Re: Re : R: Sphere to rectangle

"Diogo de Andrade" <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
Hi Benjamin,

 

Your solution almost works for me… 

 

It works when the camera is head on to the center of the sphere:

 

 <http://www.spellcasterstudios.com/sphere_rect_problem01.jpg> http://www.spellcasterstudios.com/sphere_rect_problem01.jpg

 

But when I turn left or right, I get:

 

 <http://www.spellcasterstudios.com/sphere_rect_problem02.jpg> http://www.spellcasterstudios.com/sphere_rect_problem02.jpg

 <http://www.spellcasterstudios.com/sphere_rect_problem03.jpg> http://www.spellcasterstudios.com/sphere_rect_problem03.jpg

 

This might be related to the projection part, I’ll look into it…

What do you mean by: “Up and right vectors based on the camera and light positions (and the camera Up).”? I’m just accounting for camera orientation to calculate the up and right vectors… Are you suggesting something like:

 

View=LightPos-CameraPos

Right=cross(CameraUp,View)

Up=cross(View,Right)

 

?

 

>From the more practical standpoint, from what I understand, you’re applying a scale factor to the radius to account for distance… How did you came about this formula?

 

You didn’t happen to need something similar for spotlights/cones?

 

Thanks,

Diogo

 

 

From: Benjamin Rouveyrol [mailto:[email protected]] 
Sent: sexta-feira, 8 de Janeiro de 2010 15:03
To: Game Development Algorithms; [email protected]
Subject: [Algorithms] Re : R: Sphere to rectangle

 

Hi,

The way I solved this (but a bit math heavy):
If R is the light Radius and D the distance between the camera and the light:
NewR = D * tan(asin(R/D))

Then you compute Up and right vectors based on the camera and light positions (and the camera Up).
You end up with 4 corners: LightCenter +|- Up * NewR  +|- Right * NewR


You can project them and this should give you your bounding rectangle. If someone has a simpler solution, I'd be most interested ^_^

Ben

 

  _____  

De : Diogo de Andrade <[email protected]>
À : [email protected]; Game Development Algorithms <[email protected]>
Envoyé le : Ven 8 Janvier 2010, 9 h 28 min 54 s
Objet : Re: [Algorithms] R: Sphere to rectangle

Hi!

That's basically what I'm trying to do with the "wrong" solution, although I don't tell it like that...
It was a good thought... I had to think about it for 2 mins before I understood that was exactly what I was trying to do...

Visually, you can see the problem at http://www.spellcasterstudios.com/sphere_problem.jpg

With your solution (and my initial one), I'd get the red points (and their projection, the yellow line), which is smaller than the correct solution (the purple points/projection), which has the correct size...

Thanks!

Diogo


-----Original Message-----
From: [email protected] [mailto:[email protected]] 
Sent: sexta-feira, 8 de Janeiro de 2010 13:54
To: [email protected]
Subject: [Algorithms] R: Sphere to rectangle

----Messaggio originale----
Da: [email protected]
Data: 08/01/2010 13.45

> Hi all…
>  
> I’ve been wrestling with a problem for some days now, and I 
> honestly can’t seem to figure an elegant solution…
>  
> I want to find the rectangle that bounds a omni light source, 
> so the problem is: given a sphere with center C=(x0,y0,z0) and radius 
RADIUS, what is the bounding rectangle rect=(rx1,ry1,rx2,ry2) on screen?

Ok, I read this ML only for educational purpose, so...well, I'm sure I will 
suggest the wrong solution :-D

Arent'you simply trying to do screen-aligned billboarding?
I mean...the bounding rectangle around a sphere of a given radius, on 
screen...is not always the same rectangle simply billboarded?



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