3d

[MICCAI2019]3D U2-Net: A 3D Universal U-Net for Multi-domain Medical Image Segmentation

纵饮孤独 提交于 2020-01-15 03:41:24
MICCAI2019 多模分割相关论文笔记 3D U2-Net: A 3D Universal U-Net for Multi-domain Medical Image Segmentation 探索了一种有前途的通用体系结构,该体系结构可以处理多种医学分割任务,并且可以扩展用于新任务,而无需考虑不同的器官和成像方式。我们的3D通用U-Net(3D U2-Net)建立在可分离的卷积基础上,假设来自不同域的图像具有特定于域的空间相关性,可以使用逐通道卷积进行探测,同时还可以使用逐点卷积来建模跨通道相关性卷积。 介绍 先前的多项工作探索了多任务分割,其中所有感兴趣的器官都出现在同一图像中,作者考虑了一个更现实和更具挑战性的场景:对于给定的数据集,仅扫描人体的局部区域被扫描,并且图像中仅一个或几个解剖结构被标注。 Bilen等认为可能存在跨不同视觉域的通用数据表示。 他们推出了一项名为 “ Visual Decathlon Challenge ”(https://www.robots.ox.ac.uk/∼vgg/decathlon/.)的新竞赛,旨在同时建模十个不同样式和内容的视觉域,例如,互联网图像,手写字符,草图,浮游生物等。他们将这种新主题称为 “multi-domain learning”,其工作仅专注于图像分类

convert bezier into a plane road in three.js

杀马特。学长 韩版系。学妹 提交于 2020-01-15 03:26:09
问题 I am trying to draw a curved road in three.js from some beziers I get with previous calculations, the problem is that I can't find the way to convert the sequence of curved lines (one starting at the end of the previous one) to a curved plane. I have a 3D scene where there are some cars, a road created with a plane and the path of the coming road is painted. I use that Bezier curves I said to represent the path as a Line with function createAdasisBezier(initx, inity, cp1x, cp1y, cp2x, cp2y,

Square Homogenic coordinates

白昼怎懂夜的黑 提交于 2020-01-14 05:43:06
问题 I have a 2D picture (projection) of a square in 3D space. I know that this is a perfect square (90 degree angles, and equal length sides). I would like to be able to poke a point on the projection of the square and find the "real" coordinates on the square. From reading a little bit around the internet I have come to understand that these are called "homogenic coordinates" of the point. (is this right?). For simplicities sake, please assume that the length of each of the square's edges is 1.

Generating 3D TV stereoscopic output programmatically

允我心安 提交于 2020-01-14 05:42:07
问题 Do you know what would be the best approach to generate 3D output for one of these new "3D ready" televisions from software. Our application have some nice 3D visualizations, we want these to look nice. Also, how feasible is it to generate it from a Flash (Flex) app. 回答1: I believe that the gaming and 3DTV industries have paved the way for you. As long as your app already outputs 3D visualizations, it may just be a matter of installing a driver. You can get started with this NVIDIA 3D Stereo

Repeating Texture on Model/Mesh

夙愿已清 提交于 2020-01-14 04:35:27
问题 When I just draw texture on SpriteBatch and set TextureWrap.Repeat everything is OK. But now I have 3D scene and I want have ground and texture must be repeated on model/mesh and this just don' t work. public static StillModel createPlainMesh(float xs, float zs, Texture texture) { final Mesh mesh = new Mesh(true, 4, 6, new VertexAttribute( Usage.Position, 3, "a_position"), new VertexAttribute( Usage.TextureCoordinates, 2, "a_texCoords")); mesh.setVertices(new float[] { xs, 0f, zs, 0, 0, xs,

Converting several 2D images into 3D model [closed]

别等时光非礼了梦想. 提交于 2020-01-14 03:21:06
问题 Closed . This question needs to be more focused. It is not currently accepting answers. Want to improve this question? Update the question so it focuses on one problem only by editing this post. Closed 6 years ago . I would like to try make software very similar to this - 123dapp.com/catch. I really would like to know the way how to achieve this in for example Visual Studio. If it is even possible. The reason I don`t want to use this software is because I would like to have a program that

Setting the coordinate system for drawing in OpenGL

*爱你&永不变心* 提交于 2020-01-14 02:34:12
问题 I just started reading initial chapters of Blue book and got to understand that the projection matrix can be used to modify the mapping of our desired coordinate system to real screen coordinates. It can be used to reset the coordinate system and change it from -1 to 1 on left, right, top and bottom by the following (as an example) glMatrixMode(GL_PROJECTION); glLoadIdentity(); //With 1's in the diagonal of the identity matrix, the coordinate system is rest from -1 to 1 (and the drawing

Setting the coordinate system for drawing in OpenGL

流过昼夜 提交于 2020-01-14 02:34:07
问题 I just started reading initial chapters of Blue book and got to understand that the projection matrix can be used to modify the mapping of our desired coordinate system to real screen coordinates. It can be used to reset the coordinate system and change it from -1 to 1 on left, right, top and bottom by the following (as an example) glMatrixMode(GL_PROJECTION); glLoadIdentity(); //With 1's in the diagonal of the identity matrix, the coordinate system is rest from -1 to 1 (and the drawing

3D interactive surface plot with spatial data

给你一囗甜甜゛ 提交于 2020-01-14 02:33:07
问题 I would like to create an interactive 3D surface plot of depths in a lake, ideally using the plotly or rgl libraries. I have extracted my data from a SpatialLinesDataFrame of contour lines in Gauss-Krueger/EPSG:31468 CRS, i.e. metric units. Now each contour line produces a set of coordinates with the same depth value. The resulting data frame is rather large, but looks something like this: set.seed(41) xx <- rnorm(100,4448929,100) yy <- rnorm(100,5308097,100) zz <- c(rep(-10,10),rep(-20,10)

(Three.js) Custom Mesh UV Display Texture Properly

末鹿安然 提交于 2020-01-14 01:34:05
问题 I have created a custom Geometry function for Three.js, based on the Plane Geometry. Everything works fine, except that I don't know how to make the UV display correctly. I use 4 triangles per Square, while the THREE.PlaneGeometry is only using 2 triangles per square. The code for PlaneGeometry UV's looks like this: var uva = new THREE.Vector2( ix / gridX, 1 - iz / gridZ ); var uvb = new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ ); var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 -