This is a code pool of Yida Wang, master student of Dr. Weihong Deng. Those codes are used for model rendering from 3D models to 2D synthetic images together with some specific annotation and contour generation. It's basically written in c++, but there are also some basic scripts for API.
Compiling is based on cmake and make, it's designed for Linux, MacOS and Unix.
PhD candidate with Dr. Federico Tombari in Technische Universität München
M.Eng with Dr. Weihong Deng in Beijing University of Posts and Telecommunications
Email Address: [email protected], [email protected]
ResearchGate, Github, GSoC 2016, GSoC 2015
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Self-restraint Object Recognition by Model Based CNN Learning (ICIP 2016)
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Face Recognition Using Local PCA Filters (CCBR 2015)
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CNTK on Mac: 2D Object Restoration and Recognition Based on 3D Model (Microsoft Open Source Challenge 2016)
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Large-Scale 3D Shape Retrieval from ShapeNet Core55 (EG 2016 workshop: 3D OR)
Regular objects on the ground using a semisphere view system
if (semisphere == 1)
{
for (int pose = 0; pose < static_cast<int>(campos_temp.size()); pose++)
{
if (campos_temp.at(pose).z >= -0.3 && campos_temp.at(pose).z < z_range)
campos.push_back(campos_temp.at(pose));
}
}
Special object such as plane using a full space of view sphere
else
{
for (int pose = 0; pose < static_cast<int>(campos_temp.size()); pose++)
{
if (campos_temp.at(pose).z < 0.3 && campos_temp.at(pose).z > -0.8)
campos.push_back(campos_temp.at(pose));
}
}
List the file names under a given path
listDir(bakgrdir_p.c_str(), name_bkg_p, false);
for (unsigned int i = 0; i < name_bkg_p.size(); i++)
{
name_bkg_p.at(i) = bakgrdir_p + name_bkg_p.at(i);
}
Step 1: Reader is the tool to load the poly files
vtkSmartPointer<vtkOBJReader> reader =
vtkSmartPointer<vtkOBJReader>::New();
reader->SetFileName(objmodel.c_str());
reader->Update();
Step 2: Build visualization enviroment: Mapper loads what reader recorded
vtkSmartPointer<vtkPolyDataMapper> ObjectMapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
ObjectMapper->SetInputConnection(reader->GetOutputPort());
Step 3: Actor set target on Mapper, this is what we use for further operation on mesh
vtkSmartPointer<vtkActor> actor =
vtkSmartPointer<vtkActor>::New();
actor->SetMapper(ObjectMapper);
Step 4: Start the main task for rendering Step 4(1): Render operates on -> Actor
vtkSmartPointer<vtkRenderer> ren =
vtkSmartPointer<vtkRenderer>::New();
ren->AddActor(actor);
ren->TexturedBackgroundOn();
ren->GetActiveCamera()->SetViewUp(0,1,0);
Step 4(2): RenderWindow operates on -> Render
vtkSmartPointer<vtkRenderWindow> renWin =
vtkSmartPointer<vtkRenderWindow>::New();
renWin->AddRenderer(ren);
renWin->SetSize(227,227);
Step 4(3): Interactor operates on -> RenderWindow
vtkSmartPointer<vtkRenderWindowInteractor> iren =
vtkSmartPointer<vtkRenderWindowInteractor>::New();
iren->SetRenderWindow(renWin);
renWin->Render();
Step 5: Define details for rendering
vtkSmartPointer<vtkJPEGReader> imReader =
vtkSmartPointer<vtkJPEGReader>::New();
vtkSmartPointer<vtkTexture> atext =
vtkSmartPointer<vtkTexture>::New();
atext->SetInputConnection(imReader->GetOutputPort());
atext->InterpolateOn();
ren->SetBackground(0,0,0);
ren->SetBackgroundTexture(atext);