本文介绍了形象化在OpenGL 4D对象的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

你知道的任何,积极开发,C / C ++库,可以拿一把(preferably大量)4D顶点,项目它们放回三维空间相对于一些任意的4D相机投影矩阵输出常规三维顶点,我可以养活转换成OpenGL硬件加速可视化?我还需要在四维空间(平移,旋转带齐4轴和均匀缩放)执行标准转换的能力。

Do you know of any, actively developed, C/C++ library that can take a bunch (preferably a large amount) of 4D vertices, project them back into 3D space with respect to some arbitrary "4D camera" projection matrix and output regular 3D vertices that I could feed into OpenGL for hardware accelerated visualisation? I'd also need the ability to perform standard transformations in 4D space (translation, rotation along all 4 axes and uniform scaling).

推荐答案

下面是一个贫穷的答案(因为我绝不是对主题的专家),但我决定采取快速浏览一下四周,想出了本文:

The following is a poor answer (since I am by no means an expert on the topic), but I decided to take a quick peek around and came up with this thesis: http://steve.hollasch.net/thesis/#chapter4

四维物体的投影分为3个空间,正如你所期望的,对3D的投影到二维空间的简单扩展,而上述论文演示了4D不同种类的投影到二维空间。在code样品在C,所以它应该很容易理解。

Projection of a 4D object into 3-space is, as you would expect, a simple extension on the projection of 3D into 2-space, and the above thesis demonstrates different kinds of projection from 4D to 2-space. The code samples are in C, so it should be easy to follow.

这篇关于形象化在OpenGL 4D对象的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!

10-16 14:22