Voxelizer | A CUDA-based voxelizer used in acoustics FDTD calculations | GPU library
kandi X-RAY | Voxelizer Summary
kandi X-RAY | Voxelizer Summary
A CUDA-based voxelizer used in acoustics FDTD calculations. Dependencies: - CUDA Toolkit 5.0 or higher - Boost 1.53 or higher - (For the tester) VTK (Tested with version 5.10.1) - (For the documentation) Doxygen. The library compiles on Visual Studio 10. Compatibility with other versions is unknown. It is designed to be compiled as a 64-bit binary, but there should not be anything preventing it from being compiled as a 32-bit binary. Open the command prompt provided by Visual Studio or the Windows SDK to make sure the build environment is properly set up. Create a directory for the build files and enter the directory. Run cmake (with or without a GUI) from the command line and configure the dependencies. GENERATE_TESTS to also compile a test application that uses the voxelizer. GENERATE_DOXYGEN_DOCS to have Doxygen generate documentation.
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Trending Discussions on Voxelizer
QUESTION
I am working on a octree traversal algorithm. The current implementation uses a std::queue
for such purpose, working flawlessly. However, I would like to use for such traversal a std::stack
, as a depth first search will give better performance, avoiding testing non needed nodes.
However, when changing from one structure to another, I start getting segmentation faults on the push()
function. Here is the stack report from gdb
:
ANSWER
Answered 2019-Aug-13 at 10:01Seems to go wrong right from the start
QUESTION
NOTE: THIS QUESTION HAS BEEN DRASTICALLY EDITED FROM ITS ORIGINAL FORM
I am attempting to create a logarithmic raytracer by implementing an oct tree data structure combined with voxelization to achieve fast ray tracing.
Currently I am having issues with the ray collision detection.
The expected output should be the voxelized stanford dragon with its normal map.
Currrently the issue is that some regions are transparent:
The full dragon:
Transparent regions:
From these images it should be clear that the geometry is correct, but the collision checks are wrong.
There are 2 fragment shaders involved in this process:
The voxelizer fragment shader: ...ANSWER
Answered 2018-Jun-09 at 17:33The error comes from the sorting function as someone in the comments mentioned although not for the same reasons.
What has happened is that, I thought the sort function would modify the arrays passed to it, but it seems to be copying the data, so it does not return anything.
In other words:
QUESTION
I am trying to use vtkImageReSlicer to extract a 2d slice from a 3d
vtkImageData object. But I can't seem to get the recipe right. Am I doing it right?
I am also a bit confused about ResliceAxes Matrix. Does it represent a cutting plane? If
I move the ReSliceAxes origin will it also move the cutting plane? When I
call Update on the vtkImageReSlicer, the program crashes. But when I don't
call it, the output is empty.
Here's what I have so far.
...ANSWER
Answered 2018-Mar-04 at 22:47I have never used vtkImageReslice
, but I have used vtkExtractVOI
for vtkImageData
, which allows you to achieve a similar result, I think. Here is your example modified with the latter, instead:
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