All Questions
18
questions
1
vote
0
answers
41
views
Automating equirectangular horizon detection in 360 images
I would like to programatically identify pitch and roll numbers that will level the horizon on each frame in a series of equirectangular 360 panorama images.
Here's why. I recently ended up with a ...
4
votes
3
answers
12k
views
How can I get a signed distance (SDF) from a mesh?
I am trying to use constructive solid geometry (CSG) and boolean operators to combine various shapes and get the outer (possibly concave) hull. This seems to work okay when using primitive shapes like ...
0
votes
0
answers
55
views
Under what conditions does a mesh operation cause the mesh become non-manifold and how to avoid it?
I'm implementing some mesh operations (e.g. edge collapse, edge split, edge flip etc) and need to ensure applying such operations does not cause the mesh to become non-manifold. However, I'm not sure ...
0
votes
2
answers
117
views
Rounding a 3D corner with Subdivisions
Following the instructions from this post on Stack Overflow, I have been able to find points A, B, and C from points V1, V2, and V3 and a radius value (code below). I would like to be able to find a ...
1
vote
0
answers
309
views
BSP tree rendering
As a little project, I'd like to implement a BSP merging algorithm for Boolean operations on solids. But to even tell whether it works, I need some way to render the BSP tree. In other words, I have a ...
4
votes
2
answers
346
views
Creating a Smooth 3D Mesh from a 2D Outline
I am trying to find (or maybe create) an algorithm for creating a smooth, rounded 3D mesh given a 2D outline. I'm trying to recreate a system from a Gamecube game called Amazing Island, and you can ...
1
vote
0
answers
47
views
How can I detect if an edge has flipped during the UV unfold process?
I'm writing my own UV Unfold operation (similar to Maya's Optimize UV tool or 3DS Max's Relax Tool). My code works great 90% of the time but in some instances, I'm getting faces and edges that flip ...
-1
votes
2
answers
786
views
How can i wrap the earth image around a 3D Sphere using OpenGL, GLFW, GLAD, GLM?
Please help me out with this thing and currently i am a little more than a beginner so please tell me in that context. i don't need any obsolete methods for creating this like using GLUT or GLEW.can ...
1
vote
0
answers
218
views
Algorithm for clipping convex quadrilaterals
I'm dealing with hardware that uses quads as its polygonal primitive. Not triangles. A triangle can be expressed by setting 2 of the 4 vertices equal to each other for a degenerate quad.
For the 3D ...
4
votes
4
answers
2k
views
How to build a 3d model from 2d pictures
I have a series of MRI images. I want to build a 3D model out of it, which not only presents the surface, but also contains the inside structures. What kind of photogrammetry based method can realize ...
3
votes
1
answer
284
views
Improved Laplacian smoothing of noisy surface meshes
I have a question regarding Laplacian Smoothing of meshes and in particular the paper "Improved Laplacian smoothing of noisy surface meshes" by J. Vollmer in the early 2000's.
What is the reason for ...
2
votes
2
answers
111
views
How to texturize a 3D model from video?
I have a base 3D mesh of an object that I want to texturize. I also have a 360 degrees video of the real-world object.
What are good ways to use the video to texturize the mesh? Are there existing ...
4
votes
0
answers
188
views
Generate complex (non-convex) polyhedron UV mapping
I need to find an approach to the problem of generating texture maps for non-convex polyhedrons without using a design tool like Maya. Specifically, I am mapping simulation results data onto a 3D ...
1
vote
1
answer
742
views
Which 3D algorithms does Windows 10's "3D Builder" application use?
Windows 10 ships with "3D Builder", a Universal App that contains utility functions to prepare STL, OBJ, 3DS, and other files that represent geometries for 3D printing.
The utility looks like this:
...
3
votes
1
answer
124
views
culling meshes across mulitple layers
I am implementing foveated rendering. My FBO is divided into 2 layers which are concentric. The first layer covers 1/3 of the Framebuffer whereas the second one covers the rest of the screen. Now I ...