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Search - normals - List
[
Other resource
]
Normals
DL : 0
visual c++开发的一个小游戏 喜欢的下-visual development of a small game like the next
Update
: 2008-10-13
Size
: 105.08kb
Publisher
:
王客
[
OpenGL program
]
Soft20060210093901369
DL : 0
souce code OpenGL normals
Update
: 2008-10-13
Size
: 38.49kb
Publisher
:
huangwei
[
Other resource
]
Interpolatory
DL : 0
一个外国人写的插值细分曲线的程序,Interpolatory Subdivision Curves via Diffusion of Normals
Update
: 2008-10-13
Size
: 67.75kb
Publisher
:
李志军
[
OpenGL program
]
normals
DL : 0
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
Update
: 2008-10-13
Size
: 41.54kb
Publisher
:
Tear
[
OpenGL program
]
Normals
DL : 0
自己写的求opengl法线向量的算法。计算效果还不错
Update
: 2008-10-13
Size
: 3.11kb
Publisher
:
乖乖
[
OpenGL program
]
normals
DL : 0
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
Update
: 2025-02-19
Size
: 64kb
Publisher
:
朱军
[
Other Games
]
Normals
DL : 0
visual c++开发的一个小游戏 喜欢的下-visual development of a small game like the next
Update
: 2025-02-19
Size
: 120kb
Publisher
:
王客
[
OpenGL program
]
Soft20060210093901369
DL : 0
souce code OpenGL normals
Update
: 2025-02-19
Size
: 38kb
Publisher
:
huangwei
[
Graph Drawing
]
Interpolatory
DL : 0
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
Update
: 2025-02-19
Size
: 67kb
Publisher
:
李志军
[
OpenGL program
]
normals
DL : 0
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
Update
: 2025-02-19
Size
: 64kb
Publisher
:
Tear
[
OpenGL program
]
Normals
DL : 0
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
Update
: 2025-02-19
Size
: 3kb
Publisher
:
乖乖
[
OpenGL program
]
normals
DL : 0
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
Update
: 2025-02-19
Size
: 55kb
Publisher
:
[
GUI Develop
]
MyCrust100809
DL : 0
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.
Update
: 2025-02-19
Size
: 5.76mb
Publisher
:
naz
[
Software Engineering
]
Generating_vertex_normals.pdf
DL : 0
A good document on how to calculate vertex normals for open gl lighting . A good pdf
Update
: 2025-02-19
Size
: 46kb
Publisher
:
jayanth
[
Special Effects
]
IEEEXplore(7)
DL : 0
Gender Classification based on Facial Surface Normals
Update
: 2025-02-19
Size
: 249kb
Publisher
:
Alarmmy
[
3D Graphic
]
GL_shading_subdivide
DL : 0
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?
Update
: 2025-02-19
Size
: 114kb
Publisher
:
neekazhang
[
matlab
]
Test3Dmodels2
DL : 0
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.
Update
: 2025-02-19
Size
: 2kb
Publisher
:
tao lu
[
matlab
]
BallFretting190809
DL : 0
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
Update
: 2025-02-19
Size
: 832kb
Publisher
:
tao lu
[
Other
]
InPolyedron27072009
DL : 0
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
Update
: 2025-02-19
Size
: 710kb
Publisher
:
tao lu
[
matlab
]
ModelNormal
DL : 0
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
Update
: 2025-02-19
Size
: 1kb
Publisher
:
YMH
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