blender

论文速递 | 实例分割算法BlendMask,实时又state-of-the-art

天涯浪子 提交于 2020-01-11 02:47:10
BlendMask通过更合理的blender模块融合top-level和low-level的语义信息来提取更准确的实例分割特征,该模型效果达到state-of-the-art,但结构十分精简,推理速度也不慢,精度最高能到41.3AP,实时版本BlendMask-RT性能和速度分别为34.2mAP和25FPS,并且论文的优化方法很有学习的价值,值得一读 论文:BlendMask: Top-Down Meets Bottom-Up for Instance Segmentation 论文地址: http://arxiv.org/abs/2001.00309 Introduction   密集实例分割模型早期主要有两种,top-down apporach和bottom-up apporach top-down apporach   top-down模型先通过一些方法获取box区域,然后对区域内的像素进行mask提取,这种模型一般有以下几个问题: 特征和mask之间的局部一致性会丢失,论文讨论的是Deep-Mask,用fc来提出mask 冗余的特征提取,不同的bbox会重新提取一次mask 由于使用了缩小特征图的卷积,位置信息会损失 bottom-up apporach   bottom-up模型先对整图进行逐像素预测(per-pixel prediction),每个像素生成一个特征向量

Building Blender for breakpoints/Debug in Xcode

非 Y 不嫁゛ 提交于 2020-01-05 09:22:26
问题 TL;RD Following http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Mac for Xcode what are the steps that let you add breakpoints/watches and correctly debug the executable on OS X? My spec Xcode Version 6.4 (6E35b) OSX 10.10.4 (14E46) CMake 3.3.0 GUI build with QT 4.8.6 The long description I did follow the instructions so I set the scheme as suggested as for Xcode 5 (did let debug as default) but First time cmake fails because there is no numpy there is no numpy (release or debug)

Building Blender for breakpoints/Debug in Xcode

点点圈 提交于 2020-01-05 09:22:26
问题 TL;RD Following http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Mac for Xcode what are the steps that let you add breakpoints/watches and correctly debug the executable on OS X? My spec Xcode Version 6.4 (6E35b) OSX 10.10.4 (14E46) CMake 3.3.0 GUI build with QT 4.8.6 The long description I did follow the instructions so I set the scheme as suggested as for Xcode 5 (did let debug as default) but First time cmake fails because there is no numpy there is no numpy (release or debug)

Why OpenGLES stretch my 3D Model?

吃可爱长大的小学妹 提交于 2020-01-03 01:42:12
问题 I created a simple 3D model in Blender, and imported this into OpenGLES for the iPhone SDK. The model imported with no problems for the most part but as you can see from the included photo links (photobucket), OpenGL is stretching the model beyond its intended proportions. The circular cylinders are made ovular, the squat rectangular body is made tall, etc. I'm a novice concerning OpenGL so please enlighten me: Why would OpenGL(ES) be stretching my 3D model and what are some troubleshooting

Importing COLLADA(.dae) file into blender using python

谁说我不能喝 提交于 2020-01-02 12:48:21
问题 I got a project in which I've to import different files into blender. I am just a starter to blender and it's python API. I am looking for a way to import .dae file into blender using a python script. Until now I've been unsuccessful to find an import module in python for blender. Can anyone point me in the right direction? 回答1: While most import/export operators can be found in bpy.ops such as bpy.ops.import_mesh.obj() the collada import/export operators are under bpy.ops.wm . The importer

Importing COLLADA(.dae) file into blender using python

与世无争的帅哥 提交于 2020-01-02 12:47:49
问题 I got a project in which I've to import different files into blender. I am just a starter to blender and it's python API. I am looking for a way to import .dae file into blender using a python script. Until now I've been unsuccessful to find an import module in python for blender. Can anyone point me in the right direction? 回答1: While most import/export operators can be found in bpy.ops such as bpy.ops.import_mesh.obj() the collada import/export operators are under bpy.ops.wm . The importer

LibGDX texture blending with OpenGL blending function

扶醉桌前 提交于 2020-01-01 18:59:12
问题 In libGdx, i'm trying to create a shaped texture: Take a fully-visible rectangle texture and mask it to obtain a shaped textured, as shown here: Here I test it on rectangle, but i will want to use it on any shape. I have looked into this tutorial and came with an idea to first draw the texture, and then the mask with blanding function: batch.setBlendFunction(GL20.GL_ZERO, GL20.GL_SRC_ALPHA); GL20.GL_ZERO - because i really don't want to paint any pixels from the mask GL20.GL_SRC_ALPHA - from

Blender exports a three.js animation - bones rotate strangely

好久不见. 提交于 2019-12-28 13:58:08
问题 I'm currently trying to export an animated blender model to three.js using the exporter of three.js (github.com/mrdoob/three.js/tree/dev/utils/exporters/blender/2.66/scripts/addons). I've created a model including bones and weights and a tiny animation. The problem I have: The model gets broken. Somehow the bones don't rotate around their origin but around the origin of the root bone. Moving the bones manually does not make a difference. I followed these tutorials: devmatrix.wordpress.com

Blender exports a three.js animation - bones rotate strangely

六月ゝ 毕业季﹏ 提交于 2019-12-28 13:57:50
问题 I'm currently trying to export an animated blender model to three.js using the exporter of three.js (github.com/mrdoob/three.js/tree/dev/utils/exporters/blender/2.66/scripts/addons). I've created a model including bones and weights and a tiny animation. The problem I have: The model gets broken. Somehow the bones don't rotate around their origin but around the origin of the root bone. Moving the bones manually does not make a difference. I followed these tutorials: devmatrix.wordpress.com

Problems with selecting indices in Blender

不打扰是莪最后的温柔 提交于 2019-12-25 06:32:52
问题 I have an object (imported from a 3DS) in blender and I am manually segmenting it into parts using (box or circle) select in edit mode. Now, I need to take these parts and combine them in a different software. The way to do this is through indices, I select the vertices of a part and run the following script (in edit mode): import csv import bpy o = bpy.context.active_object.data selected_verts = [vert for vert in o.vertices if vert.select] vertIndexes = [id.index for id in selected_verts]