atlases | Res T1 and T2 MRIs and publicly available population | Machine Learning library
kandi X-RAY | atlases Summary
kandi X-RAY | atlases Summary
Segmentations of Neuroanatomy on Hi-Res T1 and T2 MRIs and publicly available population averages in MNI space
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of atlases
atlases Key Features
atlases Examples and Code Snippets
Community Discussions
Trending Discussions on atlases
QUESTION
I plan to use TextureAtlas in my open world 2d game.
I need to load textures dynamically (because there are thousands of them, so I cannot load all at once). I plan to load textures that are needed at specific moment in gameplay. Also for some reasons I cannot have many texture atlases per map location.
Generally, I must avoid situation that I read all textures (entire atlas), because RAM usage will be too large. How the TextureAtlas work? Is is possible to keep the atlas open during entire game, but read from the atlas (to the RAM) only chosen textures when needed without worrying about RAM usage?
Best regards.
...ANSWER
Answered 2022-Jan-22 at 22:59You cannot load portions of a TextureAtlas. It is all or nothing. You will have to use multiple atlases and carefully plan what to put in each atlas such that you don’t have to load all of them simultaneously.
A Texture represents a single image loaded into GPU memory for use in OpenGL. A page of a TextureAtlas corresponds to a single Texture. Typically, you will have multiple TextureRegions on each page (Texture) of a TextureRegion. If you don’t, there’s no point in using TextureAtlas. The point of TextureAtlas is to avoid SpriteBatch having to flush vertex data and swap OpenGL textures for every sprite you draw. If you draw consecutive TextureRegions from the same Texture (or atlas page), they are batched together into a single mesh and OpenGL texture so it performs better.
Libgdx doesn’t support loading individual pages of a TextureAtlas though. That would make it too complicated to use. So, if you are doing a lot of loading and unloading, I recommend avoiding multipage atlases. Use AssetManager to very easily load and unload what you need.
QUESTION
What I am asking here is an algorithm question. I'm not asking for specifics of how to do it in the programming language I'm working in or with the framework and libraries I'm currently using. I want to know how to do this in principle.
As a hobby, I am working on an open source virtual reality remake of the 1992 first-person shooter game Wolfenstein 3D. My program will support classic mods and map packs for WOLF3D made in the original format from the 90s. This means that my program will not know in advance what the maps are going to be. They are loaded in at runtime from user provided files.
A Wolfenstein 3D map is a 2D square grid of normally 64x64 tiles. let's assume I have a 2D array of bools which return true if a particular tile can be traversed by the player and false if the tile will never be traversable no matter what happens in the game.
I want to generate rectangular collision objects for a modern game engine which will prevent collisions into non traversable tiles on the map. Right now, I have a small collision object on each surface of each wall tile with a traversible tile next to it and that is very inefficient because it makes way more collision objects than necessary. What I should have instead is a smaller number of large rectangles which fill all of the squares on the grid where that 2D array I mentioned has a false value to indicate non-traversible.
When I search for any algorithms or research that might have been done for problems similar to this, I find lots of information about rectangle packing for the purposes of making texture atlases for games, which packs rectangles into a square, but I haven't found anything that tries to pack the smallest number of rectangles into an arbitrary set of selected / marked square tiles.
The naive approach which occurs to me is to first make 64 rectangles representing 64 rows and then chop out whatever squares are traversible. but I suspect that there's got to be an algorithm which can do better, meaning that it can fill the same spaces with a smaller number of rectangles. Maybe something that starts with my naive approach and then checks each rectangle for adjacent rectangles which it could merge with? But I'm not sure how far to take that approach or if it will even truly reduce the number of rectangles.
The result doesn't have to be perfect. I am just fishing here to see if anyone has any magic tricks that could take me even a little bit beyond the naive approach.
Has anyone done this before? What is it called? Just knowing what some of the vocabulary words I would need to even talk about this are would help. Thanks!
(later edit)
Here is some sample input as comma-separated values. The 1s represent the area that must be filled with the rectangles while the 0s represent the area that should not be filled with the rectangles.
I expect that the result would be a list of sets of 4 integers where each set represents a rectangle like this:
- First integer would be the x coordinate of the left/western edge of the rectangle.
- Second integer would be the y coordinate of the top/northern edge of the rectangle.
- Third integer would be the width of the rectangle.
- Fourth integer would be the depth of the rectangle.
My program is in C# but I'm sure I can translate anything in a normal mainstream general purpose programming language or psuedocode.
...ANSWER
Answered 2022-Jan-12 at 14:46Mark all tiles as not visited
For each tile:
skip if the tile is not a top-left corner or was visited before
# now, the tile is a top-left corner
expand right until top-right corner is found
expand down
save the rectangle
mark all tiles in the rectangle as visited
QUESTION
I can draw more than around 8000 default red markers without setting icon property for marker. But I want to draw markers with different colors depending upon marker's value. In XCOde I get below warning:-
...ANSWER
Answered 2021-Dec-01 at 11:59How about to use struct of image? Wo do not need to call GMSMarker.markerImage() thousands times.
QUESTION
I need to draw a two-dimensional grid of Squares with centered Text on them onto a (transparent) PNG file. The tiles need to have a sufficiently big resolution, so that the text does not get pixaleted to much.
For testing purposes I create a 2048x2048px 32-bit (transparency) PNG Image with 128x128px tiles like for example that one:
The problem is I need to do this with reasonable performance. All methods I have tried so far took more than 100ms to complete, while I would need this to be at a max < 10ms. Apart from that I would need the program generating these images to be Cross-Platform and support WebAssembly (but even if you have for example an idea how to do this using posix threads, etc. I would gladly take that as a starting point, too).
Net5 Implementation ...ANSWER
Answered 2021-Mar-03 at 11:54I was able to get all of the drawing (creating the grid and the text) down to 4-5ms by:
- Caching values where possible (
Random
,StringFormat
,Math.Pow
) - Using
ArrayPool
for scratch buffer - Using the
DrawString
overload accepting aStringFormat
with the following options:Alignment
andLineAlignment
for centering (in lieu of manually calculating)FormatFlags
andTrimming
options that disable things like overflow/wrapping since we are just writing small numbers (this had an impact, though negligible)
- Using a custom
Font
from theGenericMonospace
font family instead ofSystemFonts.DefaultFont
- This shaved off ~15ms
- Fiddling with various
Graphics
options, such asTextRenderingHint
andSmoothingMode
- I got varying results so you may want to fiddle some more
- An array of
Color
and theToArgb
function to create anint
representing the 4xbyte
s of the pixel's color - Using
LockBits
, (semi-)unsafe
code andSpan
to- Fill a buffer representing 1px high and
size * count
px wide (the entire image width) with theint
representing the ARGB values of the random colors - Copy that buffer
size
times (now representing an entire square in height) - Rinse/Repeat
unsafe
was required to create aSpan<>
from the locked bit'sScan0
pointer
- Fill a buffer representing 1px high and
- Finally, using GDI/native to draw the text over the graphic
I was then able to shave a little bit of time off of the actual saving process by using the Image.Save(Stream)
overload. I used a FileStream
with a custom buffer-size of 16kb (over the default 4kb) which seemed to be the sweet spot. This brought the total end-to-end time down to around 40ms (on my machine).
QUESTION
Have been experimenting with SDL2 in c#, and have tried to create a maxrects-driven texture packer. In order for the atlases to be packed in a space efficient manner, rotating textures is almost always necessary. The program uses SDL_Surfaces to load images from files and blit them into a larger SDL_Surface and write it to the disk. This is how I implemented rotations:
...ANSWER
Answered 2020-Sep-07 at 12:48As @kelter pointed out, I should have been checking the surface format initially. By optionally converting the surface if need be on image load, the code worked as intended.
As an explanation for the specific oddities, the two formats of files I was using happened to be ABGR8888 and RGB24, which was why the byteswap made the original work in part, the patterns of 3 were due to the 3byte vs 4byte memory layout, which caused the squashing by 'skipping' over certain pixels, and the overflow caused the extra duplicate cut in the final image.
QUESTION
I'm working with Allen Brain's mouse RNA-seq data, and from the dend.json file provided I want to create a dictionary where the key is a parent node, and the value would be the nodes the parent node splits into or leads to. You can see the dendrogram here.
The dictionary from loading the json file looks like this:
...ANSWER
Answered 2020-Mar-12 at 18:44This might be close to what you want.
https://github.com/danielsf/AllenInstTools_by_SFD/blob/master/parse_dendrogram.py
It creates a class CellNode
that stores, for each node in the dendrogram, the name (the cell_set_accession
) of the node, as well as lists of the names for all of the ancestors, children (immediate children) and ultimate children (all nodes descended from the current node) in the tree. The method build_tree
will return a dict keyed on the cell_set_accession
, whose values are the CellNode
for that node.
If you don't like using cell_set_accession
as the name for the nodes, you can change that at line 120 of the script.
If you want more or less information in your dict, you can identify leaf nodes because they will return empty lists for node.children
.
The code was good enough for my purposes (which is a nice way of saying I haven't rigorously tested it). Feel free to reach out if something doesn't work as expected.
QUESTION
I'm trying to retrieve UIImage from SKTexture where SKTexture comes from an SKTextureAtlas. Which make is harder due to the fact .cgImage() isn't working on Atlases.
Anyway, I've came up with solution to use CoreGraphic, however, that seems not to work either. Maybe you are able to help me what did I do wrong in here?
...ANSWER
Answered 2020-Mar-09 at 03:21Ok, After weekend I finally got it working. Important part is
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install atlases
You can use atlases like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page