XNA value of Apply3D positions - xna

I'm currently working on 3d positional audio in my 3d XNA game (using SoundEffectInstance), however I'm having troubles finding the correct values of the position of the emitter and listers.
I started out setting the position of my listener to the camera position(it's a first person game), and the position of the various emitters to the position of the object that was emitting the sound. Doing this muted the sound completely, compared to before I used the Apply3D method.
I did some experimenting with the values, and figured after I made the values of the positions much much smaller, I started hearing the sound. My map size has values from 0 to 5000 in the x/z plane (only moving between 0 and ~500 on y axis), so the distance between the listener and emitter will generally be high (when comparing to the values I needed to hear anything at all which was between 0 and 1).
Is there any way to control what "close" and "far away" is for the soundEffectInstance? Or am I supposed to normalize the distance values? I read trough several guides on 3D sound, but I have not seen anything related to normalizing or control of the distance values.

After some more testing, I found that simply dividing the position values with a factor (arround 500 seems right for me) provides a good result. I dont know if this is the way It's supposed to be done, but it seems to be working fine.

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OpenCV - align stack of images - different cameras

We have this camera array arranged in an arc around a person (red dot). Think The Matrix - each camera fires at the same time and then we create an animated gif from the output. The problem is that it is near impossible to align the cameras exactly and so I am looking for a way in OpenCV to align the images better and make it smoother.
Looking for general steps. I'm unsure of the order I would do it. If I start with image 1 and match 2 to it, then 2 is further from three than it was at the start. And so matching 3 to 2 would be more change... and the error would propagate. I have seen similar alignments done though. Any help much appreciated.
Here's a thought. How about performing a quick and very simple "calibration" of the imaging system by using a single reference point?
The best thing about this is you can try it out pretty quickly and even if results are too bad for you, they can give you some more insight into the problem. But the bad thing is it may just not be good enough because it's hard to think of anything "less advanced" than this. Here's the description:
Remove the object from the scene
Place a small object (let's call it a "dot") to position that rougly corresponds to center of mass of object you are about to record (the center of area denoted by red circle).
Record a single image with each camera
Use some simple algorithm to find the position of the dot on every image
Compute distances from dot positions to image centers on every image
Shift images by (-x, -y), where (x, y) is the above mentioned distance; after that, the dot should be located in the center of every image.
When recording an actual object, use these precomputed distances to shift all images. After you translate the images, they will be roughly aligned. But since you are shooting an object that is three-dimensional and has considerable size, I am not sure whether the alignment will be very convincing ... I wonder what results you'd get, actually.
If I understand the application correctly, you should be able to obtain the relative pose of each camera in your array using homographies:
https://docs.opencv.org/3.4.0/d9/dab/tutorial_homography.html
From here, the next step would be to correct for alignment issues by estimating the transform between each camera's actual position and their 'ideal' position in the array. These ideal positions could be computed relative to a single camera, or relative to the focus point of the array (which may help simplify calculation). For each image, applying this corrective transform will result in an image that 'looks like' it was taken from the 'ideal' position.
Note that you may need to estimate relative camera pose in 3-4 array 'sections', as it looks like you have a full 180deg array (e.g. estimate homographies for 4-5 cameras at a time). As long as you have some overlap between sections it should work out.
Most of my experience with this sort of thing comes from using MATLAB's stereo camera calibrator app and related functions. Their help page gives a good overview of how to get started estimating camera pose. OpenCV has similar functionality.
https://www.mathworks.com/help/vision/ug/stereo-camera-calibrator-app.html
The cited paper by Zhang gives a great description of the mathematics of pose estimation from correspondence, if you're interested.

How to get the coordinates of the moving object with GPUImage motionDetection- swift

How would I go about getting the screen coordinates of something that enters frame with motionDetection filter? I'm fairly new to programming, and would prefer a swift answer if possible.
Example - I have the iphone pointing at a wall - monitoring it with the motionDetector. If I bounce a tennis ball against the wall - I want the app to place an image of a tennis ball on the iphone display at the same spot it hit the wall.
To do this, I would need the coordinates of where the motion occurred.
I thought maybe the "centroid" argument did this.... but I'm not sure.
I should point out that the motion detector is pretty crude. It works by taking a low-pass filtered version of the video stream (a composite image generated by a weighted average of incoming video frames) and then subtracting that from the current video frame. Pixels that differ above a certain threshold are marked. The number of these pixels, along with the centroid of the marked pixels are provided as a result.
The centroid is a normalized (0.0-1.0) coordinate representing the centroid of all of these differing pixels. A normalized strength gives you the percentage of the pixels that were marked as differing.
Movement in a scene will generally cause a bunch of pixels to differ, and for a single moving object the centroid will generally be the center of that object. However, it's not a reliable measure, as lighting changes, shadows, other moving objects, etc. can also cause pixels to differ.
For true object tracking, you'll want to use feature detection and tracking algorithms. Unfortunately, the framework as published does not have a fully implemented version of any of these at present.

How to getting movement size from 3 axis accelerometer data

I did a lot of experiment using the accelerometer for detecting the movement size(magnitude) just one value from x,y,z acceleration. I am using an iPhone 4 with accelerometer update frequency 1.0 / 50.0 (50HZ), but I've also tried with 100HZ, 150HZ, 200HZ.
Examples:
Acceleration on X axis
Acceleration on Y axis
Acceleration on Z axis
I assume ( I hope I am correct) that the accelerations are the small peaks on the graph, not the big steps. I think from my experiments that the big steps show the device position. If changed the position the step is changed too.
If my previous assumption is correct I need to cut the peaks from the graph and summarize them. Here comes my question how can I cut those peaks without losing the information, the peak sizes.
I know that the high pass filter does this kind of thinks(passes the high peaks and blocks the noise, the small ones, I've read some paper about the filters. But for me the filter cut a lot of information from my "signal"(accelerometer data).
I think that there should be a better way for getting the information out from the data.
I've tried a simple one which looks nice but it isn't correct.
I did this data data using my function magnitude
for i = 2 : length(x)
converted(i-1) = x(i-1) - x(i);
end
Where x is my data and converted array is the result.
The following row generated a the image below, which looks like nice.
xyz = magnitude(datay) + magnitude(dataz) + magnitude(datax)
However the problem with that solution is that if I have continuos acceleration the graph just will show the first point and then goes down. I know that I need somehow better filter, but I am bit confused. Could you give some advice how can I do this properly.
Thanks for your time,
I really appreciate your help
Edit(answers for Zaph question):
What are you trying to accomplish?
I want to measure the movement when the iPhone is placed to desk, chair or bed. The accelerometer is so sensible if I put down a pencil it to a desk it shows me. I want to measure all movement that happens in a specific time.
What are the scale units?
I'm not scaling the data.
When you say "device position" what do you mean, an accelerometer provides movement (in iPhones with gyros)
I am using only the accelerometer. When I put the device like the picture below I got values around -1 on x coordinate, 0.0 on z and y coordinate. This is what I mean as device position.
The measurements that are returned from the accelerometer are acceleration, not position.
I'm not sure what you mean with "big steps" but the peaks show a change of acceleration. The fact that the values are not 0 when holding the device still is from the fact that the gravitation accelerates the device with 9.81 m/s^2 (the magnitude of the acceleration vector).
You are potentially trying to do something quite difficult, especially the with low quality sensors that are embedded in phones. That is, getting the actual coordinate acceleration of the phone.
What you can do, is to detect the time periods when the phone was moved or touched. You can first calculate magnitude (norm) of acceleration signal and then, with a moving window, check areas where sample standard deviation is smaller than some threshold. Determining how the phone moved is more complicated issue. Of course you can check orientation for the stationary areas between movements.

How to "translate" the movement of the camera to the image?

I'm doing some work with a camera and video stabilization with OpenCV.
Let's suppose I know exactly (in meters) how much my camera has moved from one frame to another and I want to use this to return the second frame where it should be.
I'm sure I have to do some math with this number before I make the translation matrix, but i'm a little lost with that... Any help?
Thanks.
EDIT:Ok I'll try to explain it better:
I want to remove from a video the movement (shaking) of the camera and I know how much the camera has moved (and the direction) from one frame to another.
So what I want to do is to move back the second frame where it should be using that information I have.
I have to make a traslation matrix for each two frames and apply it to the second frame.
But here is when I doubt: As the info I have is en meters and is the movement of the camera, and now I'm working with a image and pixels, I think I have to do some operations so the traslation is correct, but I'm not sure what they are exactly
Knowing how much the camera has moved is not enough for creating a synthesized frame. For that you'll need the 3D model of the world as well, which I assume you don't have.
To demonstrate that assume the camera movement is pure translation and you are looking at two objects, one is very far - a few kilometers away and the other is very close - a few centimeters away. The very far object will hardly move in the new frame, while the very close one can move dramatically or even disappear from the field of view of the second frame, you need to know how much the viewing angle has changed for each point and for that you need the 3D model.
Having sensor information may help in the case of rotation but it is not as useful for translations.

Surface Detection in 2d Game?

I'm working on a 2D Platform game, and I was wondering what's the best (performance-wise) way to implement Surface (Collision) Detection.
So far I'm thinking of constructing a list of level objects constructed of a list of lines, and I draw tiles along the lines.
alt text http://img375.imageshack.us/img375/1704/lines.png
I'm thinking every object holds the ID of the surface that he walks on, in order to easily manipulate his y position while walking up/downhill.
Something like this:
//Player/MovableObject class
MoveLeft()
{
this.Position.Y = Helper.GetSurfaceById(this.SurfaceId).GetYWhenXIs(this.Position.X)
}
So the logic I use to detect "droping/walking on surface" is a simple point (player's lower legs)-touches-line (surface) check
(with some safety approximation
- let`s say 1-2 pixels over the line).
Is this approach OK?
I`ve been having difficulty trying to find reading material for this problem, so feel free to drop links/advice.
Having worked with polygon-based 2D platformers for a long time, let me give you some advice:
Make a tile-based platformer.
Now, to directly answer your question about collision-detection:
You need to make your world geometry "solid" (you can get away with making your player object a point, but making it solid is better). By "solid" I mean - you need to detect if the player object is intersecting your world geometry.
I've tried "does the player cross the edge of this world geometry" and in practice is doesn't work (even though it might seem to work on paper - floating point precision issues will not be your only problem).
There are lots of instructions online on how to do intersection tests between various shapes. If you're just starting out I recommend using Axis-Aligned Bounding Boxes (AABBs).
It is much, much, much, much, much easier to make a tile-based platformer than one with arbitrary geometry. So start with tiles, detect intersections with AABBs, and then once you get that working you can add other shapes (such as slopes).
Once you detect an intersection, you have to perform collision response. Again a tile-based platformer is easiest - just move the player just outside the tile that was collided with (do you move above it, or to the side? - it will depend on the collision - I will leave how to do this is an exercise).
(PS: you can get terrific results with just square tiles - look at Knytt Stories, for example.)
Check out how it is done in the XNA's Platformer Starter Kit Project. Basically, the tiles have enum for determining if the tile is passable, impassable etc, then on your level you GetBounds of the tiles and then check for intersections with the player and determine what to do.
I've had wonderful fun times dealing with 2D collision detection. What seems like a simple problem can easily become a nightmare if you do not plan it out in advance.
The best way to do this in a OO-sense would be to make a generic object, e.g. classMapObject. This has a position coordinate and slope. From this, you can extend it to include other shapes, etc.
From that, let's work with collisions with a Solid object. Assuming just a block, say 32x32, you can hit it from the left, right, top and bottom. Or, depending on how you code, hit it from the top and from the left at the same time. So how do you determine which way the character should go? For instance, if the character hits the block from the top, to stand on, coded incorrectly you might inadvertently push the character off to the side instead.
So, what should you do? What I did for my 2D game, I looked at the person's prior positioning before deciding how to react to the collision. If the character's Y position + Height is above the block and moving west, then I would check for the top collision first and then the left collision. However, if the Character's Y position + height is below the top of the block, I would check the left collision.
Now let's say you have a block that has incline. The block is 32 pixels wide, 32 pixels tall at x=32, 0 pixels tall at x=0. With this, you MUST assume that the character can only hit and collide with this block from the top to stand on. With this block, you can return a FALSE collision if it is a left/right/bottom collision, but if it is a collision from the top, you can state that if the character is at X=0, return collision point Y=0. If X=16, Y=16 etc.
Of course, this is all relative. You'll be checking against multiple blocks, so what you should do is store all of the possible changes into the character's direction into a temporary variable. So, if the character overlaps a block by 5 in the X direction, subtract 5 from that variable. Accumulate all of the possible changes in the X and Y direction, apply them to the character's current position, and reset them to 0 for the next frame.
Good luck. I could provide more samples later, but I'm on my Mac (my code is on a WinPC) This is the same type of collision detection used in classic Mega Man games IIRC. Here's a video of this in action too : http://www.youtube.com/watch?v=uKQM8vCNUTM
You can try to use one of physics engines, like Box2D or Chipmunk. They have own advanced collision detection systems and a lot of different bonuses. Of course they don't accelerate your game, but they are suitable for most of games on any modern devices
It is not that easy to create your own collision detection algorithm. One easy example of a difficulty is: what if your character is moving at a high enough velocity that between two frames it will travel from one side of a line to the other? Then your algorithm won't have had time to run in between, and a collision will never be detected.
I would agree with Tiendil: use a library!
I'd recommend Farseer Physics. It's a great and powerful physics engine that should be able to take care of anything you need!
I would do it this way:
Strictly no lines for collision. Only solid shapes (boxes and triangles, maybe spheres)
2D BSP, 2D partitioning to store all level shapes, OR "sweep and prune" algorithm. Each of those will be very powerfull. Sweep and prune, combined with insertion sort, can easily thousands of potentially colliding objects (if not hundreds of thousands), and 2D space partitioning will allow to quickly get all nearby potentially colliding shapes on demand.
The easiest way to make objects walk on surfaces is to make then fall down few pixels every frame, then get the list of surfaces object collides with, and move object into direction of surface normal. In 2d it is a perpendicular. Such approach will cause objects to slide down on non-horizontal surfaces, but you can fix this by altering the normal slightly.
Also, you'll have to run collision detection and "push objects away" routine several times per frame, not just once. This is to handle situations if objects are in a heap, or if they contact multiple surfaces.
I have used a limited collision detection approach that worked on very different basis so I'll throw it out here in case it helps:
A secondary image that's black and white. Impassible pixels are white. Construct a mask of the character that's simply any pixels currently set. To evaluate a prospective move read the pixels of that mask from the secondary image and see if a white one comes back.
To detect collisions with other objects use the same sort of approach but instead of booleans use enough depth to cover all possible objects. Draw each object to the secondary entirely in the "color" of it's object number. When you read through the mask and get a non-zero pixel the "color" is the object number you hit.
This resolves all possible collisions in O(n) time rather than the O(n^2) of calculating interactions.

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