triangulation

Library for polygon operations [closed]

天大地大妈咪最大 提交于 2019-11-29 03:52:17
问题 I've recently encountered a need for a library or set of libraries to handle operations on 2D polygons. I need to be able to perform boolean/clipping operations (difference and union) and triangulation. So far the libraries I've found are poly2tri, CGAL, and GPC. Poly2tri looks good for triangulation but I'm still left with boolean operations, and I'm unsure about its maturity. CGAL and GPC are only free if my own project is free. My particular project isn't commercial, so I'm hesitant to pay

In a calibrated stereo-vision rig, how does one obtain the “camera matrices” needed for implementing a 3D triangulation algorithm?

瘦欲@ 提交于 2019-11-29 03:50:31
问题 I am trying to implement the (relatively simple) linear homogeneous (DLT) 3D triangulation method from Hartley & Zisserman's "Multiple View Geometry" (sec 12.2), with the aim of implementing their full, "optimal algorithm" in the future. Right now, based on this question, I'm trying to get it to work in Matlab, and will later port it into C++ and OpenCV, testing for conformity along the way. The problem is that I'm unsure how to use the data I have. I have calibrated my stereo rig, and

Polygon triangulation into triangle strips for OpenGL ES

房东的猫 提交于 2019-11-29 03:09:29
问题 I am looking for a fast polygon triangulation algorithm that can triangulate not very complex 2D concave polygons (without holes) into triangle strips ready to be sent to OpenGL ES for drawing using GL_TRIANGLE_STRIP . I am aware of some algorithms but I couldn't find one that will fit my needs: http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml this algorithm works ok but the problem is it returns simple triangles which you can't draw with GL_TRIANGLE_STRIP , you need to

Mesh to mesh intersections

谁说胖子不能爱 提交于 2019-11-28 21:36:49
I'm looking for a library or a paper that describes how to determine if one triangular mesh intersects another. Interestingly I am coming up empty. If there is some way to do it in CGAL, it is eluding me. It seems like it clearly should be possible, because triangle intersection is possible and because each mesh contains a finite number of triangles. But I assume there must be a better way to do it than the obvious O(n*m) approach where one mesh has n triangles and the other has m triangles. The way we usually do it using CGAL is with CGAL::box_intersection_d . You can make it by mixing this

Trilateration and locating the point (x,y,z)

南楼画角 提交于 2019-11-28 17:17:08
I want to find the coordinate of an unknown node which lie somewhere in the space which has its reference distance away from 3 or more nodes which all of them have known coordinate. This problem is exactly like Trilateration as described here Trilateration . However, I don't understand the part about "Preliminary and final computations" (refer to the wikipedia site). I don't get where I could find P1, P2 and P3 just so I can put to those equation? Thanks Trilateration is the process of finding the center of the area of intersection of three spheres. The center point and radius of each of the

Wifi Triangulation

不羁岁月 提交于 2019-11-28 15:59:45
What would be the best way to triangulate a wireless network passively. Are there tools available? Algorithms? Libraries? My goal would be to create a relative map of various objects that sends or receive signals using signal strength (DB's), signal/noise ratio, signal phase, etc. from a few location points. With enough sampling, i'm guessing it would be possible to create a good 2d/3d map. I'm searching for stuff in any language / platform. Some keywords: wi-fi site survey, visualization, coverage, location, positioning Thinking about using kismet to gather the data and then process it. Maybe

iPhone indoor location based app

↘锁芯ラ 提交于 2019-11-28 15:42:17
问题 I am researching how to create an app for my work that allows clients to download the app (preferably via the app store) and using some sort of wifi triangulation/fingerprints be able to determine their location for essentially an interactive tour. Now, my question specifically is what is the best route to take for the iPhone? None of the clients will be expected to have jail broken iPhones. To my understanding this requires the use of the wifi data which is a private api therefore not

Wifi position triangulation

╄→гoц情女王★ 提交于 2019-11-28 15:16:45
I need to understand how Wifi triangulation basically works. The scene is as portrayed in above diagram. Inorder to implement wifi triangulation, I need a minimum of 3 Wifi hotspots and their positions. The setup: 1. For simplicity, let's assume I have a 1 sq-Km by 1 sq-Km area, and I have 3 Wifi hotspots in this area. The coordinate system is as follows: 1 corner of the square area is (0,0,0), and the diagonally furthest corner will have coordinates (1,1,1). All position determination is to be done relative to this coordinate system alone (for simplicity, I don't want global xyz coordinates).

Is there C++ API for Delaunay triangulation in OpenCV?

佐手、 提交于 2019-11-28 09:16:27
I'm trying to implement one of active appearance models (AMM) and on one of the steps I need to get triangulated mesh of a face , e.g.: Delaunay triangulation seems to be a good fit for this task (correct me if there are better options), and OpenCV has C API for it . But is there C++ API for Delaunay triangulation? Of course if is not a big deal to write a wrapper for C version if there's really no C++ API, but it's possible that's just lack of my knowledge of API, and not the API itself. In this case I will definitely prefer native OpenCV implementation. Andrey Kamaev OpenCV has C++ API for

Render filled complex polygons with large number of vertices with OpenGL

ぃ、小莉子 提交于 2019-11-28 06:57:40
问题 I use OpenGL to render 2D map and in the process I need to render filled polygons with large number of vertices( 100,000+ ). To do this, I tessellated the polygons to triangles using glu tessellator and rendered the triangles with VBO. The polygons are rendered successfully. The problem is that the tessellation process turns out to be extremely slow. For some charts with 500,000 vertices, it will take nearly 2 mins on my laptop(i5-3230M 2.6GHz, 8G RAM). This is unacceptable for my application