triangulation

Can I run GLU (OpenGL) on a headless server?

我们两清 提交于 2019-12-05 16:14:50
问题 we're trying to use GLU's tesselation functions on a headless, GNU/linux server. We'd like to use PyOpenGL for that, but the problem is that it crashes on a call to gluNewTess (Segmentation fault) gdb backtrace says it's in glGetError, that makes me think that GLU tesselation needs a GL context? Or is it just some intricacy in PyOpenGL? I tried to find some information on how to initialize GL context on a headless (and virtualized) machine, no luck. Any information on these topics is

How can I determine my position by triangulation on known routers?

泄露秘密 提交于 2019-12-05 12:12:24
Is there any open source software available? Basically, I just want to triangulate based on signal strength of routers whose location is fixed and known. I realize there can be cases of interference, but let's just stick to listing known source code. Thanks. I found this solution: http://redpin.org They offer you for free for iOS and Android platforms. All sources you can download an look at. There bunch off documentation and other staff to help you with I don't know of any trilateration software... someone should write an open source library. Take a look at the trilateration formulas. They

Insertion of weighted point with info in CGAL regular triangulation

為{幸葍}努か 提交于 2019-12-04 19:31:32
I'm facing a problem that I hope some others have faced before because I can't find a way out ! I have a regular triangulation in CGAL in which I wish to insert some weighted points with info std::pair<myweightpoint, myinfo> one by one and to get the handle to the vertex ( Vertex_handle ) once it is inserted ! The thing is that there is no such function. It exists several functions to insert : Vertex_handle Regular_triangulation::insert ( const Weighted_point & p ) ; That returns a Vertex_handle which is cool but does not take weighted points WITH INFO which is very important for me and what I

CGAL - custom 2D point and intersection behavior in constrained delaunay triangulation

淺唱寂寞╮ 提交于 2019-12-04 14:28:53
In short, I have to generate a constrained delaunay triangulation from a set of 2D points that carry additional information. Since there could be intersecting constraints, I need that the triangulation properly interpolates the satellite data whenever it generates the new point of intersection. I tried with CGAL (C++) to define a custom kernel following the example here , but I've failed to compile it succesfully, basically because there is something fundamental of the underlying generic programming machinery of CGAL that I am missing (lot of type mismatches etc.). Can you point me to a

Surface reconstruction from 2 planar contours [closed]

时光毁灭记忆、已成空白 提交于 2019-12-04 07:46:25
There is a class of algorithms for triangulation between two planar contours. These algorithms try to make a "good triangulation" to fill a space between these contours: One of them ( Optimal surface reconstruction from planar contours ) is based on the dynamic programming technique and uses a cost function for determining which triangulation is acceptable according to the minimum cost. A minimal triangle area as a cost function makes a good result in most of cases ( Triangulation of Branching Contours using Area Minimization ), but, unfortunately, not in all of them. For example when you have

Is there a good framework/sdk on wifi positioning with c#? [closed]

狂风中的少年 提交于 2019-12-04 07:44:55
I'm just searching a framework for wifi positioning in c#. actually i found nearly everything that i need for a robot project in form of a framework. even primitive object recoginition!!! now i wonder if some of you know if there is one, or whether i have to do it by myself. So finally if someone is also searching for this kind of software. I created it: http://code.google.com/p/wifi-positioner/ There is a .Net wrapper for the Skyhook API here , but it looks a little 'basic' 来源: https://stackoverflow.com/questions/4323165/is-there-a-good-framework-sdk-on-wifi-positioning-with-c

Triangulation of 3D points with K vertices per face

你。 提交于 2019-12-04 07:38:05
I'm working with Three.js. I have a collection of 3D points (x, y, z) and a collection of faces. One face is composed of K points . It can be as well convex as concave. I found nothing that could help me in the Three.js documentation. One solution could be to triangulate those shapes, but so far I haven't found any simple 3D triangulation algorithm. The other solution would be doing something like that : var pointsGeometry = new THREE.Geometry(); pointsGeometry.vertices.push(new THREE.Vector3(10, 0, 0)); pointsGeometry.vertices.push(new THREE.Vector3(10, 10, 0)); pointsGeometry.vertices.push

OpenCV - Tilted camera and triangulation landmark for stereo vision

给你一囗甜甜゛ 提交于 2019-12-04 07:32:08
I am using a stereo system and so I am trying to get world coordinates of some points by triangulation. My cameras present an angle, the Z axis direction (direction of the depth) is not normal to my surface. That is why when I observe flat surface, I get no constant depth but a "linear" variation, correct? And I want the depth from the baseline direction... How I can re-project? A piece of my code with my projective arrays and triangulate function : #C1 and C2 are the cameras matrix (left and rig) #R_0 and T_0 are the transformation between cameras #Coord1 and Coord2 are the correspondant

Triangulate a set of points with a concave domain

半腔热情 提交于 2019-12-04 06:15:44
Setup Given some set of nodes within a convex hull, assume the domain contains one or more concave areas: where blue dots are points, and the black line illustrates the domain. Assume the points are held as a 2D array points of length n , where n is the number of point-pairs. Let us then triangulate the points, using something like the Delaunay method from scipy.spatial: As you can see, one may experience the creation of triangles crossing through the domain. Question What is a good algorithmic approach to removing any triangles that span outside of the domain? Ideally but not necessarily,

Efficient Packing Algorithm for Regular Polygons

给你一囗甜甜゛ 提交于 2019-12-04 04:30:45
I'm looking for a packing algorithm which will reduce a regular polygon into rectangles and right triangles. The algorithm should attempt to use as few such shapes as possible and should be relatively easy to implement (given the difficulty of the challenge). If possible, the answer to this question should explain the general heuristics used in the suggested algorithm. Tom Sirgedas I think the answer is fairly simple for regular polygons. Find an axis of symmetry, and draw a line between each vertex and its mirror. This divides the polygon into trapezoids. Each trapezoid can be turned into a