tessellation | 3d tessellation , e.g | Video Game library
kandi X-RAY | tessellation Summary
kandi X-RAY | tessellation Summary
Tessellation is a library for 3d tessellation, e.g. it will create a set of triangles from any implicit function of volume. Tessellation implements Manifold Dual Contouring.
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Trending Discussions on tessellation
QUESTION
ANSWER
Answered 2022-Jan-20 at 13:55As per the packing rules for arrays in constant buffers :
QUESTION
I am learning tessellation now. Trying to pass the colour via tesselation shaders. Like I found here, the most consistent answer:
Passing data through tessellation shaders to the fragment shader
So far consulting also these sources, but did not find the problem in my code yet:
https://www.khronos.org/opengl/wiki/Tessellation_Control_Shader
https://www.khronos.org/opengl/wiki/Tessellation_Evaluation_Shader
As failing to pass for complex shapes, I narrowed problem down to simple basic triangle. Here is the problem. Only the last, third color is taken from the triangle data passed to shaders, see the TessTriangleRainbow::points
in the C++ code snippet for tessellated triangle. No matter that I do, the first ad second color is ignored:
Note, exactly the same code and data but not tessellated looks ok:
Vertex shader for tessellated triangle:
ANSWER
Answered 2021-Nov-07 at 13:38You are using Per-patch output. So all the color attributes in the primitive become the same (from the last vertex in the patch):
QUESTION
I wish to calculate the nearest-neighbour distances (NNDs) of a point pattern by year with spatstat
but get an error, although I cannot see any difference with the example provided in the documentation. What's the right way to do it?
ANSWER
Answered 2021-Nov-05 at 08:48The error message gives you a hint:
QUESTION
I would like to know how Delaunay triangulation can be done to find the connectivity of the cells formed by voronoi tessellation
The following is the code that I'm using to generate voronoi cells.
...ANSWER
Answered 2021-Oct-03 at 02:38vor.ridge_points
is a Nx2 array containing all the Delaunay edges. The values are the indices into the input array points
. For example, one edge goes from point number vor.ridge_points[0,0]
to point number vor.ridge_points[0,1]
.
QUESTION
I wrote a small tessellation program. I can write to a SSBO (checked output using RenderDoc) but reading the data back right away in the same shader (TCS) does not seem to work. If I set the tessellation levels directly, I can see that my code works:
In the main of the Tessellation Control shader:
...ANSWER
Answered 2021-Aug-01 at 14:13
- I also inserted a
barrier();
between the writing and reading of the SSBO data and it did not help either.
That's not going to do something useful for your use case, what you actually need is glMemoryBarrierBuffer()
.
QUESTION
I want to make a world map with a voronoi tessellation using the spherical nature of the world (not a projection of it), similar to this using D3.js, but with R.
As I understand ("Goodbye flat Earth, welcome S2 spherical geometry") the sf
package is now fully based on the s2
package and should perform as I needed. But I don't think that I am getting the results as expected. A reproducible example:
ANSWER
Answered 2021-Jul-11 at 18:22(This answer doesn't tell you how to do it, but does tell you what's going wrong.)
When I ran this code I got
Warning message: In st_voronoi.sfc(sf::st_union(points)) : st_voronoi does not correctly triangulate longitude/latitude data
From digging into the code it looks like this is a known limitation. Looking at the C++ code for CPL_geos_voronoi, it looks like it directly calls a GEOS method for building Voronoi diagrams. It might be worth opening an sf issue to indicate that this is a feature you would value (if no-one tells the developer that particular features would be useful, they don't get prioritized ...) It doesn't surprise me that GEOS doesn't automatically do computations that account for spherical geometry. Although the S2 code base mentions Voronoi diagrams in a variety of places, it doesn't look like there is a drop-in replacement for the GEOS algorithm ... there are a variety of implementations in other languages for spherical Voronoi diagrams (e.g. Python), but someone would probably have to port them to R (or C++) ...
If I really needed to do this I would probably try to figure out how to call the Python code from within R (exporting the data from sf
format to whatever Python needs, then re-importing the results into an appropriate sf
format ...)
Printing the code for sf:::st_voronoi.sfc
:
QUESTION
So I am able to draw curved lines using tessellation shaders , but the lines coming out are very thin and jaggy(aliased). I was confused as how can I process these new points( isoline ), from tessellation eval shader to fragment shader and make it thicker and aliased.
I know their are multiple ways like using geometry shader and even vertex shader to calculate adjacent vertices and create polyline. But my goal isn't creating polyline, just a constant thickness and anti-aliased lines(edges). For which I think fragment shader is enough.
Kindly advise what will be the best and fastest way to achieve this and how can I pass "isolines" data from tessellation shader to fragment shader and manipulate their. Any small code which shows transfer of data from TES to FS would be really helpful. And pardon me, since I am beginner, so many of my assumptions above might be incorrect.
Vertex Shader: This is a simple pass through shader so I am not adding here.
Tessellation Eval Shader:
...ANSWER
Answered 2021-Jun-25 at 18:25If you want to draw a thick smooth line, you have 3 options:
Draw a highly tessellated polygon with many vertices.
Draw a quad over the entire viewport and discard any fragments that are not on the line (in the fragment shader).
Mix options 1 and 2. Draw a rough polygon that is larger than the line and encloses the line. Discard fragments at the edges and corners to smooth out the line (in the fragment shader).
QUESTION
I'm trying to add a SCNGeometryTessellator
to some SceneKit geometry that uses a custom SCNProgram
. My geometry renders fine normally, but as soon as I add the SCNGeometryTessellator
, I see this error:
ANSWER
Answered 2021-May-06 at 05:13Once you add a tessellator
an SCNGeometry
, your SCNProgram
needs to use a post-tessellation vertex function instead of a standard vertex function. The only doc I've found that really covers this is Apple's metal tessellation programming guide
While I'm not an expect on Metal tessellation, here's my understanding of the issue:
Let's say your normal vertex function looks something like this:
QUESTION
I’am trying to classify bivariate point patterns into groups using spatstat. The patterns are derived from the whole slide images of lymph nodes with cancer. I’ve trained a neural network to recognize cells of three types (cancer “LP”, immune cells “bcell” and all other cells). I do not wish to analyse all other cells but use them to construct a polygonal window in the shape of the lymph node. Thus, the patterns to be analysed are immune cells and cancer cells in polygonal windows. Each pattern can have several 10k cancer cells and up to 2mio immune cells. The patterns are of the type “Small World Model” as there is no possibility of points laying outside the window.
My classification should be based on the position of the cancer cells in relation to the immune cells. E.g. most cancer cells are laying on the “islands” of immune cells but in some cases cancer cells are (seemingly) uniformly dispersed and there are only a few immune cells. In addition, the patterns are not always uniform across the node. As I’m rather new to spatial statistics I developed a simple and crude method to classify the patterns. Here in short:
- I calculated a kernel density of the immune cells with
sigma=80
because this looked “nice” for me.Den<-density(split(cells)$"bcell",sigma=80,window= cells$window)
(Should I have used e.g.sigma=bw.scott
instead?) - Then I created a tessellation image by dividing density range in 3 parts (here again, I experimented with the breaks to get some “good looking results”).
ANSWER
Answered 2021-Apr-29 at 09:21It seems you are trying to quantify the way in which the cancer cells are positioned relative to the immune cells. You could do this by something like
QUESTION
Background: We have ~140 million polygons split into 5 indices (region-[1-5]) with 2 shards each. It was loaded with ES 7.10. The field containing the polygon is named 'shape' and is mapped as a geo_shape field.
Here's an indexed example:
...ANSWER
Answered 2021-Apr-13 at 18:10It turns out that the mapping for our shape field was explicitly being set with the property strategy: "recursive"
.
When we created the component template mapping for the field, we set the 'ignore malformed' to true under the 'advanced settings' in Kibana. Whenever we loaded data into the index it automatically used the old tree structure. This must be a bug as you would not expect setting one of the advanced settings would set the tree type. I was able to replicate the behavior with a new mapping and index.
Since we wanted to keep the 'ignore malformed' option, I recreated the mapping by loading the json with:
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