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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>3D for the Rest of Us, Part 1: 3D Coordinate System</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx</link><description>Introduction A hallway conversation which Chris Anderson made me realize that when people ask me about 3D support in Avalon I have a bad habit of telling them everything they do not need to know . After all, it is all the details you do not have to worry</description><dc:language>en-US</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: 3D for the Rest of Us, Part 1: 3D Coordinate System</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#188657</link><pubDate>Tue, 20 Jul 2004 12:58:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:188657</guid><dc:creator>Kieran Benton</dc:creator><description>Great blog! I look forward to reading the rest of your articles. Incidentally, the camera is of particular interest to myself...</description></item><item><title>re: 3D for the Rest of Us, Part 1: 3D Coordinate System</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#188682</link><pubDate>Tue, 20 Jul 2004 13:34:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:188682</guid><dc:creator>Joel Martinez</dc:creator><description>Excellent post ... I wonder what kind of support there will be for loading geometry authored in other environments.  Is there at least .X loading functionality?</description></item><item><title>re: 3D for the Rest of Us, Part 1: 3D Coordinate System</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#188701</link><pubDate>Tue, 20 Jul 2004 14:05:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:188701</guid><dc:creator>sk</dc:creator><description>What was the reason right handed system was chosen? Rendering performance?!</description></item><item><title>re: 3D for the Rest of Us, Part 1: 3D Coordinate System</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#188798</link><pubDate>Tue, 20 Jul 2004 16:20:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:188798</guid><dc:creator>danlehen</dc:creator><description>Kieran - Thx for the feedback.  I was planning to show how you can use transforms to move geometry in front of a stationary camera in my next post, then talk about setting up cameras in part 3.&lt;br&gt;&lt;br&gt;Joel - We are still working on our story for importing content from 3D tools into Avalon.  We know we need to make this easy, we just do not know if the best approach is building support for specific 3D file formats into Avalon or relying on converts/exporters like this one (&lt;a target="_new" href="http://blogs.msdn.com/danlehen/archive/2004/06/11/154028.aspx"&gt;http://blogs.msdn.com/danlehen/archive/2004/06/11/154028.aspx&lt;/a&gt;).  We would love to hear your thoughts.&lt;br&gt;&lt;br&gt;SK - I am glad you asked.  There is no technical advantage.  The decision came about by first deciding that while there have been many religious debates on LH vs. RH, the decision really is arbitrary.  Most recent 3D platforms have been RH to be consistent with the majority of math and physics texts and we chose to follow the trend.&lt;br&gt;&lt;br&gt;A similar decision was made regarding row vs. column vectors where we chose not to follow the trend.  Even though most recent graphics platforms choose column vectors we chose to stick with row vectors because we thought it was the right decision for our years of GDI+/DX customers who want to migrate their row vector based code to Avalon.  It's not my personal preference, but the motivation makes sense and so far all of the code I have written for samples, etc. uses our Transform classes so I haven't had to think about it.&lt;br&gt;&lt;br&gt;RH vs. LH and row vs. column vectors are clearly religious arguments.  However if you have an opinion I encourage you to express it.  Finding out that 98% of our customers always use a LH camera when working in D3D would be very useful information to have. :)</description></item><item><title>re: 3D for the Rest of Us, Part 1: 3D Coordinate System</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#188824</link><pubDate>Tue, 20 Jul 2004 16:48:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:188824</guid><dc:creator>Joel Martinez</dc:creator><description>Well, the converters/exporters concept is great for when you want to hardcode a model into your application.  But I am sure there will be situations where that would like to be dynamic.&lt;br&gt;&lt;br&gt;If I had my say, I would like to have at least .x loading functionality ... and of course that could be exposed as a xaml tag in addition to an api call.  But do it such that it is extensible (using the provider model for example) so people can author their own loaders and plug it right into the system.&lt;br&gt;&lt;br&gt;On the issue of lh vs rh ... I say that as long as that is easily changed, it doesn't matter.  That being said, I've always used lh :-)</description></item><item><title>re: 3D for the Rest of Us, Part 1: 3D Coordinate System</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#188837</link><pubDate>Tue, 20 Jul 2004 16:58:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:188837</guid><dc:creator>Joel Martinez</dc:creator><description>You know what ... I just came across your other post about using xaml as a persistence format.  If there is already an existing way to load a model from a .xaml file, then that fulfills my requirement.  Any model that I may have can simply be converted into a .xaml file for deployment.&lt;br&gt;&lt;br&gt;Thanks for all the updates ... it's great to get a behind the scenes peek at what's coming up.</description></item><item><title>3D for the Rest of Us, Part 1: 3D Coordinate System</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#191104</link><pubDate>Thu, 22 Jul 2004 16:48:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:191104</guid><dc:creator>iain.weblog(</dc:creator><description /></item><item><title>re: 3D for the Rest of Us, Part 1: 3D Coordinate System</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#191170</link><pubDate>Thu, 22 Jul 2004 14:41:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:191170</guid><dc:creator>Joel Martinez</dc:creator><description>Out of curiosity ... Does avalon 3D transparently take care of optimizations such as culling unseen geometry?</description></item><item><title>re: 3D for the Rest of Us, Part 1: 3D Coordinate System</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#191182</link><pubDate>Thu, 22 Jul 2004 14:51:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:191182</guid><dc:creator>danlehen</dc:creator><description>Joel - Being a retained scene graph oriented platform we have created the opportunity for us to do a lot of optimizations behind the scenes.  However, our 3D support in build 4074 is still very immature in this regard.  2D is already culling geometry known to be off screen before it is even marshalled to the render thread.&lt;br&gt;&lt;br&gt;PS - Thanks for the feedback on file content importion / LH camera.</description></item><item><title>3D for the Rest of Us</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#191658</link><pubDate>Fri, 23 Jul 2004 01:17:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:191658</guid><dc:creator>flex-mx</dc:creator><description>3D for the Rest of Us...</description></item><item><title>re: Overwhelming Response</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#197696</link><pubDate>Tue, 27 Jul 2004 01:54:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:197696</guid><dc:creator>IEBlog</dc:creator><description /></item><item><title>3D for the Rest of Us, Part 2: Transforms</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#210962</link><pubDate>Mon, 09 Aug 2004 01:45:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:210962</guid><dc:creator>Halfbrite</dc:creator><description /></item><item><title>3D for the Rest of Us, Part 2: Transforms</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#210967</link><pubDate>Mon, 09 Aug 2004 01:54:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:210967</guid><dc:creator>Halfbrite</dc:creator><description /></item><item><title>re: 3D for the Rest of Us, Part 1: 3D Coordinate System</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#212002</link><pubDate>Tue, 10 Aug 2004 16:19:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:212002</guid><dc:creator>Capo</dc:creator><description>In mathematics, conventional 3D coordinate systems use y as the horizontal axis, z as the vertical axis, and x as the &amp;quot;depth&amp;quot; axis.  Why wasn't this convention used?</description></item><item><title>re: 3D for the Rest of Us, Part 1: 3D Coordinate System</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#212568</link><pubDate>Wed, 11 Aug 2004 09:01:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:212568</guid><dc:creator>kingsley</dc:creator><description>I would love u to tutor me more on site building and making my site look superb.</description></item><item><title>re: 3D for the Rest of Us, Part 1: 3D Coordinate System</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#214428</link><pubDate>Fri, 13 Aug 2004 23:36:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:214428</guid><dc:creator>BCampney</dc:creator><description>Excellent tutorial. This really brought home the details of using Avalon 3D transforms.  I am much better prepared to work on my 3D projects!  I am looking forward to the rest of the articles in this series.</description></item><item><title>V</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#215287</link><pubDate>Mon, 16 Aug 2004 22:42:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:215287</guid><dc:creator>Mikael S</dc:creator><description /></item><item><title>V</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#215306</link><pubDate>Mon, 16 Aug 2004 23:19:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:215306</guid><dc:creator>Mikael S</dc:creator><description /></item><item><title /><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#225750</link><pubDate>Sun, 05 Sep 2004 06:05:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:225750</guid><dc:creator>Halfbrite</dc:creator><description /></item><item><title>The Donut Primitive, V2</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#225752</link><pubDate>Sun, 05 Sep 2004 06:15:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:225752</guid><dc:creator>Halfbrite</dc:creator><description /></item><item><title>3D for the rest of us</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#233930</link><pubDate>Fri, 24 Sep 2004 19:23:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:233930</guid><dc:creator>.Frenz</dc:creator><description>Fandt lige et par grundl</description></item><item><title>Avalon's 3D Coordinate System in a Nutshell</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#265925</link><pubDate>Thu, 18 Nov 2004 23:55:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:265925</guid><dc:creator>Luc's Blog</dc:creator><description /></item><item><title>Avalon November 2004 CTP Release - happy day!</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#267958</link><pubDate>Mon, 22 Nov 2004 19:48:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:267958</guid><dc:creator>Robert Burke's weblog</dc:creator><description /></item><item><title>Avalon CTP Release - happy day!</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#267961</link><pubDate>Mon, 22 Nov 2004 19:50:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:267961</guid><dc:creator>Robert Burke's weblog</dc:creator><description /></item><item><title>3D in Avalon</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#423345</link><pubDate>Tue, 31 May 2005 08:04:02 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:423345</guid><dc:creator>Life, Universe and Everything according to Dirk</dc:creator><description>Two very interesting-looking articles about doing 3D in Avalon, 3D for the rest of us part 1 and part...</description></item><item><title>Avalon: 3D </title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#449368</link><pubDate>Tue, 09 Aug 2005 11:29:43 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:449368</guid><dc:creator>Mike Taulty's Weblog</dc:creator><description /></item><item><title> Daniel Lehenbauer s Blog 3D for the Rest of Us Part 1 3D Coordinate | Insomnia Cure</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#9710064</link><pubDate>Tue, 09 Jun 2009 01:14:42 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9710064</guid><dc:creator> Daniel Lehenbauer s Blog 3D for the Rest of Us Part 1 3D Coordinate | Insomnia Cure</dc:creator><description>&lt;p&gt;PingBack from &lt;a rel="nofollow" target="_new" href="http://insomniacuresite.info/story.php?id=11136"&gt;http://insomniacuresite.info/story.php?id=11136&lt;/a&gt;&lt;/p&gt;
</description></item><item><title> Daniel Lehenbauer s Blog 3D for the Rest of Us Part 1 3D Coordinate | garden statues</title><link>http://blogs.msdn.com/danlehen/archive/2004/07/19/188075.aspx#9783324</link><pubDate>Fri, 19 Jun 2009 11:44:48 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9783324</guid><dc:creator> Daniel Lehenbauer s Blog 3D for the Rest of Us Part 1 3D Coordinate | garden statues</dc:creator><description>&lt;p&gt;PingBack from &lt;a rel="nofollow" target="_new" href="http://gardenstatuesgalore.info/story.php?id=833"&gt;http://gardenstatuesgalore.info/story.php?id=833&lt;/a&gt;&lt;/p&gt;
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