voxel | a voxel spacing demo done in javascript | Editor library
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a voxel spacing demo done in javascript
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QUESTION
I'm trying to work with voxels. I have a closed mesh object, but here I'll use the supplied example mesh. What I would like to do is convert the mesh to a filled voxel grid.
The below code takes a mesh and turns it into a voxel grid using pyvista, however internally the voxel grid is hollow.
...ANSWER
Answered 2022-Apr-14 at 23:41I believe you are misled by the representation of the voxels. Since the voxels are tightly packed in the plot, you cannot see internal surfaces even with partial opacity. In other words, the voxelisation is already dense.
We can extract the center of each cell in the voxelised grid, and notice that it's dense in the mesh:
QUESTION
I have a setup with multiple cameras that all point towards the same scene. All cameras are calibrated to the same world coordinate system (i.e.: I know the location of all the cameras with respect to the origin of the world coordinate system). In each image from the cameras, I will detect objects in the scene (segmentation). My goal is to count all objects in the scene and I do not want to count an object twice as it will appear in multiple images. This means that if I detect an object in image A and I detect an object in image B, then I should be able to confirm that this is the same object or not. It should be possible to do this using the 3D info I have due to my calibrated cameras. I was thinking of the following:
Voxel carving. I create silhouettes out of all images with the detected objects. I apply voxel carving and then count the unique number of clustered voxels I have. this will be the number of unique objects in the scene?
I also thought about for example taking the center of the object and then casting a ray from it into the 3D world, this for each camera and then detecting if the lines cross each other (from different cameras). But this would be very error-prone as the objects might have a slightly different size/shape in each image and the center might be off. Also, the locations of the cameras are not 100% exact, which will result in the ray being off.
What would be a good approach to tackle this issue?
...ANSWER
Answered 2022-Mar-15 at 22:33Do you only know "object", but no categories or identities, and no other image information other than a bounding box or mask? Then it's impossible.
Consider a stark simplification because I don't feel like drawing viewing frustrums right now
Black boxes are real objects. Left and bottom axis are projections of those. Dark gray boxes would also be valid hypotheses of boxes, given these projections.
You can't tell where the boxes really are.
If you had something to disambiguate different object detections, then yes, it would be possible.
One very fine-detail variant of that would be block matching to obtain disparity maps (stereo vision). That's a special case of "Structure from Motion".
If your "objects" have texture, and you are willing to calculate point clouds, then you can do it.
QUESTION
I have a clone of Minecraft and I want to see if the player falls off the island it would quit the game. I thought that if I wrote.
...ANSWER
Answered 2022-Mar-15 at 07:04You checked only for a single value of the player's y position which won't work - after all, you'd be falling down quickly. You could check whether the player's height is below a certain cutoff:
QUESTION
Say you have a point in 3D space with coordinate (2,2,2). How can you vectorize the operation with either numpy (I was thinking of using meshgrid, I just have not been able to get it to work) or scipy to find the 26 nearest neighbors in 3D space? There are 26 neighbors because I am considering the point as a cube, and thus the neighbors would be the 6 neighbors along the cube faces + 8 neighbors along the cube corners +12 neighbors connected to cube edges.
So for point (2,2,2), how can I get the following coordinates:
(1, 1, 1), (1, 1, 2), (1, 1, 3), (1, 2, 1), (1, 2, 2), (1, 2, 3), (1, 3, 1), (1, 3, 2), (1, 3, 3), (2, 1, 1), (2, 1, 2), (2, 1, 3), (2, 2, 1), (2, 2, 3), (2, 3, 1), (2, 3, 2), (2, 3, 3), (3, 1, 1), (3, 1, 2), (3, 1, 3), (3, 2, 1), (3, 2, 2), (3, 2, 3), (3, 3, 1), (3, 3, 2), (3, 3, 3)
I have already implemented this with a triple for loop, which works. However, speed is critical for my system and thus I need to vectorize this operation in order for my system not to fail. The triple for loop is as follows:
...ANSWER
Answered 2022-Feb-16 at 00:32If you already have the coordinates that you are comparing against as a numpy array, say it is x
, then you can calculate the euclidean distance between (2, 2, 2)
and x
with
QUESTION
So i'm working on a voxel base engine and i'm currently changing from tkinter's canvas to PyOpenGl. I found the function glDrawnPixels who is very important for my engine. But here's the problem, i don't know OpenGL or PyOpenGl so much and my tentative sold with black pixel. So how do i do to have different color of pixel.
Here's a also my tentative :
...ANSWER
Answered 2022-Jan-09 at 12:49You can use OpenGL/PyOpenGL in a tkinter frame with pyopengltk. An example can be found here: tkinter_opengl_shader_ctypes_glm_meshes.py.
glDrawPixels
is deprecated, do not use it. Render primitives instead. See Primitive.
Anyway you need to set the color date in the buffer (as suggested in a comment). e.g:
buffer = bytearray(800 * 600 * 3)
QUESTION
I am doing single-voxel simulations on python to generate simulated signals with added noise. Then, I want to convert the resulting numpy array, with the following shape (100, 100) into a nifti file.
Rows represent one simulated signal under different conditions of noise and tensor rotation. Each column represents the correspondent signal intensity for that voxel under those conditions when measured with a specific sampling scheme (100 different directions).
[DWIs array]
I am to save this matrix into a nifti file with the following format (10, 10, 1, 100).
[Desired shape]
I don’t know how to properly allocate the numpy array (DWIs.shape = (100,100)) to the format I desire (10, 10, 1, 100):
...ANSWER
Answered 2021-Dec-18 at 07:02In NumPy you do not need to "allocate" data arrays.
Suppose you have a 100x100 converted_array
. That is
QUESTION
I am trying to create a voxel style RPG like the one shown in Cube world. And I am trying to get an efficient low-GPU-intensive way to create Voxel water; like the water shown in these
https://www.youtube.com/watch?v=ZCFIchEZk2s
https://www.youtube.com/watch?v=qJa2w-7edKA
However instead of Blender in unity. I feel it would be good to use a procedual shader (for foam, and waves, and adapting to players jumping in it) of somesort to be efficient for my uses (Ocean, rivers, lakes etc...). though I cannot think of a way to create this kind of shader. I have attempted to throw toghether a shader however I am not the most experienced in the non-programming field.
Any help would be greatly appreciated. Thanks!
...ANSWER
Answered 2021-Nov-23 at 10:33A shader will not be a good idea for water simulation. I would recommend you use cellular automata to get these water voxel some realistic movement. Cellular automata works when you divide your world into a grid of cells and every update you change the cell state or position depending on its cell neighbours. There are some good examples of this in games like Conway's game of life and Noita:
Conway's game of life Wiki Noita trailer
But I will guess that you are going for more of a 3D
style. There is this voxel game which does water simulations very nice:
QUESTION
I am here cause I have a problem with my project.
Actually I want to create an unicolor cube named voxel. I have created 6 quads for building a cube and there's the result:
My fabulous cube with no texture or color
During this creation, I give to my quad a color with mesh.color. But it doesn't affect the quad color, nor take the color.
I try to follow the documentations below for the mesh color:
https://docs.unity3d.com/ScriptReference/Mesh-colors.html
https://docs.unity3d.com/ScriptReference/Mesh-colors32.html
So my question is: how can I use color or color32 on my mesh for create a cube with color ?
You can look my code here:
...ANSWER
Answered 2021-Nov-22 at 19:19Unity doesn't know what to do with vertex colors without a shader to handle them, and Unity uses the material of the mesh to determine which shader to use.
So, you will need to assign a material to your meshrenderer with a shader appropriate for your needs.
You can either write your own shader which uses the vertex colors and assign that to your material, or you can use a builtin shader which does that already, such as the default or diffuse sprite shaders.
If you write your own shader you could write one which does not make use of a texture, and only uses the vertex colors to determine the albedo, as well as other customizations.
However you decide to create your shader & material, once you have your material, you could add a [SerializeField] voxelMat;
field to your World
, assign your material to it in the inspector, then use renderer.material = voxelMat;
to assign it.
QUESTION
I am trying to use an algorithm for the problem "Max area of island" in a 3D problem, so it would be more like max volume of island. I was using total volumes of 200x200x200 voxels as input, but I am having trouble because it does not work when there are very big 'islands' in the volume I input ('core dumped' in the Ubunut terminal). Here is the code with the modifications I did to apply it to my 3D problem:
...ANSWER
Answered 2021-Nov-09 at 00:11Got something. Takes around one minute and 6GB of RAM
- First I find edges using
sklearn.image.grid_to_graph
, this is quite fast - Next I build
networkx
graph - this is bottleneck for both computation time and RAM usage - Finally, I find all connected subgraphs in this graph and retu
QUESTION
I want to create survival games with infinite block terrain(like Minecraft). So i using ursina python game engine, you can see it here
So i using perlin noise to create the terrain with build-in ursina block model. I test for first 25 block and it work pretty good with above 100 FPS, so i start increase to 250 block and more because I want a infinite terrain. But i ran to some problem, when i increase to 100 block or more, my FPS start to decrease below 30 FPS (With i create just one layer).
Here is my code:
...ANSWER
Answered 2021-Oct-05 at 05:23I'm not able to test this code at the moment but this should serve as a starting point:
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