d3d | 3D -- Some utils for 3D object detection | Machine Learning library
kandi X-RAY | d3d Summary
kandi X-RAY | d3d Summary
Devkit for 3D -- Some utils for 3D object detection based on Numpy and Pytorch
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Top functions reviewed by kandi - BETA
- Dump a sequence into a ROS bag
- Cleanup zip files
- Convert all the blobs and save them to disk
- Save data to stoken
- Load the semantic semantics for a given frame
- Preload the semantic labels
- Get the intermediate data for a given species
- Execute a function asynchronously
- Dump detection output
- Split a trainingval sequence into multiple sequences
- Create a new submission
- Dump detections output
- Convert a dataset in path to output_path
- Visualize a given dataset
- Load calibration data
- Dump detections output to fout
- Load metadata
- Convert a TFRecord to a file
- Expand a sequence of index names
- Compute the distance between two boxes
- Return a list of 3D 3D objects
- Calculate the motion of a given state
- Parse detection output
- Takes a list of tensors and releases the tensors
- Return the location of a lidar image
- Calculate the center of a motion
d3d Key Features
d3d Examples and Code Snippets
Community Discussions
Trending Discussions on d3d
QUESTION
I have successfully ported my desktop application from Dagger/Spring to Micronaut/Spring (there's just way too much Spring code in there for me to be able strip it all out in a timely manner). Using Micronaut and PicoCLI everything is working beautifully in Eclipse/Gradle. It's launching, tests are passing, so now I want to do a build and install it to make sure that everything will work for our customer.
Our build (via Gradle) uses Shadow (com.github.johnrengelman.shadow) to combine our application with all of its dependencies into a single Jar file. I've checked and all expected dependencies appear to be present, and from the look of it the generated Micronaut classes are also present in the shadow jar. We then use Launch4J to make this shadow jar executable. From everything that I can tell, the output from Launch4J looks to be correct, however when I try to run the installed application, the splash screen appears for a fraction of a second and that's it. When I run the Launch4J generated executable as a jar file, I get the following:
...ANSWER
Answered 2022-Mar-30 at 13:25I haven't been able to find any information for using launch4j with more than 65535 files (i.e.: something like the shadowJar zip64 flag), nor really much of any information in this regard in general for that matter. However one solution that works for me, is to set dontWrapJar
to true
. This creates a tiny launcher for running the created jar file with the bundled JRE, rather than converting the entire jar, keeping all (or at least the majority of) the files out of the launch4j generated executable. The updated gradle task is as follows
QUESTION
I am trying to remove horizontal lines from my daughter's drawings, but can't get it quite right.
The approach I am following is creating a mask with horizontal lines (https://stackoverflow.com/a/57410471/1873521) and then removing that mask from the original (https://docs.opencv.org/3.3.1/df/d3d/tutorial_py_inpainting.html).
As you can see in the pics below, this only partially removes the horizontal lines, and also creates a few distortions, as some of the original drawing horizontal-ish lines also end up in the mask.
Any help improving this approach would be greatly appreciated!
Create mask with horizontal lines ...ANSWER
Answered 2022-Mar-14 at 16:58Get the Edges
Dilate to close the lines
Hough line to detect the lines
Filter out the non horizontal lines
Inpaint the mask
Getting the Edges
QUESTION
I use JavaFX with Java 8 and i set this properties before launching my app
System.setProperty("prism.forceGPU","true");
System.setProperty("prism.order","d3d,sw");
The verbose mode for prism gives me this :
ANSWER
Answered 2022-Mar-09 at 05:23For those who are trying to solve a similar issue, it might be coming from the java.exe executable not using the gpu you want as a default device, you can change that in Windows' settings.
QUESTION
I'm working on a d3d application and i would like to compile my .hlsl shaders during to build using cmake. I have no idea where to start.
this is my current CMakeLists.txt
...ANSWER
Answered 2022-Mar-02 at 05:19I use this pattern for CMake shaders that works with both Ninja and the MSVC generators.
QUESTION
I'm trying to build my first HoloLens app using Unity. I imported the MRTK and its features. I also connected the HoloLens through USB. As soon as I press "Build and Run" it provides 3 errors. My build settings for Universal Windows Platform are the following:
- Target Device: HoloLens,
- Architect: ARM (I also tried ARM64),
- Build Type: D3D Project,
- Target SDK Version: Latest Installed,
- Minimum Platform Version: (all the versions give the same error),
- Visual Studio Version: Latest Installed,
- Build and Run on: USB Device,
- Build Configuration: Release.
Regardless of the build settings, the following errors appear as soon as I press the "Build and Run":
...ANSWER
Answered 2022-Feb-10 at 07:33From the build log, the "Windows Phone Player Runner" related output should be caused by two possible reasons:
- Incorrect Unity version.
- Build and Run on: USB Device setting
For Unity version, we recommend using the Unity 2020 LTS version for HoloLens 2 development: https://unity3d.com/unity/qa/lts-releases?version=2020.3
For Build and Run on setting, it the issue is caused by Build and Run on: USB Device setting, this is a known issue and won't fix by Unity. The best practice is, please switch to Local Machine and generate the Visual Studio Project. With the help of Visual Studio, you can deploy to your HoloLens 2 via wireless network or USB cable. See:
- Build and deploy the application section in this tutorial
- Using Visual Studio to deploy and debug
QUESTION
I have a D3D11 Texture2d with the format DXGI_FORMAT_R10G10B10A2_UNORM
and want to convert this into a D3D11 Texture2d with a DXGI_FORMAT_R32G32B32A32_FLOAT
or DXGI_FORMAT_R8G8B8A8_UINT
format, as those textures can only be imported into CUDA.
For performance reasons I want this to fully operate on the GPU. I read some threads suggesting, I should set the second texture as a render target and render the first texture onto it or to convert the texture via a pixel shader.
But as I don't know a lot about D3D I wasn't able to do it like that. In an ideal world I would be able to do this stuff without setting up a whole rendering pipeline including IA, VS, etc...
Does anyone maybe has an example of this or any hints? Thanks in advance!
...ANSWER
Answered 2022-Jan-28 at 21:28On the GPU, the way you do this conversion is a render-to-texture which requires at least a minimal 'offscreen' rendering setup.
Create a render target view (
DXGI_FORMAT_R32G32B32A32_FLOAT
,DXGI_FORMAT_R8G8B8A8_UINT
, etc.). The restriction here is it needs to be a format supported as a render target view on your Direct3D Hardware Feature level. See Microsoft Docs.Create a SRV for your source texture. Again, needs to be supported as a texture by your Direct3D Hardware device feature level.
Render the source texture to the RTV as a 'full-screen quad'. with Direct3D Hardware Feature Level 10.0 or greater, you can have the quad self-generated in the Vertex Shader so you don't really need a Vertex Buffer for this. See this code.
Given your are starting with DXGI_FORMAT_R10G10B10A2_UNORM
, then you pretty much require Direct3D Hardware Feature Level 10.0 or better. That actually makes it pretty easy. You still need to actually get a full rendering pipeline going, although you don't need a 'swapchain'.
You may find this tutorial helpful.
QUESTION
I'm trying to use Desktop Capture API in c++ project.
Here is initialisation of frame pool:
...ANSWER
Answered 2021-Dec-16 at 08:54As Simon Mourier said in the comments, I've forgotten to include header to TypedEventHandler
. My code works after insertion of the corresponding include:
QUESTION
I have built my app with JavaFX 11 and now I need to distribute it. I have chosen to distribute it in two ways: cross-platform fat-jar (I know, I know, it is discouraged, but that is not the point) and platform specific image created with jlink.
I am building on Linux Mint 20.1. I am using Maven and creating runtime image with javafx-maven-plugin
. I have JDKs for both platforms on my Linux machine and pointed to the corresponding jmods
folder in pom.xml
.
The built fat-jar works on both Linux and Windows where both have installed the latest Java SDK (11.0.12).
The image for Linux also works without problems.
However, the image for Windows does not run and the output of -Dprism.verbose=true
is this:
ANSWER
Answered 2021-Oct-17 at 17:16java.lang.UnsatisfiedLinkError: no prism_sw in java.library.path
Means you're definitely missing some dlls from your library path, although this could only be a part of the problem.
When you download javafx sdk for windows from this link, you get a zip with the following structure:
The bin folder contains all the natives you need to run JavaFx (on windows, or the platform you downloaded the sdk for)
Note that you don't always need all the natives, jfxwebkit.dll for example is only needed when you work with javafx-web.
You need to extract them somewhere and add the folder you extracted them in to the library path when you run the java program
QUESTION
I want make a Direct2D GUI that will run on a DLL and will render with the Direct3D of the application that I inject into it.
I know that I can simply use ID2D1Factory::CreateDxgiSurfaceRenderTarget
to make a DXGI surface and use it as d2d render target, but this require enabling the flag D3D11_CREATE_DEVICE_BGRA_SUPPORT
on Direct3D's device.
The problem is that the application creates its device without enabling this flag and, for this reason, ID2D1Factory::CreateDxgiSurfaceRenderTarget
fails.
I am trying to find a other way to draw on the application window (externally or inside window's render target) that also works if that window is in full-screen.
I tried these alternatives so far:
Create a d2d render target with
ID2D1Factory::CreateDCRenderTarget
. This worked, but the part I rendered was blinking/flashing (show and hide very fast in loop). I also calledID2D1DCRenderTarget::BindDC
beforeID2D1RenderTarget::BeginDraw
, but it just blinks but a bit less, so I still had the same issue.Create a new window that will always be on the top of every other window and render there with d2d but, if the application goes into full-screen, then this window does not show on screen.
Create a second D3D device with enabled the
D3D11_CREATE_DEVICE_BGRA_SUPPORT
flag and share anID3D11Texture2D
resource between the device of the window and my own, but I wasn't able to make it work... There are not a lot of examples on how to do it. The idea was to create a 2nd device, draw with d2d on that device and then sync the 2 D3D devices – I followed this example (with direct11).Create a D2D device and share the data of d2d device with d3d device; but, when I call
ID2D1Factory1::CreateDevice
to create the device it fails because the D3D device is created without enabling theD3D11_CREATE_DEVICE_BGRA_SUPPORT
flag. I started with this example.
I've heard of hardware overlay but it works only on some graphics cards and I think I will have problems with this https://docs.microsoft.com/el-gr/windows/win32/medfound/hardware-overlay-support.
I am currently at a dead end; I don't know what to do. Does anyone have any idea that may help me?
Maybe is there any way to draw on screen and work even if a window is in full-screen?
...ANSWER
Answered 2021-Oct-21 at 02:02The #3 is the correct one. Here’s a few tips.
Don’t use keyed mutexes. Don’t use NT handles. The only flag you need is D3D11_RESOURCE_MISC_SHARED
.
To properly synchronize access to the shared texture across devices, use queries. Specifically, you need a query of type D3D11_QUERY_EVENT
. The workflow should look like following.
Create a shared texture on one device, open in another one. Doesn’t matter where it’s created and where imported. Don’t forget the
D3D11_BIND_RENDER_TARGET
flag. Also create a query.Create D2D device with CreateDxgiSurfaceRenderTarget of the shared texture, render your overlay into the shared texture with D2D and/or DirectWrite.
On the immediate D3D device context with the BGRA flag which you use for D2D rendering, call
ID3D11DeviceContext.End
once, passing the query. Then wait for theID3D11DeviceContext.GetData
to return S_OK. If you care about electricity/thermals useSleep(1)
, or if you prioritize latency, busy wait with_mm_pause()
instructions.Once
ID3D11DeviceContext.GetData
returned S_OK for that query, the GPU has finished rendering your 2D scene. You can now use that texture on another device to compose into 3D scene.
The way to compose your 2D content into the render target depends on how do you want to draw your 2D content.
If that’s a small opaque quad, you can probably CopySubresourceRegion
into the render target texture.
Or, if your 2D content has transparent background, you need a vertex+pixel shaders to render a quad (4 vertices) textured with your shared texture. BTW you don’t necessarily need a vertex/index buffer for that, there’s a well-known trick to do without one. Don’t forget about blend state (you probably want alpha blending), depth/stencil state (you probably want to disable depth test when rendering that quad), also the D3D11_BIND_SHADER_RESOURCE
flag for the shared texture.
P.S. There’s another way. Make sure your code runs in that process before the process created their Direct3D device. Then use something like minhook to intercept the call to D3D11.dll::D3D11CreateDeviceAndSwapChain, in the intercepted function set that BGRA bit you need then call the original function. Slightly less reliable because there’re multiple ways to create a D3D device, but easier to implement, will work faster, and use less memory.
QUESTION
I am using SharpDX to basically render browser (chromium) output buffer on directX process.
Process is relatively simple, I intercept CEF buffer (by overriding OnPaint method) and write that to a texture2D.
Code is relatively simple:
Texture creation:
...ANSWER
Answered 2021-Oct-22 at 01:01Solution to this problem was relatively simple yet not so obvious at the beginning.
I simply moved the code responsible for updating texture inside render loop and just keep internal buffer pointer cached.
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