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原创 so(3) se(3) optimization

http://www.seas.upenn.edu/~cjtaylor/PUBLICATIONS/pdfs/TaylorTR94b.pdf

2017-09-28 17:19:06 2368

原创 Modeling Deformable Objects from a Single Depth Camera

1 partial surface →(point correspondence)→ warp partial surface →(assemble)→complete watertight surface2 section 3In the initialization step, … into 3D meshes.颜色部分用SIFT提取salient features 深度部分用来进行3D

2017-09-19 04:08:40 400

原创 convex optimization from stanford

视频来源: https://www.youtube.com/watch?v=XFKBNJ14UmY 课程来源: http://www.stat.cmu.edu/~ryantibs/convexopt/Lecture 1 Introduction 1) 15:20 least squares is easier to solve than least absolute deviations,

2017-09-14 18:24:57 656

原创 Sparse Modeling of Intrinsic Correspondences

这篇文章的主要贡献是把区域的匹配细化到点的匹配上去As the input to our algorithm, we are given only two sets of regions in two shapes; no descriptors are provided so the correspondence between the regions is not know, nor w

2017-09-14 01:03:38 282

原创 coupled quasi-harmonic bases

1) section 2, 公式WΦ=DΦΛ" role="presentation" style="position: relative;">WΦ=DΦΛWΦ=DΦΛW\Phi = D\Phi\Lambda推导LΦ=ΦΛ" role="presentation" style="position: relati

2017-09-13 01:53:17 404

原创 map-based exploration of intrinsic shape differences and variability

这篇主要用矩阵来测量两个shape之间的area distortion和comformal distortion2) 图二中V(f)V(f)说明how much ff is distorted by FF, 3)Theorem 2中, f,gf,g都作用于MM上 4)公式(3)的推导 根据Theorem 2, fTHMDg=fTFTHNFgf^TH^MDg = f^TF^TH^NFg HM

2017-09-09 17:49:04 492

原创 The Wave kernel Signature: A Quantum Mechanical Approach to shape Analysis

相对于HKS, WKS是模拟粒子在某一时刻tt,出现在地点为xx的概率,表示为ψ(x,t)\psi(x,t) HKS的缺点是它强调了低频部分, 而忽略了高频的影响. 为了解决这个问题WKS在方程里面加了一个ii, 变成复数. {引用[1],66页 A mathematical solution is to multiply the Laplace-Beltrami operator by the

2017-09-06 21:12:47 1373 3

原创 Function Maps: A Flexible Representation of Maps Between Shapes

1) 图1, 先通过discriptor算出每点的值, 然后算出function map,即matrix C" role="presentation" style="position: relative;">CCC. 左图是说明discriptor每有区分左右, 中图加了对应约束使其左右交换, 右图为了说明function map满足代数运算, 左图减去中图就得到保方向的function map

2017-09-05 21:48:20 1188

原创 A Concise and Provably Informative Multi-Scale Signature Based on Heat Diffusion

这篇文章有很多理论基础我没有看懂, 感兴趣的同学请参考HSU02这本书1) 先说figure 1, 曲线图是描述不同时间段, scaled HKS的值, 最开始1,2,3,4这四点相同, 因为这时还没有扩散, 到最后1,2 变成一类, 3,4 变成一类, 这是因为,1,2扩散到了头, 而3,4,扩散到了尾, 而头和尾有很大区别, 所以出现情况描述的情况2) 第3页 Thus bo

2017-09-02 04:04:19 877

average diffusion distance

average diffusion distance implemented in matlab

2016-08-13

Farthest Sampling on 3D meshes with mesh kept based on diffusion distance

Farthest Sampling on 3D meshes with mesh kept based on diffusion distance implemented in matlab

2016-08-13

Fast Marching on 3D Meshes with diffusion distance

Fast Marching on 3D Meshes with diffusion distance implemented in matlab

2016-08-13

PCA implementation

PCA implementation in matlab

2016-08-06

Farthest Sampling on 3D meshes with mesh kept

Farthest Sampling on 3D meshes with mesh kept

2016-08-03

Fast Marching on 3D Meshes

implement fast marching on 3d meshes in matlab

2016-07-31

farthest point sampling

implement farthest point sampling in matlab

2016-07-25

2D Fast Marching Computations

implement 2d fast marching computations in matalb

2016-07-25

princal component analysis implemented in matlab

princal component analysis implemented in matlab

2016-07-09

as-conformal-as-possible surface registration

implement paper "as-conformal-as-possible surface registraion" in matlab

2016-07-07

position based dynamics

position based dynamics implemented in matlab

2016-07-05

mixed finite elements

implement mixed finite elements in matlab

2016-06-23

laplacian interpolation

implement laplacian interpolation in matlab

2016-06-23

libmysqlclient.so.16

solve QSqlDatabase: QMYSQL driver not loaded problem

2016-05-17

GLM显示带纹理的OBJ

GLM显示带纹理的OBJ

2016-02-04

2d perlin noise ocean

采用二维柏林噪声模拟的海洋 .zip

2016-01-09

softmax regression

softmax regression 源代码 源码用的armadillo数学库,如何安装armadillo数学库,请看我的博客 http://blog.csdn.net/seamanj/article/details/49892715

2015-11-20

shadow Mapping 阴影投影

shadow Mapping 阴影投影 主要介绍阴影投影实现的原理 和 实现方法

2014-05-12

3D_Shader_DisplacementMapping_Sphere.rar

移位贴图(Displacement Mapping)的实现

2013-09-05

3D_Shader_ProjectivetTexturing.rar

投影贴图(projective texturing)的实现

2013-09-01

3D_Shader_CubeEnvMapping.rar

立方体环境映射(cubic environment mapping)的实现,其中包括了反射,折射,菲涅尔效应,色散等知识.

2013-08-29

3D_Shader_NormalMapping.rar

3D 法线贴图(normal mapping)的实现

2013-08-15

3D_Shader_SphereEnvMapping_by_seamanj

3D球形环境映射(3D Sphere environment mapping)的实现

2013-08-15

3D_Shader_SphereEnvMapping.rar

球形环境映射(sphere environment mappint)原理的实现

2013-07-23

USB监控器.rar

USB监控器_去网页打开 使用到的工具,OD和W32DASM

2013-06-14

texture&blending

DX 混合 纹理操作 包括多重纹理的操作,以及BACKBUFFER的读取

2013-05-03

3D_Math_Quaternion

四元组的应用 包含: 1.从"按定轴旋转某角度"建立四元组 2.四元组的球形插值插值 3.四元组与3x3旋转矩阵的相互转换

2013-03-08

3D_Shader_Expansion&Shrinkage;_by_Seamanj

3D_Shader_Expansion&Shrinkage;_by_Seamanj

2013-03-08

3D_Math_Solve_Matrix_Inverse_by_Seamanj.rar

矩阵各种求逆的方法 包括: 1.用矩阵行列式求逆 2.用高斯-约当消元法求逆 3.用LU分解求逆

2013-03-06

3D_Math_Solve_Matrix_Inverse.rar

矩阵各种求逆的方法 包括: 1.用矩阵行列式求逆 2.用高斯-约当消元法求逆 3.用LU分解求逆

2013-03-06

3D_Math_Quaternion_by_Seamanj.rar

四元组应用的实现 包括了 1.从"按指定轴旋转多少度"建立四元组 2.四元组的球形插值 3.四元组与3x3旋转矩阵的相互转换

2013-03-06

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