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Description: visual c++开发的一个小游戏
喜欢的下-visual development of a small game like the next
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Size: 107598 |
Author: 王客 |
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Description: souce code OpenGL normals
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Size: 39411 |
Author: huangwei |
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Description: 一个外国人写的插值细分曲线的程序,Interpolatory Subdivision Curves via Diffusion of Normals
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Size: 69371 |
Author: 李志军 |
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Description: 簡單的畫圖。初學者的。可以多種選擇圖形表面。操作十分簡單。用方向鍵控制左右移動
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Size: 42537 |
Author: Tear |
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Description: 自己写的求opengl法线向量的算法。计算效果还不错
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Size: 3184 |
Author: 乖乖 |
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Description: VC++与openGL开发的求法矢量的简单例题程序-VC++ With openGL developed a simple method Vector Example procedures
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Size: 65536 |
Author: 朱军 |
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Description: visual c++开发的一个小游戏
喜欢的下-visual development of a small game like the next
Platform: |
Size: 122880 |
Author: 王客 |
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Description: souce code OpenGL normals
Platform: |
Size: 38912 |
Author: huangwei |
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Description: 一个外国人写的插值细分曲线的程序,Interpolatory Subdivision Curves via Diffusion of Normals-Written by a foreigner curve interpolating subdivision procedures, Interpolatory Subdivision Curves via Diffusion of Normals
Platform: |
Size: 68608 |
Author: 李志军 |
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Description: 簡單的畫圖。初學者的。可以多種選擇圖形表面。操作十分簡單。用方向鍵控制左右移動-A simple drawing. Beginners. Graphic surface can be a wide range of choices. Operation is very simple. About using the arrow keys to control movement
Platform: |
Size: 65536 |
Author: Tear |
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Description: 自己写的求opengl法线向量的算法。计算效果还不错-Wrote it myself seeking opengl normal vector algorithms. Calculation of the effect of good
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Size: 3072 |
Author: 乖乖 |
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Description: 物体三维效果的实现 对编程很有帮助 物体三维效果的实现 -Three-dimensional objects, the effect of implementation of the program very useful three-dimensional effect of implementation objects
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Size: 56320 |
Author: |
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Description: BMyCrust take as input a 3D scatter points cloud and return a tight, manifold, triangulation.
Remember that crust algorithm needs a cloud representing a volume, so open surface may give inaccurate results. For example : a plane can not be triangulated, half-sphere is in doubt, a sphere with a small hole shoud be good.
The more points are given the best the surface will be fitted, of course in this case you would have to wait more and in the worst case a memory help error may occurs. The best results are obtained with more points in high curvature feature.
The old version did not ensure the output surface to be a manifold so it could be used only for graphical purpose. In the new one a tight, regular manifold is returned. It as outward normals orientation, after using this algorithm is very easy to get an STL file from a point cloud.
I added a manifold extraction tool that also correct the errors (slivers) generated by delaunayn during the initial tessellation.-BMyCrust take as input a 3D scatter points cloud and return a tight, manifold, triangulation.
Remember that crust algorithm needs a cloud representing a volume, so open surface may give inaccurate results. For example : a plane can not be triangulated, half-sphere is in doubt, a sphere with a small hole shoud be good.
The more points are given the best the surface will be fitted, of course in this case you would have to wait more and in the worst case a memory help error may occurs. The best results are obtained with more points in high curvature feature.
The old version did not ensure the output surface to be a manifold so it could be used only for graphical purpose. In the new one a tight, regular manifold is returned. It as outward normals orientation, after using this algorithm is very easy to get an STL file from a point cloud.
I added a manifold extraction tool that also correct the errors (slivers) generated by delaunayn during the initial tessellation.
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Size: 6042624 |
Author: naz |
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Description: A good document on how to calculate vertex normals for open gl lighting . A good pdf
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Size: 47104 |
Author: jayanth |
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Description: Gender Classification based on Facial Surface Normals
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Size: 254976 |
Author: Alarmmy |
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Description: opengl下一个球体的细分过程,对图形学基础学习很有帮助-Curved surfaces are approximated by polygons
How do we shade?
Flat shading
Smooth shading
Two questions:
How do we determine normals at vertices?
How do we calculate shading at interior points?
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Size: 116736 |
Author: neekazhang |
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Description: This file contains a set of 3D models with the following characteristics:
■p: nx3 array of 3D points
■t: ntx3 array of triangles id. First points flagged as 1.
■tnorm: ntx3 arrays normals of triangles with outward orientation.
You can use this package to test your algorithms.
Models can be dowloaded here.
All models were created with the new MyRobustCrust.
In the new version all triangles have the same orientation, this allows for nice graphics rendering.
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Size: 2048 |
Author: tao lu |
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Description: This tool is a simplification of the ballpivoting algorithm. It imagines a bella eating a delaunay traignulation in order to extract a manifold surface.
It requires a single parameter: radius of the fretting ball.
Ball Fretting
Given a uniform sampled filled point cloud returns a tight triangulation.
Input:
■tetr: a set of tetraedrons, nx4 array. If the cloud is not tesselated yet you need to call a delaunay triangulator prior calling this function.
■p : nx3 array, 3D set of points.
■r : the only parameter of the algorithm, the radius of the fretting ball
Output:
■t : triangles ids, nx3 array
■tnorm: normals of triangles with outwards orientation
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Size: 851968 |
Author: tao lu |
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Description: InPolyedron detects points inside a manifold closed surface (even non convex ones). The normal orientation is assumed to be outwards. Warning there is no check for closed surface or normal orientation, open surfaces will give nonsense results.
In the limit of numerical accuracy, points lying on the surface will be considered in.
Usage
Input:
■p: points of the surface npx3 array
■t: triangles indexes, first points flagged as one, ntx3 array
■tnorm: outward normals of traingles, ntx3 array
■qp: points to be queried, nqx3 array
Output:
■in: nqx1 logical vector, true for in, false for out-InPolyedron detects points inside a manifold closed surface (even non convex ones). The normal orientation is assumed to be outwards. Warning there is no check for closed surface or normal orientation, open surfaces will give nonsense results.
In the limit of numerical accuracy, points lying on the surface will be considered in.
Usage
Input:
■p: points of the surface npx3 array
■t: triangles indexes, first points flagged as one, ntx3 array
■tnorm: outward normals of traingles, ntx3 array
■qp: points to be queried, nqx3 array
Output:
■in: nqx1 logical vector, true for in, false for out
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Size: 727040 |
Author: tao lu |
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Description: 估计点云的法线,选择点周围的面皮,面片法线相加,求均值-Estimated cloud normals, select points around the dough, adding the patch normal, averaging
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Size: 1024 |
Author: YMH |
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