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How can we produce 3D effects ?

 
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HB
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PostPosted: Wed Aug 31, 2005 2:27 am    Post subject: How can we produce 3D effects ? Reply with quote



Hello, I have no knowledge about 3D and I also cannot
completely switch to openGL or directX, but I need 3D
only for special effects and simple objects. What is the best approach,
I can see two different:
a implementation with filters (feSpecularLighting)
http://www.w3.org/TR/2002/CR-SVG11-20020430/filters.html

or something like this:
http://www.geocities.com/peter_bone_uk/engine3d.html

What would you prefer, or some other method?


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Jens Gruschel
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PostPosted: Wed Aug 31, 2005 8:34 am    Post subject: Re: How can we produce 3D effects ? Reply with quote



Quote:
a implementation with filters (feSpecularLighting)
http://www.w3.org/TR/2002/CR-SVG11-20020430/filters.html

This one works similar to the layer effects you know from Photoshop. You
can give 2D layers a highlight and a shadow based on the transparency of
the layer. To do such an effect basically you start with the alpha
channel, duplicate it in a given color, blur it (Gaussian blur), move it
by some pixels up/down/left/right, subtract the original alpha channel
(for shadows which are under the original object), and apply it to the
original layer using some blend mode. It can be done with Graphics32
easily. However you need a 2D source (bitmap with alpha channel) to use
this approach.

Quote:
or something like this:
http://www.geocities.com/peter_bone_uk/engine3d.html

That's I think a real 3D engine using polygons to render 3D objects. You
need a 3D source (model of an object) to use this approach.

Quote:
What would you prefer, or some other method?

It very much depends on what you want to do. It's two completely
different approaches used for different things.

Jens

--
Jens Gruschel
http://www.pegtop.net

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Nils Haeck
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PostPosted: Wed Aug 31, 2005 12:33 pm    Post subject: Re: How can we produce 3D effects ? Reply with quote



W3C's svg filters define a chain of bitmap manipulation effects. You simply
take a bitmap (RGBA) as input and produce one as output, and do that for
each filter, resulting in the final result bitmap.

All of this is of course 2D, it might look like 3D but really is just a
visual trick.

My component DtpDocuments already implements a few of these filters, like
the blur/shadow. Feel free to test it for your needs, there's a free trial:
http://www.simdesign.nl/dtpdocuments.html

I'm working on a big update (codename "Pyro") which will implement most if
not all of the svg filter effects.

If you want to start from scratch, have a look at Graphics32.

The other link points to a real 3D engine, with a 3D object being rendered
through the viewing pipeline towards a flat plane. It's way more complicated
to use that as a basis.

Kind regards

Nils Haeck
www.simdesign.nl


"HB" <nvalidHansBieland (AT) t-online (DOT) de> wrote

Quote:
Hello, I have no knowledge about 3D and I also cannot
completely switch to openGL or directX, but I need 3D
only for special effects and simple objects. What is the best approach,
I can see two different:
a implementation with filters (feSpecularLighting)
http://www.w3.org/TR/2002/CR-SVG11-20020430/filters.html

or something like this:
http://www.geocities.com/peter_bone_uk/engine3d.html

What would you prefer, or some other method?





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Francesco Savastano
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PostPosted: Wed Aug 31, 2005 6:29 pm    Post subject: Re: How can we produce 3D effects ? Reply with quote



Quote:
or something like this:
http://www.geocities.com/peter_bone_uk/engine3d.html

That's I think a real 3D engine using polygons to render 3D objects. You
need a 3D source (model of an object) to use this approach.

Nice reference Jens, I wasn't aware of this code..:)



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HB
Guest





PostPosted: Thu Sep 01, 2005 12:03 am    Post subject: Re: How can we produce 3D effects ? Reply with quote

Hello,
could you upload a first demo of Pyro ?
And how about offering extensions to g32, so that people
don't need to switch completely from their existing code
and it would be more affordable Smile My application
has already an own written engine (g32-compatible at lowlevel ),
I would rather extend than change completely.

Quote:

I'm working on a big update (codename "Pyro") which will implement most if
not all of the svg filter effects.

If you want to start from scratch, have a look at Graphics32.

The other link points to a real 3D engine, with a 3D object being rendered
through the viewing pipeline towards a flat plane. It's way more
complicated
to use that as a basis.

Kind regards

Nils Haeck
www.simdesign.nl



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