d3d | 3D -- Some utils for 3D object detection | Machine Learning library

 by   cmpute Python Version: 0.1.0rc0 License: MIT

kandi X-RAY | d3d Summary

kandi X-RAY | d3d Summary

d3d is a Python library typically used in Artificial Intelligence, Machine Learning, Deep Learning, Pytorch applications. d3d has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can install using 'pip install d3d' or download it from GitHub, PyPI.

Devkit for 3D -- Some utils for 3D object detection based on Numpy and Pytorch
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            kandi-support Support

              d3d has a low active ecosystem.
              It has 29 star(s) with 4 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 1 open issues and 7 have been closed. On average issues are closed in 61 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of d3d is 0.1.0rc0

            kandi-Quality Quality

              d3d has 0 bugs and 0 code smells.

            kandi-Security Security

              d3d has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              d3d code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              d3d is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              d3d releases are not available. You will need to build from source code and install.
              Deployable package is available in PyPI.
              Build file is available. You can build the component from source.
              Installation instructions are not available. Examples and code snippets are available.
              It has 7557 lines of code, 439 functions and 53 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed d3d and discovered the below as its top functions. This is intended to give you an instant insight into d3d implemented functionality, and help decide if they suit your requirements.
            • 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
            Get all kandi verified functions for this library.

            d3d Key Features

            No Key Features are available at this moment for d3d.

            d3d Examples and Code Snippets

            No Code Snippets are available at this moment for d3d.

            Community Discussions

            QUESTION

            Micronaut application built with Launch4J not launching
            Asked 2022-Mar-30 at 13:25

            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 13:25

            I 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

            Source https://stackoverflow.com/questions/71593058

            QUESTION

            Remove horizontal lines with Open CV
            Asked 2022-Mar-15 at 13:22

            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

            From https://stackoverflow.com/a/57410471/1873521

            ...

            ANSWER

            Answered 2022-Mar-14 at 16:58
            1. Get the Edges

            2. Dilate to close the lines

            3. Hough line to detect the lines

            4. Filter out the non horizontal lines

            5. Inpaint the mask

            6. Getting the Edges

            Source https://stackoverflow.com/questions/71425968

            QUESTION

            How to force gpu usage with JavaFX?
            Asked 2022-Mar-09 at 05:23

            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 05:23

            For 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.

            Source https://stackoverflow.com/questions/71365052

            QUESTION

            How to compile HLSL Shaders during build with Cmake?
            Asked 2022-Mar-02 at 05:19

            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 05:19

            I use this pattern for CMake shaders that works with both Ninja and the MSVC generators.

            Source https://stackoverflow.com/questions/71299716

            QUESTION

            Unable to build and run Unity application on HoloLens 2
            Asked 2022-Feb-10 at 07:33

            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 07:33

            From the build log, the "Windows Phone Player Runner" related output should be caused by two possible reasons:

            1. Incorrect Unity version.
            2. 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:

            Source https://stackoverflow.com/questions/70909896

            QUESTION

            D3D Texture convert Format
            Asked 2022-Jan-28 at 21:28

            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 21:28

            On the GPU, the way you do this conversion is a render-to-texture which requires at least a minimal 'offscreen' rendering setup.

            1. 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.

            2. Create a SRV for your source texture. Again, needs to be supported as a texture by your Direct3D Hardware device feature level.

            3. 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.

            Source https://stackoverflow.com/questions/70898467

            QUESTION

            C++/WinRT: MCVC doesn't linking event callback
            Asked 2021-Dec-16 at 08:54

            I'm trying to use Desktop Capture API in c++ project.

            Here is initialisation of frame pool:

            ...

            ANSWER

            Answered 2021-Dec-16 at 08:54

            As Simon Mourier said in the comments, I've forgotten to include header to TypedEventHandler. My code works after insertion of the corresponding include:

            Source https://stackoverflow.com/questions/70330933

            QUESTION

            JavaFX 11 Error intializing QuantumRenderer when running custom JRE image on Windows
            Asked 2021-Dec-03 at 12:53

            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 17:16

            java.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

            Source https://stackoverflow.com/questions/69597596

            QUESTION

            ways for Direct2D and Direct3D Interoperability
            Asked 2021-Nov-11 at 22:18

            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:

            1. 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 called ID2D1DCRenderTarget::BindDC before ID2D1RenderTarget::BeginDraw, but it just blinks but a bit less, so I still had the same issue.

            2. 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.

            3. Create a second D3D device with enabled the D3D11_CREATE_DEVICE_BGRA_SUPPORT flag and share an ID3D11Texture2D 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).

            4. 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 the D3D11_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 02:02

            The #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.

            1. 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.

            2. Create D2D device with CreateDxgiSurfaceRenderTarget of the shared texture, render your overlay into the shared texture with D2D and/or DirectWrite.

            3. 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 the ID3D11DeviceContext.GetData to return S_OK. If you care about electricity/thermals use Sleep(1), or if you prioritize latency, busy wait with _mm_pause() instructions.

            4. 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.

            Source https://stackoverflow.com/questions/69589509

            QUESTION

            Updating Texture2D frequently causes process to crash (UpdateSubresource)
            Asked 2021-Oct-22 at 01:01

            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 01:01

            Solution 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.

            Source https://stackoverflow.com/questions/69656784

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install d3d

            You can install using 'pip install d3d' or download it from GitHub, PyPI.
            You can use d3d 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

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            pip install d3d

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