voxelizer | Pure math demo | Math library
kandi X-RAY | voxelizer Summary
kandi X-RAY | voxelizer Summary
by Rama Karl Hoetzlein, This code is licensed CC0, public domain. (Interface helpers are BSD 3-clause) The interface lets you move the vertices of the triangle. Use A,S,D,F or space to change the technique. Code gives the basic math for the 3D voxelization of a triangle. Four techniques are provided. The first three are triangle-box intersection tests, and test the triangle against every voxel in the domain O(V^3). The last is a direct DDA Rasterizer, which only visits the voxels touched by the triangle O(Vt). 1- Explicit edge tests: Use edge fuctions to explicitly test each edge of triangle. 27 tests/voxel. 2- Schwarz-Seidel tests: Recent paper that uses a reduced, efficient set of edge tests. 9 tests/voxel. 3- Akenine-Moller tests: The first paper to provide efficient, exact voxelization. 18 tests/voxel. 4- DDA Rasterizer: Starts at one corner and scans along the edges, performing a DDA (2D differential analyzer) to fill the interior of the triangle in 3D. This technique is much faster as it only visits voxels on the triangle. Sources: Schwarz & Seidel, 2010, Fast Parallel Surface and Solid Voxelization on GPUs, Akenine-Moller, 2001, Fast 3D Triangle-Box Overlap Testing, Pineda, 1998, A Parallel Algorithm for Polygon Rasterization (Edge Functions), Citation of this code when used in papers or projects is appreciated: 2019. Hoetzlein, Rama. Voxelization of a triangle in 3D. Rama Hoetzlein (c) 2019.
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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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