搜索资源列表
Physics for game decelopers - hover
- < Physics for game developers>> PHYSICS FOR GAME DEVELOPERS CHAPTER 17 EXAMPLE PROGRAM NAME: Hover PURPOSE: To demonstrate 2D rigid body simulation BY: David Bourg DATE: 09/01/00 COPYRIGHT: Copyright 2000 by David Bo
ode-0.11.1
- 可以用于rigid body等动画的仿真open dynamic engine最新版本。本人已经创建工程的ODE,全国首发,SLN文件在\ode-0.11.1\build\vs2008下,打开为可以运行的sample程序。-Open dynamic engine, which is used to animation simulation, such as rigid body. It is called as physical engine. I have make the ODE to be
Rigid-body-transformation
- 本程序是在MATLB下,教你如何实现三维刚体转换代码,希望对学习图形图像的人能有所帮助。-This procedure is under MATLB, teach you how to achieve three-dimensional rigid body conversion code, want to learn graphics images can be helpful.
image_registration
- edited by Joseph Hajnal, David Hawkes and Derek Hill. Part 1. Methodology.Part 2. Applications of rigid-body registration.Part 3. Techniques and applications of non-rigid registration
Tracking
- 提出一种新的目标表示和定位方法,该方法是非刚体跟踪的核心技术.利用均质空间掩膜规范基于特征直方图的目标表示,该掩膜引入了适合于梯度优化的空间平滑相似函数,所以可以将目标定位问题转换为局部极大值求解问题.我们利用从Bhattacharyya系数倒出的规则作为相似度量,利用mean shift procedure完成优化求解.在给出的测试用例中, 本文方法成功解决了相机移动,阴影,以及其他的图象噪声干扰.文章对运动滤波和数据关联技术的集成也进行了讨论.-A new objective and pos
ChipmunkLatest
- 2D rigid body physics library .A rigid body holds the physical properties of an object. (mass, position, rotation, velocity, etc.)
replicantbody-2006-08-11
- 刚体,骨骼动画引擎,使用开发源代码骨骼动画引擎Cal3D实现人物动作运动控制-Rigid body, skeletal animation engine, the use of open source skeletal animation Cal3D engine to achieve motion control action figures
rigid_body_collision
- 该程序主要实现的是虚拟环境中刚体之间的碰撞检测,及碰撞反应-The procedure to achieve the virtual environment between the rigid body collision detection and collision response
OphoneBox2d
- jbox2dBox2D是一个用于游戏的2D刚体仿真库,它可以使物体的运动更加真实,让游戏场景看起来更具交互性。2D物理引擎能增强游戏世界中物体如多边形(砖块,三角形,多边形)的动作的真实感从而提高游戏质量。该引擎通过用户设定的参数如重力,密度,摩擦,弹性等参数计算碰撞,角度,力和动力等。这些计算需要大量的数学,物理等知识,如果有兴趣也可以下载其源码来研究。 Box2d同时也提供了各种语言环境的实现,由于Ophone平台使用java作为变成语言,所以我们将选择使用Box2d的java版JB
Smoke
- 基于GPU的烟雾流体模拟,模拟了复杂的刚体碰撞现象。-Smoke simulation based on GPU, simulating the collision with complex rigid body.
SVD_RT
- 目的:根据刚体变换理论计算rt矩阵,点云在旋转前后发生刚体变换,并不会对点云数据的模型进行改变 相对于最小二乘法的直接计算点云的方法,A=R*B,>> R=(A*B )*[inv(B*B )] 与该方法相比,该方法最直观, 但是会引起点云模型变形,该方法求出的rt,矩阵不是正交矩阵,而下面的方法则是刚体变换,不会引起点云数据 模型的变形-Objective: according to the theory of rigid body transformation ma
gangganyuanli
- 使用Unity3D验证杠杆原理,包括搭建或引用场景,然后通过附加刚体的性质方块,搭建一个跷跷板,实现对杠杆原理的验证。-Use Unity3D verification of leverage, including the build or reference scenario, then additional rigid body block by nature, build a seesaw, the validation of the lever principle.
AUKF and UKF for Pose Estimation
- 此文件实现了自适应UKF和UKF算法对运动刚体的位姿估计,采用噪声估计器在线估计过程噪声的均值和方差,避免了人为设定噪声的统计特性。(This document implements adaptive UKF and UKF algorithm to estimate pose and pose of moving rigid body, and uses noise estimators to estimate the mean and variance of process noise on