AIFace | Artificial Intelligence Facial Analysis
kandi X-RAY | AIFace Summary
kandi X-RAY | AIFace Summary
Artificial Intelligence Facial Analysis
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Top functions reviewed by kandi - BETA
- Process photo
- Download by get request
- Send POST request
- Paint an image
- Run the test
- Load all the files in yyyy
- Load results
- Get access token
- Get ticket
- Load user file
- Main method
- Main method to draw an image
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AIFace Key Features
AIFace Examples and Code Snippets
Community Discussions
Trending Discussions on AIFace
QUESTION
I followed the popular tutorials on skeletal animation by Thin Matrix and another code sample on GitHub
The mesh renders find without any animations. But as soon as animations are applied it gets skewed.
If I pass identity matrices as bonetransforms, it works. Works as in it still renders properly just without any animation.
Also I noticed that the collada file I use uses Z as up and I use Y as up. But I export all data without changing a thing to make sure all transforms and vertex data work as intended. I later on plan on adjusting this as I export so that the data uses Y as up as well.
Here's my code for Skeletal Animation:
Header:
...ANSWER
Answered 2021-Mar-11 at 22:36I figured it out. BoneTransforms needed to be moved within the for loop. The same instance was getting over-written each loop cycle.
QUESTION
I am trying to Polymorphism in c++ but when I try to call a function , the _vfptr is equal to 0xcccccccccccccccc .
Here is the Object class who contain virtals functions :
...ANSWER
Answered 2020-Sep-09 at 12:58The problem is in TestApp::Init
QUESTION
I try to load the FBX model in the last contains of this learnopengl tutorial, but I only can load diffuse texture of the FBX. I had tried the solution of adjusting the order of layout in vertex shader, but it didn't work. The result of material->GetTextureCount(type)
is 0 when type isn't aiTextureType_DIFFUSE
.
Here is my code:
mesh.h
...ANSWER
Answered 2019-Dec-23 at 12:20At first: which version of the Asset-Importer-Lib do you use? We made a lot of improvements in the FBX-Importer, so switching to the latest 5.0-release is strongly recommended.
Normally when the number of textures shows zero it is a sign that there is only one texture used in our model. To verify that yo can just use Blender, The interal Asset-Importer-Viewer or the Editor of the Godot-Engine to check that your model is right.
If there is more than just a diffuse-texture stored in your model please create a new issue report here: Assimp-Bugtracker . And please add a model which we can use to reproduce the issue. Thanks in advance!
QUESTION
Let's say that I have my geometry and created an index buffer containing the triangle adjacency information. Then, changed the draw mode from GL_TRIANGLES
to GL_TRIANGLE_ADJACENCY
.
The question is, can I convert the geometry from triangle adjacency to triangles strip using the geometry shader?
something like this:
...ANSWER
Answered 2018-Sep-26 at 20:37A triangle adjacency, contains adjacency data for triangles, so that adjacent triangles can be accessed. The Geometry Shader stage has access to 6 vertices and attributes, which forms 4 triangles. 3 vertices form the triangle which is currently rendered. The other 3 vertices are forming the neighbor (adjacent) triangles, in combination with the 3 side edges of the currently rendered triangle. (see GL_ARB_geometry_shader4 and Primitive).
If a Geometry Shader should pass the rendered triangle to the next shader stage, then it has to process the three points only, which form the triangle, and not its adjacency.
Further issues:
- The world space position of the model is overwritten by
VertexOut.fragpos = gl_Position;
- The normal vector has to be transformed to world space:
VertexOut.normal = mat3(ModelMatrix) * vertex[i].normal;
The geometry shader should look somehow like this:
QUESTION
I am trying to combine 2 programs
- One is an empty room with a table and 2 chairs
- The other draws a mesh of a Taurus
I have combined both and this was the result I got
Some of the surfaces of the table and chairs have disappeared. Can someone tell me why? I have already made an additional VBO and VAO to hold the vertice data of the meshes. However it seems to be affecting the surfaces of the cubes.
Here is my program
...ANSWER
Answered 2017-Aug-11 at 08:51You are overriding the index buffer of g_VAO[1]
. Since you don't unbind the VAO after it its initialization has finished, glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_IBO[1]);
will modify it.
To solve your problem: Unbind VAOs before binding any buffers that are not related to them.
QUESTION
I am trying to load 2 different meshes (a taurus and a monkey head) in my program. Both using the same load_mesh
function.
I used load_mesh
for the taurus in the init
function. The vertice data for this mesh was stored in g_pMeshVertices
. It looked like this.
Then I loaded a second one and it looked like this (below). The second mesh (monkey head) successfully appeared but half of the previous mesh disappeared.
What I did was I used the load_mesh
function again but for the "monkey head" inside init
. The vertices for the new mesh was also stored in g_pMeshVertices
. However, I created a new VBO and VAO to store the new vertices of g_pMeshVertices
but it seems to be affecting my previous mesh. Can someone tell me why?
Here is my code
...ANSWER
Answered 2017-Aug-11 at 11:08In the function static void render_scene()
there are two draw calls with the same number of indices, i.e. g_numberOfFaces * 3
. The monkey and the taurus most likely have a different amount of indices.
That may not be the only mistake. My guess would be that this is somehow related to indices or that the monkey overrides some of the previous model's data.
I would advise you to make a minimal example so it is easier for others to read your code. In addition you did not show your vertex shader.
QUESTION
I'm trying to combine the versatility of Open Asset Import Library (reading in a variety of 3D model filetypes) with NVidia Optix ray tracing to render the models.
So far, it is working whenever the model I'm rendering is made up of a single mesh. When I try to render a file with more than one mesh, I get only partial results. I can't narrow down where the issue is, looking for some insight. Relevant code here:
Loading a file using assimp importer and creating the optix buffers:
...ANSWER
Answered 2017-Jun-22 at 19:02I found a solution, although not sure how optimal.
Each mesh still gets its own geometry, however instead of creating single vertex, index and normal buffers which are shared among all geometries, I create separate buffers for each geometry.
Then, instead of
QUESTION
I'm trying to load a mesh into my directx app. I can successfully load any mesh but texture coordinates are wrong on a side of mesh. (Only a side. The other side's texture is mapped correctly) ScreenShot
Here's my code.
Model.h
...ANSWER
Answered 2017-Jun-01 at 11:16I solved it. If anyone else facing this issue be sure you have set a SamplerState.
QUESTION
I have a program I use for test-loading models into OpenGL in C. The code for this is pretty straightforward as far as model loading with Assimp goes (to my understanding):
...ANSWER
Answered 2017-Jan-14 at 01:16A bit of a mistake on my end, while all of the code was correct in loading the model and it's data, I forgot that the flags preset I used for loading the model in aiImportScene
didn't include a flag to flip the UVs. In other words, instead of this:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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You can use AIFace like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the AIFace component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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