Description: LEXIExport导出插件的1.10版,包含所有源码,用于将3dsmax中做好的模型文件导出为Ogre引擎使用的mesh文件,对于学习3dsmax游戏模型导出插件的制作有很大帮助,对游戏模型文件的格式理解也很好,特别是Ogre引擎的mesh格式。可视化界面引导导出模型、骨骼动画、顶点变形动画等!
主要源码在LEXIExporter\trunk\LexiExport\Sources目录下的LexiMaxExport.h , LexiMaxExport.cpp , LexiMaxExportDesc.cpp ,LexiMaxExportDesc.h-Export plug-LEXIExport version 1.10, contains all the source code, used to do a good model in 3dsmax file Ogre engine used for the mesh files, 3dsmax game model for studying the production of export plug-ins are very helpful for the game model understanding the format of the document is also good, especially the Ogre engine mesh format. Visual interface to guide export model, skeletal animation, vertex deformation animation! The main source in LEXIExporter runkLexiExportSources directory LexiMaxExport.h, LexiMaxExport.cpp, LexiMaxExportDesc.cpp, LexiMaxExportDesc.h Platform: |
Size: 915456 |
Author:小子 |
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Description: 实现了3D模型变形(morphing)的隐函数插值算法。并有Matching Cube算法网格化模型。这个程序花了我不少时间编写。-Achieved a 3D model of the deformation (morphing) of the implicit function interpolation algorithm. And Matching Cube Mesh count model. This process gave me a lot of time to prepare. Platform: |
Size: 153600 |
Author:lemon lee |
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Description: 基于几何基元的网格变形技术,提出了一种使用几何基元编辑网格曲面的方法。其基本思想是,预先定义一些几何基元,如:点、曲线、球体和立方体,用这些基元作为编辑网格的工具-Based on the geometric primitives grid deformation technology, a geometric primitives used to edit mesh method. The basic idea is that pre-defined number of geometric primitives, such as: points, curves, spheres and cubes, with these primitives as a tool for editing grid Platform: |
Size: 3732480 |
Author:格 |
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Description: 四面体网格划分的有限元计算源代码,在将变形体划分为四面体后,输入节点坐标,程序利用弹塑性本构,将载荷和位移关系转变为线性方程组,是一个很好的求解简单三维变形体的程序,还可输出单元变形量,应力等。-Tetrahedral mesh of the finite element method source code, in the deformed tetrahedron is divided into, the input node coordinates, the program using elastic-plastic constitutive, will be the relationship between load and displacement into linear equations, is a very good Solving a simple three-dimensional deformation body procedures, but also the output unit deformation, stress and so on. Platform: |
Size: 3072 |
Author:jzhee_mail |
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Description: 这是一篇介绍网格交互式编辑的科技报告,对需要做图形学网格变形的非常有用-We propose a method for interactive deformation of large detail meshes. Our
method allows the users to manipulate the mesh directly using freely-selected han-
dles on the mesh. To best preserve surface details, we introduce a new surface
representation, the skin-detached surface. Platform: |
Size: 914432 |
Author:shang |
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Description: (l)提出了基于最小二乘网格的自由变形技术。以最小二乘网格作为原始网格
的低分辨率网格,将两者之间的高低频差用局部标架编码,达到保持网格模型的
表面几何细节的目的。算法基本思想就是利用网格自由变形技术(均值坐标)控
制低分辨率的最小二乘网格,而不是直接控制原始网格 然后通过局部标架编码
重建变形后的网格。-(L) proposed a free-form deformation based on least squares of the grid technology. The least square grid as the original low-resolution mesh grid, the difference between the two high frequency frames with local codes, to maintain the mesh of the surface geometry details of the purpose. The basic idea is to use grid algorithm is free-form deformation techniques (mean coordinates) to control low-resolution least-squares grid, rather than direct control of the original mesh and then re-encoded frame by local deformation of the grid. Platform: |
Size: 7299072 |
Author:周保兴 |
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Description: 使用matlab编写。使用质点-弹簧模型模拟三维网格的变形过程。-we apply the mass-spring model to simulate the deformation of 3D mesh using matlab Platform: |
Size: 48128 |
Author:huxueyan |
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Description: 一个骨骼动画的示例程序,主要演示了了基于骨骼的网格变形,使用前向运动学.
-A skeletal animation of the sample program, demonstrates a skeleton-based mesh deformation using forward kinematics. Platform: |
Size: 983040 |
Author:包裹 |
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Description: 形变方面的代码,点击鼠标会有水波纹一样的画面-Deformation code, click of the mouse will have water ripples picture Platform: |
Size: 3571712 |
Author:ting |
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Description: 读取3D模型(wrl格式),获取控制网格,拾取控制网格上的顶点,改变其空间位置,相应的模型会随着变形。-Read the 3 d model (WRL format), access control grid, pickup control mesh vertices, and change the space position, the corresponding model with the deformation. Platform: |
Size: 19678208 |
Author:李亮 |
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Description: 图像变形,先运用纹理贴图的方式,将待贴的图片放进缓存里,在使用时调用。然后在输出图像上设置变形网格,其中一族线对应输入图像的M条横向线,另一族对应输入图像的N条竖向线。接着对网格进行变形,即将像素点映射到新的位置。-Image distortion, the first use of texture mapping a way that will be affixed to the picture into the cache, when used in calls. Then set the distortion in the output image grid of lines corresponding to the input image, a family of M pieces of horizontal lines, and the other group corresponding to the N input image vertical lines. Then the mesh deformation, ie pixel mapped to the new location. Platform: |
Size: 1543168 |
Author:唐琦 |
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Description: 墨卡托投影,与地轴方向一致的圆柱切于或割于地球,按等角条件将经纬网投影到圆柱面上,将圆柱面展为平面后,得平面经纬线网。投影后经线是一组竖直的等距离平行直线,纬线是垂直于经线的一组平行直线。各相邻纬线间隔由赤道向两极增大。一点上任何方向的长度比均相等,即没有角度变形,而面积变形显著,随远离标准纬线而增大。-Mercator projection is consistent with the direction of the Earth s axis cylinder cut in or cut in the earth, according to isometric conditions graticule projected onto the cylindrical surface, the cylindrical surface will show a flat, too flat weft wire mesh. After the projection is a vertical warp equidistant parallel lines, perpendicular to the weft of a set of parallel warp line. Adjacent weft spacing increases from the equator to the poles. That the ratio of the length in any direction are equal, i.e., there is no perspective distortion, deformation of the area significantly increases the standard parallel with distance. Platform: |
Size: 1728512 |
Author:will |
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Description: 变形传递( Deformation Transfer )是将源网格的变形传递到目标网格上,使目标网格具有与源网格相似的变形。本文通过构造具有源网格的拓扑结构且与目标网格有相似的几何外形的中间网格,建立源网格与目标网格三角形之间的对应关系,对应的三角形具有相同的变形梯度,将源网格的变形传递到目标网格上。-Deformation transfer (Deformation Transfer) is the source of the grid will be passed to the target grid deformation, the target and the source mesh grid has a similar deformation. By topology mesh structure having a source and target grid and have similar geometry in the middle grid, establishing correspondence between the source and the target mesh triangle mesh between the corresponding triangle has the same deformation gradient, the source grid deformation is transmitted to the target grid. Platform: |
Size: 638976 |
Author:郭康 |
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Description: 我们采用无办法变形质量人体模板的网格从其原来的姿势对点云数据指定不同的姿势。在此方法中,我们首先建立粗模板网格和点云通过压缩的光谱嵌入技术,利用人体四肢之间的对应关系。基于这些对应关系,我们定义使用弹性能量泛函的非刚性配准的目标和应用离散的梯度流,以减少粗控制网格和点云之间的区别。然后可从之后使用均值坐标控制网格的变形变形的模板网格。(We employ a deformable, deformable human body template mesh to specify different poses from its original pose to point cloud data. In this approach, we first build coarse template meshes and point clouds through compressed spectral embedding techniques that exploit the correspondence between human limbs. Based on these correspondences, we define the use of elastic energy functionals for nonrigid registration of targets and apply discrete gradient flows to reduce the difference between coarse control grids and point clouds. Thereafter, the template mesh can be controlled by using mean coordinates to control mesh deformation.) Platform: |
Size: 6510592 |
Author:CeciEve
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