CN101789132A - Display method of single-view multiple OpenGL viewports - Google Patents

Display method of single-view multiple OpenGL viewports Download PDF

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Publication number
CN101789132A
CN101789132A CN201010018282A CN201010018282A CN101789132A CN 101789132 A CN101789132 A CN 101789132A CN 201010018282 A CN201010018282 A CN 201010018282A CN 201010018282 A CN201010018282 A CN 201010018282A CN 101789132 A CN101789132 A CN 101789132A
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viewport
opengl
view
model
viewports
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钟俊
颜钦
李相鹏
尚文
刘栋材
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SUZHOU LEADINGTIME AUTOMATION TECHNOLOGY Co Ltd
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SUZHOU LEADINGTIME AUTOMATION TECHNOLOGY Co Ltd
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Abstract

The invention provides a display method of single-view multiple OpenGL viewports, which is characterized in comprising the steps of: A. setting a plurality of OpenGL viewports and ensuring the positions and the sizes of the OpenGL viewports in a view; B. using independent orthographic projection matrix to each OpenGL viewport and respectively displaying converted model coordinates in the corresponding viewports; and C. when performing mouse action, detecting the current position of the mouse, judging the viewports and the operation types with operation response, and responding.

Description

A kind of display packing of many OpenGL of single-view viewport
Technical field
The present invention relates to OpenGL technique for displaying field, particularly a kind of display packing of many OpenGL of single-view viewport.
Background technology
Present most of CAD or other modelings and the display mode that drawing instrument adopted are all single-view and show, this display mode is easier to realize technically, can only check the current model that is showing but this display mode is interior at one time.
What the modeling of other parts and mapping software adopted is the display mode of many views.Many views are to make up a plurality of view area in the display routine framework, thereby the different models or the different piece of model can be shown in different view area simultaneously, realize the purpose that a plurality of models are observed simultaneously.The implementation method of many views has multiple, as view replacement, splitter window, floating frame or the like.
But there is following weak point in above-mentioned display mode:
1. single-view shows and can only check the current model that is showing at one time, different models or the different piece of model such as global shape and local shape well can not be combined to show that personnel observe with handled easily.With modeling tool software Pro/Engineer commonly used is example, as shown in Figure 2, what show in the view on right side is the assembly of FAN-JN-CON-ASSY.ASM by name, it includes three part: FAN-JN1-STAY.PRT, FAN-JN1KS10PL1.PRT, FAN-JN1DS10SL1.PRT, if want to check that these three parts need be opened them separately shows, as shown in Figure 3.
2. the display mode of many views has adopted a plurality of views as its name suggests, is that example is introduced many views below with the floating frame.The implementation method of floating frame is at first to create a main window, promptly constituted floating frame by on this window, increasing several windows that can float, can change size, as shown in Figure 4, the integral body of framework is main window, " view A " part on right side is a floating frame, the black display of main window and " view A " partly is the view of window separately, therefore contains two views in this example.The window of " view A " can swim on the main window, also can change size, as shown in Figure 5.The display mode of many views has solved the problem that a plurality of models show simultaneously, but this display packing is still succinctly attractive in appearance inadequately, and when certain view carried out the interactive operation of mouse, needs at first focal point settings with mouse to this view.
To sum up, the display packing of prior art all can not be finished and show a plurality of functions of components on single-view.
Summary of the invention
In order to solve a plurality of views of existing show tools and to deposit the convenient inadequately or interface problem attractive in appearance inadequately of time operation, in seamless in a view, show a plurality of OpenGL viewports, and operation is independent of each other between each viewport, realize many viewports in the single-view and deposit demonstration, the invention provides the method that a kind of many OpenGL of single-view viewport shows.Described technical scheme is as follows:
The method that a kind of many OpenGL of single-view viewport shows is characterized in that described display packing may further comprise the steps:
Steps A: a plurality of OpenGL viewports are set, and determine present position and size in each comfortable view;
Step B: each OpenGL viewport is used independently orthogonal projection matrix, will be presented at respectively in the corresponding viewport after the conversion of model coordinate process;
Step C: when mouse action takes place, detect the mouse current location, judge viewport and action type that the operation response takes place, and respond.
Preferably, described display packing is defined as true origin with the upper left corner coordinate of view area, height, the width in zone all are defined as 1, at first specify the proportional positions of the upper left corner in view area of each OpenGL viewport, set the height of this viewport, wide and view height, wide ratio then respectively, thereby determine that this OpenGL viewport is arranged in the position and the size of view area.
Preferably, all are seamless links between all OpenGL viewports.
Preferably, described a plurality of OpenGL viewports adopt the mode of orthogonal projection, be respectively each viewport independently orthogonal projection matrix is set, and the three-dimensional coordinate of model is become screen coordinate after conversion, then three-dimensional model are presented in the corresponding OpenGL viewport.
Preferably, among the described step C, when mouse is arranged in different viewport, amplify, dwindle, only influence the model of being drawn in this viewport during operation such as rotation, translation, and can not exert an influence the model in other viewports of this view.
Preferably, among the described step C, comprise the interrelated operation between three-dimensional pick-up and the different viewport, utilize the selection function among the OpenGL, each object to model is numbered, when mouse is clicked in certain viewport, judge the object chosen, the details of this object are presented in other OpenGL viewports of view.
The present invention is by with different models or the integral body of same model and the local diverse location place that is presented at same view respectively, be in the different OpenGL viewport, and the interactive operation in each viewport is independent of each other, and has realized the demonstration of many OpenGL of single-view viewport.The present invention has following advantage: one, realizing simply, is one of effective way of many OpenGL of single-view viewport realization; Two, the interface is succinctly attractive in appearance, and does not disturb mutually between a plurality of viewport, and is easy to operate.
Description of drawings
Fig. 1 is the principle process synoptic diagram of many OpenGL of single-view viewport display packing of the present invention;
Fig. 2 is that single-view shows synoptic diagram 1;
Fig. 3 is that single-view shows synoptic diagram 2;
Fig. 4 is that many views of floating frame mode show synoptic diagram 1;
Fig. 5 is that many views of floating frame mode show synoptic diagram 2;
Fig. 6 is that many OpenGL of single-view viewport of the present invention shows synoptic diagram 1;
Fig. 7 is that many OpenGL of single-view viewport of the present invention shows synoptic diagram 2;
Fig. 8 is that many OpenGL of single-view viewport of the present invention shows synoptic diagram 3;
Fig. 9 is that many OpenGL of single-view viewport of the present invention shows synoptic diagram 4;
Figure 10 is that many OpenGL of single-view viewport of the present invention shows synoptic diagram 5;
Figure 11 is the perspective projection synoptic diagram;
Figure 12 is the orthogonal projection synoptic diagram.
Embodiment
The invention will be further described below in conjunction with the drawings and specific embodiments, but not as a limitation of the invention.
At first need several notions that the present invention mentions are carried out necessary explanation and explanation:
1. view
In computer realm, application window comprises many elements, as title bar, menu bar, minimize button, maximize button and client area, level and vertical scroll bar etc., mapping operation can only carry out in the client area, part except that the client area all is nonclient-area, and view promptly is meant this client area.As shown in Figure 2, the part that is used for graphic presentation in this application window is view.
2. viewport
On notion, a viewport is exactly the rectangle of a two dimension, is actual screen display area.Three-dimensional scenic is projected in this rectangle, existing display packing substantially all is the corresponding viewport of a view, therefore their viewing area size is identical, as shown in Figure 2, its viewport and view equal and opposite in direction, and for accompanying drawing 6, it includes two viewports, one is positioned at the upper left integral body that is used for of screen and shows that a right half part that is positioned at screen is used to show the object of choosing.In order to represent vividerly, in accompanying drawing 10, use rectangle frame to mark two OpenGL viewports that comprised.
Concrete enforcement of the present invention is as follows:
(1) builds display platform
Implementation platform of the present invention uses VC++ and common structure of OpenGL to finish, and VC++ is used to build the application framework of single document, and OpenGL graphical tool storehouse then is used for making up the 3-D display platform
(2) setting of viewport position and size
Window coordinates be X-axis positive dirction level to the right, the Y-axis positive dirction vertically downward, the upper left corner coordinate of definition view be (0,0), height and the width are 1, the coordinate range that has been equivalent to define X, the Y direction of view window is [0,1].
Viewport is set to the whole pixel rectangle of view window, in order to realize the demonstration of many viewports, need divide view window, at first specify the OpenGL viewport upper left corner to be shown to be arranged in the position of view area, next set height, width and the whole view area height of this viewport, the ratio of width, these four values just can finally be determined the position and the size information of viewport in view of appointment.Here, why view height, width are defined as 1, and all use and the irrelevant relative value of view actual size with size the position of OpenGL viewport, rather than use absolute value, be for when the view size changes, according to these relative values can be very fast determine the position of each OpenGL viewport in new view area and size, guarantee that the relative scale between each viewport can not change, avoid when the view size changes, deforming.Each OpenGL viewport position and size are after setting completed, in order to guarantee the succinctly attractive in appearance of view interface, these information just are recorded in internal system, in view area, can not demonstrate tangible separatrix, as shown in Figure 6, it contains two OpenGL viewports, and one is positioned at upper leftly, and one is positioned at right-hand part part.Two seamless being presented in the same view window of viewport, thereby the display effect of realization split screen.
(3) demonstration of three-dimensional model
In different OpenGL viewports, can show different models, also can show the different piece of same model, as the exaggeration model of whole assembling model and parts.For a plurality of OpenGL viewports that are independent of each other in the single-view, can not equally with existing single-view display mode adopt single projection matrix, therefore for being presented in each self-corresponding viewport that different models is of moderate size, for different OpenGL viewports, need to define separately independently projection matrix.What adopt among the present invention is the mode of orthogonal projection, for each OpenGL viewport is provided with an independently orthogonal projection matrix, the three-dimensional coordinate of model is converted into screen coordinate through after the conversion, use the Presentation Function of OpenGL correspondence that they are shown in each self-corresponding viewport, as shown in Figure 6, the upper left corner be " in " one-piece construction of word shows, right-hand part part be " in " outer frame part of word, two OpenGL viewports are seamless and deposit and be presented in the same view.
All apex coordinates of model can be expressed as all that (form z) in order to be converted into screen coordinate, need to be used as homogeneous coordinates with apex coordinate and to handle, and promptly is expressed as the form of (x, y, z, 1.0) for x, y.
An object finally shows on screen, and intermediate demand comprises view, model and projection operation through the multistep conversion, and these operations comprise rotation, mobile, convergent-divergent, reflection, orthogonal projection and perspective projection etc.Conversion represents that with matrix multiplication every kind of conversion all can be created a matrix.Generally speaking, when drawing, need be used in combination several conversion.
View transformation is used to specify the position and the direction of observation point, the purpose of model transferring then is position and the direction that model is set, the two has certain something in common from essence, as both coming to observe model by mobile observation point position from all directions, also can carry out comprehensive observation by rotation, mobile this model, both effects are identical in some sense, therefore common matrix multiple with these two kinds of conversion, its result is as new model view matrix, and this matrix is one 4 * 4 a matrix.
Below to rotate to be the computing that example illustrates matrix, suppose that current model view matrix is B, 4 * 4 matrix representation models given below rotate a angle (counterclockwise for just around X-axis, clockwise for negative) conversion, this matrix and matrix B multiplied each other just obtain a new model view matrix A, use new matrix A, just can produce corresponding action by driving model.In this example, model can rotate a angle around X-axis on the basis of current show state.
Figure G201010018282XD00051
The purpose of projective transformation then is visible space of definition, visible space has two kinds of purposes, it has determined an object how to be mapped on the screen and (has promptly used perspective projection or orthogonal projection), and the part that has defined which object or object is finally reduced outside final image.Shown in accompanying drawing 11, accompanying drawing 12, be respectively the mode of perspective projection and orthogonal projection, in perspective projection, object is far away more from camera (observation point), and it looks just more little on final image; In orthogonal projection, visible space is a rectangular parallelepiped, and the distance of object and camera does not influence the size that it looks.The object or the object part that are positioned at the visible space outside will be reduced, and do not appear in the image of demonstration.By specifying top, the end, left and right, near, far away six planes can determine projection matrix, the orthogonal projection matrix representation is as follows:
Figure G201010018282XD00052
Wherein, t, p, l, r, n, f represent top, the end, left and right, near, far away six planes respectively.
The model coordinate need experience following step to the conversion of screen coordinate:
1, the definition projection matrix is promptly specified six planes, according to these six planes of appointment, creates projection matrix;
2, definition model view matrix, any action does not take place in model when initial, and therefore initial model view matrix is one 4 * 4 unit matrix;
3, the homogeneous coordinates on all summits of model multiply each other with model view matrix, projection matrix respectively, obtain the screen of model vertices
Coordinate
Show for common single-view or many views, a view window correspondence single viewport, therefore an also just corresponding model view matrix and projection matrix, and for many OpenGL of single-view viewport, for being presented in each self-corresponding viewport that different models is of moderate size, and be independent of each other between each viewport, need define separately independently projection matrix and model view matrix for each OpenGL viewport.
What adopt among the present invention is the mode of orthogonal projection, for each OpenGL viewport is provided with a separate models viewing matrix and projection matrix.
Because when the model view matrix is unit matrix, model vertices may be in the viewport scope through resulting screen coordinate after the conversion, therefore possibly can't on screen, show, what can be of moderate size in viewport when guaranteeing that model is initial shows, need carry out certain conversion, as translation, convergent-divergent etc.The at first range of size of computation model and center point coordinate, the range of size of model and the size of viewport are compared the enlargement factor (less than 1 expression minification) of obtaining model, model is amplified or narrow down to just in time and can show fully that in viewport the center with model moves to the viewport center position then according to result of calculation.These model transferrings will produce a series of transformation matrix, they are multiplied each other with the initial model viewing matrix of corresponding viewport successively, obtain final model view matrix, use the screen coordinate of this model view matrix computations model, according to the drafting function that OpenGL provides these screen coordinate places in appointment are drawn out, can be in the OpenGL of correspondence viewport with models show.
As shown in Figure 6, the upper left corner be " in " one-piece construction of word shows, right-hand part part be " in " outer frame part of word, two models all are presented at respectively in separately the OpenGL viewport with optimal proportion.
(4) interactive operation
Though a plurality of OpenGL viewports are arranged in same view, do not have direct correlation between the model of different viewports, therefore different with existing view operation, when being operated, the model in certain viewport can not have influence on the shown model of other viewports in the view.
Add the interactive operation function of mouse, realize it being the model of creation transformation matrix technically, for existing single-view display mode, when mouse carries out interactive operation, whole models of current demonstration all can produce action in the view, and to realize among the present invention that operation is independent of each other between the different viewports, therefore need the separate models transformation matrix be set to each OpenGL viewport.Also considered most operating personnel's custom in addition among the present invention: when hope is operated certain model, mouse can be moved near the operation of carrying out next step again of this modal position.
According to top description, the specific implementation of interactive operation function is among the present invention: when mouse action message takes place, judge current mouse position, obtain corresponding viewport information, while is according to the action decision operation type of mouse, press and move expression translation object or mouse roller rolling expression amplification or dwindle object etc. as building in the mouse, create corresponding model transferring matrix, with it and the model view matrix multiple that viewport had that operation takes place, its result becomes new current matrix, the conversion after the expression combination.Re-execute the model coordinate and can obtain the up-to-date screen coordinate of model to the computation process of screen coordinate, use this coordinate to repaint model, can obtain the last state of model, the exercises of model have been realized, as translation, rotation, amplification etc., thereby realize omnibearing model observation, do not exert an influence simultaneously owing to the model transferring matrix that does not change other viewports, thereby to the model of other viewports.
Accompanying drawing 6 is the initial show state of model in each OpenGL viewport, accompanying drawing 8 only rotates the model in the viewport of the upper left corner, 9 in accompanying drawing has only carried out rotation, translation, zoom operations to the model of the right side half viewport, when in a viewport, operating as can be seen to the not influence of other viewports.
(5) three-dimensional pick-up operation
Consider the selection demand of model, particularly when a plurality of OpenGL viewports are respectively applied for whole assembling model of demonstration and model of parts, need be able to select the various piece in the block mold.Therefore provide the three-dimensional pick-up function among the present invention, and identical with other functions, independent separately selection that between different OpenGL viewports, can be independent of each other.Be numbered by object in the viewport separately model, when the left button clicking operation takes place in mouse somewhere in view, at first current according to the OpenGL viewport under the mouse position judgement, the choice function that the information of returning during then according to message response is called OpenGL to be provided is judged selected object, and selected object carried out associative operation, show etc. as changing that color shows or its partial detailed information being put into other OpenGL viewports.Shown in accompanying drawing 6, accompanying drawing 7, in the accompanying drawing 6, in the viewport of the upper left corner, select housing (outline line becomes white), then amplified the shape that has shown housing in right half viewport, and among Fig. 7, select inner " mouth " word, then amplified the shape that has shown this part in right half viewport.
The present invention realized on single-view a plurality of OpenGL viewports seamless and deposit demonstration, and the operation between each viewport is independent of each other, beautiful interface not only, and concerning operating personnel, operate also more simple and convenient.
Above-described embodiment is a more preferably embodiment of the present invention, and common variation that those skilled in the art carries out in the technical solution of the present invention scope and replacement all should be included in protection scope of the present invention.

Claims (6)

1. the method that shows of many OpenGL of single-view viewport is characterized in that described display packing may further comprise the steps:
Steps A: a plurality of OpenGL viewports are set, and determine present position and size in each comfortable view;
Step B: each OpenGL viewport is used independently orthogonal projection matrix, will be presented at respectively in the corresponding viewport after the conversion of model coordinate process;
Step C: when mouse action takes place, detect the mouse current location, judge viewport and action type that the operation response takes place, and respond.
2. the method that many OpenGL of single-view viewport as claimed in claim 1 shows, it is characterized in that, described display packing is defined as true origin with the upper left corner coordinate of view area, height, the width in zone all are defined as 1, at first specify the proportional positions of the upper left corner in view area of each OpenGL viewport, set the height of this viewport, wide and view height, wide ratio then respectively, thereby determine that this OpenGL viewport is arranged in the position and the size of view area.
3. the method that many OpenGL of single-view viewport as claimed in claim 1 shows is characterized in that, all is seamless links between all OpenGL viewports.
4. the method that many OpenGL of single-view viewport as claimed in claim 2 shows, it is characterized in that, described a plurality of OpenGL viewport, adopt the mode of orthogonal projection, be respectively each viewport independently orthogonal projection matrix is set, the three-dimensional coordinate of model is become screen coordinate after conversion, then three-dimensional model is presented in the corresponding OpenGL viewport.
5. the method that many OpenGL of single-view viewport as claimed in claim 1 shows, it is characterized in that, among the described step C, when mouse is arranged in different viewport, amplify, dwindle, only influence the model of being drawn in this viewport during operation such as rotation, translation, and can not exert an influence the model in other viewports of this view.
6. the method that many OpenGL of single-view viewport as claimed in claim 1 shows, it is characterized in that, among the described step C, comprise the interrelated operation between three-dimensional pick-up and the different viewport, utilize the selection function among the OpenGL, each object of model is numbered, when mouse is clicked in certain viewport, judge the object chosen, the details of this object are presented in other OpenGL viewports of view.
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Cited By (13)

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CN102332177A (en) * 2011-07-27 2012-01-25 深圳市幻视艺术文化传播有限公司 Method and device for realizing 3D (Three-Dimensional) image on two-dimensional plane
CN102411494A (en) * 2010-09-20 2012-04-11 腾讯科技(深圳)有限公司 Method and device for managing shortcut
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CN102799378A (en) * 2012-07-13 2012-11-28 Tcl集团股份有限公司 Method and device for picking three-dimensional collision detection object
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WO2015014322A1 (en) * 2013-08-02 2015-02-05 腾讯科技(深圳)有限公司 Method, device and terminal for implementing rotation of floating window
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CN102722911B (en) * 2011-09-23 2017-08-04 新奥特(北京)视频技术有限公司 The three-dimensional coordinate acquisition methods and system of a kind of OpenGL model transformation-basedmethod
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CN102799378A (en) * 2012-07-13 2012-11-28 Tcl集团股份有限公司 Method and device for picking three-dimensional collision detection object
CN104063207A (en) * 2013-03-20 2014-09-24 腾讯科技(深圳)有限公司 Clicking target-hitting method and system of logical window
CN104063207B (en) * 2013-03-20 2018-11-09 腾讯科技(深圳)有限公司 A kind of click hit method and system of window logic
US9703466B2 (en) 2013-08-02 2017-07-11 Tencent Technology (Shenzhen) Company Limited Method, device and terminal for implementing rotation of floating window
WO2015014322A1 (en) * 2013-08-02 2015-02-05 腾讯科技(深圳)有限公司 Method, device and terminal for implementing rotation of floating window
CN105427371A (en) * 2015-12-22 2016-03-23 中国电子科技集团公司第二十八研究所 Method for keeping graphic object equal-pixel area display in three-dimensional perspective projection scene
CN105427371B (en) * 2015-12-22 2017-12-08 中国电子科技集团公司第二十八研究所 The method that the elemental areas such as Drawing Object are shown is kept in a kind of three-dimensional perspective projection scene
CN105700885A (en) * 2016-01-13 2016-06-22 广州市赛普电子科技有限公司 Multi-viewport based multi-window simulation system and method
CN105915885A (en) * 2016-03-02 2016-08-31 优势拓展(北京)科技有限公司 3D interaction display method and system of fish-eye image
CN107294838A (en) * 2017-05-24 2017-10-24 腾讯科技(深圳)有限公司 Animation producing method, device, system and the terminal of social networking application
CN108170340A (en) * 2017-11-21 2018-06-15 深圳康得新智能显示科技有限公司 Methods of exhibiting, the apparatus and system of target object
WO2019127770A1 (en) * 2017-12-26 2019-07-04 平安科技(深圳)有限公司 Display method, device, equipment and storage medium for organization window

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