present a "floor" of hexagons in "The Sims" style, something like this, but simpler.
I really know little or nothing about CoreGraphics and absolutely nothing about OpenGL, which way you would use to do the job in a "easy" and "quick" way?

There are myriad ways to achieve this. As I read it, you're looking for a 2D perspective, which thankfully is far more accessible for anyone without experience with 3D rendering. You could explore the use of a 3rd party library as sch suggested.
If you wanted a "native" solution, your options are going to be either something CG based or something image/UIKit based. Both are relatively accessible.
With Quartz/CG, essentially you will draw series of lines and arcs to compose the shapes you want. I generally create sketches on paper, then kind of plot out the rough segments and components I need in code; it's really not very hard to draw the paths with CG commands. You can build a shape-factory class pretty easily, and then you can just ask that for a given shape in a given size when it comes time to drop a shape into your view.
If you're reluctant to draw the paths in code, your last option is to use UIKit. With this approach, you could create your shapes in photoshop, slice them into images, then place those into imageviews and into your app. You can then manipulate these images in 2.5d space using CALayer transforms. If your needs are modest, this is a relatively easy and simple way to do it and have it look decent. Unfortunately this approach is not highly dynamic, wouldn't scale well, and may simply not meet with the performance threshold you're looking for on-screen.

You should have a look at Cocos2D. It makes programming games like that much easier. It also supports tile maps, that you can use to create the floor.

Try using CATransform3D to apply perspective to your 2D views. Related Question: How do I apply perspective?

Related

Live streaming model of a person in a VR environment

Given that a user is static in a VR environment, which of the two camera types below would be better to create a more 'real' looking representation of an live-streamed presenter in the VR world?
1) Kinect (can measure depth)
2) Normal 2D camera such as a high end webcam (maybe something like the pointgrey Flea3) (software assisted 3D illusion from a static angle)
Would be grateful if anyone with any experience with the relevant technologies or fields would be able to help out!
Your question lacks the necessary information to provide a single correct answer. Is it your intent to provide a full 3D VR experience, or are you content with just 2D content? Is the presenter static, or are they moving around the viewer? Towards them? Away from them? Will you be using full spherical projection or something less complete, like cylindrical projection? And what sort of lighting do you think you'll need? These are all nontrivial questions, because the answers determine the best camera package to get your content.
You also fail to consider capturing with a 360º camera, which would be advantageous if the presenter is indeed moving around in the 360º space. My personal bias is towards capturing with these, but there's no single production solution unless you constrain the problem more thoroughly.

Insert skeleton in 3D model programmatically

Background
I'm working on a project where a user gets scanned by a Kinect (v2). The result will be a generated 3D model which is suitable for use in games.
The scanning aspect is going quite well, and I've generated some good user models.
Example:
Note: This is just an early test model. It still needs to be cleaned up, and the stance needs to change to properly read skeletal data.
Problem
The problem I'm currently facing is that I'm unsure how to place skeletal data inside the generated 3D model. I can't seem to find a program that will let me insert the skeleton in the 3D model programmatically. I'd like to do this either via a program that I can control programmatically, or adjust the 3D model file in such a way that skeletal data gets included within the file.
What have I tried
I've been looking around for similar questions on Google and StackOverflow, but they usually refer to either motion capture or skeletal animation. I know Maya has the option to insert skeletons in 3D models, but as far as I could find that is always done by hand. Maybe there is a more technical term for the problem I'm trying to solve, but I don't know it.
I do have a train of thought on how to achieve the skeleton insertion. I imagine it to go like this:
Scan the user and generate a 3D model with Kinect;
1.2. Clean user model, getting rid of any deformations or unnecessary information. Close holes that are left in the clean up process.
Scan user skeletal data using the Kinect.
2.2. Extract the skeleton data.
2.3. Get joint locations and store as xyz-coordinates for 3D space. Store bone length and directions.
Read 3D skeleton data in a program that can create skeletons.
Save the new model with inserted skeleton.
Question
Can anyone recommend (I know, this is perhaps "opinion based") a program to read the skeletal data and insert it in to a 3D model? Is it possible to utilize Maya for this purpose?
Thanks in advance.
Note: I opted to post the question here and not on Graphics Design Stack Exchange (or other Stack Exchange sites) because I feel it's more coding related, and perhaps more useful for people who will search here in the future. Apologies if it's posted on the wrong site.
A tricky part of your question is what you mean by "inserting the skeleton". Typically bone data is very separate from your geometry, and stored in different places in your scene graph (with the bone data being hierarchical in nature).
There are file formats you can export to where you might establish some association between your geometry and skeleton, but that's very format-specific as to how you associate the two together (ex: FBX vs. Collada).
Probably the closest thing to "inserting" or, more appropriately, "attaching" a skeleton to a mesh is skinning. There you compute weight assignments, basically determining how much each bone influences a given vertex in your mesh.
This is a tough part to get right (both programmatically and artistically), and depending on your quality needs, is often a semi-automatic solution at best for the highest quality needs (commercial games, films, etc.) with artists laboring over tweaking the resulting weight assignments and/or skeleton.
There are algorithms that get pretty sophisticated in determining these weight assignments ranging from simple heuristics like just assigning weights based on nearest line distance (very crude, and will often fall apart near tricky areas like the pelvis or shoulder) or ones that actually consider the mesh as a solid volume (using voxels or tetrahedral representations) to try to assign weights. Example: http://blog.wolfire.com/2009/11/volumetric-heat-diffusion-skinning/
However, you might be able to get decent results using an algorithm like delta mush which allows you to get a bit sloppy with weight assignments but still get reasonably smooth deformations.
Now if you want to do this externally, pretty much any 3D animation software will do, including free ones like Blender. However, skinning and character animation in general is something that tends to take quite a bit of artistic skill and a lot of patience, so it's worth noting that it's not quite as easy as it might seem to make characters leap and dance and crouch and run and still look good even when you have a skeleton in advance. That weight association from skeleton to geometry is the toughest part. It's often the result of many hours of artists laboring over the deformations to get them to look right in a wide range of poses.

transform a path along an arc

Im trying to transform a path along an arc.
My project is running on osX 10.8.2 and the painting is done via CoreAnimation in CALayers.
There is a waveform in my project which will be painted by a path. There are about 200 sample points which are mirrored to the bottom side. These are painted 60 times per second and updated to a song postion.
Please ignore the white line, it is just a rotation indicator.
What i am trying to achieve is drawing a waveform along an arc. "Up" should point to the middle. It does not need to go all the way around. The waveform should be painted along the green circle. Please take a look at the sketch provided below.
Im not sure how to achieve this in a performant manner. There are many points per second that need coordinate correction.
I tried coming up with some ideas of my own:
1) There is the possibility to add linear transformations to paths, which, i think, will not help me here. The only thing i can think of is adding a point, rotating the path with a transformation, adding another point, rotating and so on. But this would be very slow i think
2) Drawing the path into an image and bending it would surely lead to image-artifacts.
3) Maybe the best idea would be to precompute sample points on an arc, then save save a vector to the center. Taking the y-coordinates of the waveform, placing them on the sample points and moving them along the vector to the center.
But maybe i am just not seeing some kind of easy solution to this problem. Help is really appreciated and fresh ideas very welcome. Thank you in advance!
IMHO, the most efficient way to go (in terms of CPU usage) would be to use some form of pre-computed approach that would take into account the resolution of the display.
Cleverly precomputed values
I would go for the mathematical transformation (from linear to polar) and combine two facts:
There is no need to perform expansive mathematical computation
There is no need to render two points that are too close from each other
I have no ready-made algorithm for you, but you could use a pre-computed sin or cos table, and match the data range to the display size in order to work with integers.
For instance imagine we have some data ranging from 0 to 1E6 and we need to display the sin value of each point in a 100 pix height rectangle. We can use a pre-computed sin table and work with integers. This way displaying the sin value of a point would be much quicker. This concept can be refined to get a nicer result.
Also, there are some ways to retain only significant points of a curve so that the displayed curve actually looks like the original (see the Ramer–Douglas–Peucker algorithm on wikipedia). But I found it to be inefficient for quickly displaying ever-changing data.
Using multicore rendering
You could compute different areas of the curve using multiple cores (can be tricky)
Or you could use pre-computing using several cores, and one core to do finish the job.

Given a pair of images, how to automatically create an animation sequence morphing one image into the other?

Is there a programmatic way to convert two images into an animation sequence (e.g., an animated GIF) like the following example?
This image sequence, taken from a http://memrise.com course, doesn't seem to have manually-edited frames, but seems automatically transformed using some kind shape morphing algorithm. Is there a common term used to describe such an animation or algorithm? Is there a feature in ImageMagick or Photoshop/Gimp that generates such animations, given a pair of images?
Ideally the technique could be scriptable so I could create animations for several pairs of start-end images.
Edit: I have just been told about Gimp's tool under Filters->Animation->Blend, which appears to do the same thing as jQuery morph: each frame i is start + (finish - start)/N*i. In other words, you're transitioning each pixel independently from the start value to the finish value, without any shape morphing. The example gives is more complicated, as it modifies the contours of both images to achieve its compelling effect.
Other examples:
http://static.memrise.com/uploads/mems/32000121024054535.gif
http://static.memrise.com/uploads/mems/225428000121109232837.gif
I have written a tool that doesn't require setting manual keypoints and is not restricted to a domain (like faces). Anyway, the images have to be similar (e.g. two faces or two cars from the same perspective).
https://github.com/kallaballa/Poppy
There is also a web-version created with emscripten.
I generated the above animation using following command line:
poppy flame.png glyph.png flame.png
Although this is an old question, since ImageMagick is mentioned, for anyone who comes here from google it may be worth looking at this imagemagick plugin called shapemorph.
GIMP can't do that directly, but over the years a series of (now poorly maintaind) plug-ins to do that where released by third parties. The keyword for searching for this is "morph" - you should find a bunch of stand alone programs to do that as well, from "gratis" to full fledged Free Software, such as xmorph
Given pairs of vector files (.wmf extension) it is possible to use linear interpolation of shapenodes in Visual Basic for Applications to create frames for GIF animations , though this would take along time to explain. For some examples see
http://www.giless.co.uk/animatorMorphGIFs.htm (it is like a slideshow)
I have made some improvements since then, as well!

Bones in 3DS max or blender

I'm pretty much grabbing at straws here cause I have no idea what I'm asking, but here is the question.
I've been looking at 3D modeling out of pure interest and came across the concept of bones.
Now, I am not too sure what bones are even after looking it up on wiki, but they seem like an abstraction of real-life skeletons and whatnot, so in a model of say a human I just think of them as the skeleton.
To my understanding, a bone is defined by a translation, rotation, and a scale on the x, y and z axis'. (Isn't that just a single point?)
I am interested in taking a model in blender or max and export the information (whatever they may be) that is used to define these bones. I can definitely see the bones in these programs, but I want to get that out into a text file Is there a way to export this?
I think you need to seperate these ideas:
Bones - which as you correcly say have a position and rotation. They are the objects that you can control and will effect the skin of the model. They are usually in a hierarchy so that if you move one bone then it will affect all of the bones connected to it, like a human skeleton.
Skin - this is the polygonal mesh that you can usually see. It is given a base position by you in the editor and the skeleton operates on the skin to move it around.
Animation - This is data to pass to the bones. Usually a rotation, for example to make an arm bend.
http://gpwiki.org/index.php/OpenGL:Tutorials:Basic_Bones_System gives a good explanation.
Hope that helps :3