pythua123's Stars
protectione055/geosot
A Scala implementation of GeoSOT
AkexStar/GeoSOT-iWhere-API
GeoSOT网格计算引擎iWhere-API说明 遵循openAPI接口规则
dadream/geosot
实现GeoSOT经纬度剖分网格编码/解码算法
LucasHartman/MayaScript_HouseGenerator
‘Generative House Algorithm’ was constructed for one simple reason, being one click away from creating a range of uniquely designed model houses. At the beginning of 2020, the start of the covid-19 pandemic, I started learning programming. My background is in developing 3D motion graphics, but my work goes into different directions. I feel inspired by trying out new things, but often feel constrained by the software I use. I never found the right software that could satisfy my every need. A few years back, I visited a motion graphics event in Prague. Here I saw a presentation by Simon Homedal from Man vs. Machine and he introduced me to procedural programming for digital art. And so my journey into learning to code started. Being stuck at home because of covid-19, I was presented with a change to really jump in and start developing a few coding projects. I started out with a simple board game in Java, where I was introduced to ‘object oriented programming’ and UI development and many other general concepts. At the end of this project I came to the conclusion that simple programming is not enough, I needed to combine with something I already have experience of. So I started using Python inside Maya, focusing on asset development of simple programs I could execute whenever I’m working on a 3D project. At the time I was wondering if I could deconstruct houses to an algorithm. The inspiration for this project came from wandering around the residential areas where I lived. Zandberg has very diverse styles of architecture; Terrace houses with high ceilings, classical villas with roofs made of straw and modern villas built after WWII. I was captivated by the diversity in design. Breakdown A simple UI inside Maya, where the uses can specify the value for generating a number of houses. Simple things like level and roof height, number of doors, max number of levels, etc. Lastly a button that would take in the value and run the algorithm. The back-end consists of a number of Python modules, textures and .obj files. One Python file called the “Main”, is where the files are assembled and executed. Process Developing a generative algorithm is a process of trial and error. At the start of the project I treated the project like any other modeling project, only every design decision was programmed in with a number of possible solutions. Over time this would become very complex and unstructured. It became impossible to go back and modify what I already wrote down. Another problem was that the algorithm was creating the model for running the code. This meant that selecting, adding and subtracting mesh to the model cost a lot of processing power, to the point my computer would freeze up. I needed to rethink my process and develop a framework which is easy to modify and light on the processor. My new plan of attack was to do as little as possible in Maya. All design instructions needed to be solved before anything can be created in Maya. Going into this direction was a hard choice. First off, it’s not a guarantee for success. The moment I would go too deep, things can get messy very easily. Besides I consider myself more of a visual thinker. Working outside of Maya meant every hurdle would be some sort of math problem. I already knew I had no choice, and understood this is the type of problem solving a programmer has to deal with. So I started out doing a little bit of RnD. My first test was to create a number of lists. Generally every list would hold some type of value. Like positional data, labels, dimensions, objects etc. and the rest would be a range of functions iterating, generating, gathering, and sorting data into these lists. These seemed flexible enough, if I needed to add new details to the model, I would make a new list and apply this into the framework. This type of framework was not very structured as I hoped. Luckily I discarded this ideal before it really began. I was already attracted by the idea of using a matrix instead of lists at the top of lists. The matrix would provide data in three dimensions, like a volume or a box made out of separate units. I would add an extra dimension to each unit, which is a list of six values. Each value would represent each side of a unit. The general ideal of a matrix is like a fluid simulation, which is made out of a matrix of voxels, or like Minecraft where each unit can be some type of block. This would create a data structure that is easy to modify. The next step would be to feed the matrix with values. A value can represent walls, doors, windows, levels, rooftops, position and direction. It starts with an empty matrix, and secondly fill it with values of 1 (later on inside Maya, value 1 would generate a wall, the location within the matrix would be translated to 3D space). If you’d stop here and translate the matrix to mesh in Maya, you would get a cluster of boxes stacked next or on top of each other. Adding more data to the matrix meant it needed to structure itself, so it would generate a cohesive design. If not the final result would be a house with holes in the wall or floating rooms. Therefore a number of functions are needed for searching for patterns, and modifying the data. A standard function would iterate over each unit in the matrix and check the neighboring values. If some sort of condition is met, the proper value will be modified. Going back to our cluster of boxes example. If a has a neighbouring box in front and to the left, but nothing on top, this would be a condition where a corner roof would be generated. And so different functions would solve design problems. In the end you would be left with a matrix of values that would serve as a blueprint for generating in house inside Maya. Finally the model needs to be made in Maya. A number of parts like a wall, door or window are generated or imported in Maya. When iterating over the finished matrix, a certain value in a certain place in the matrix will decide which objects (example wall or roof) needs to be instanced and placed in the right position and direction. When the matrix is fully realised in Maya the model gets a final cleanup, by merging the model, deleting unused parts and empty groups. What is left is the house model. If a range of houses needs to be generated, the process is simply looped over a number of times. Final word This project took way longer than I had anticipated and is far from finished. I learned a lot and at the same time it feels like I have only just begun. I hope to pick up this project again in the near future. I would love to add more elements to the house, like roof-windows or balconies and create procedural shaders. And possibly try out machine learning or some type of genetic algorithm. If you have any questions or are intrigued please contact me at ljh.hartman@gmail.com. Cheers!
sumanthrao/Brain-Tumour-Segmentation-on-fMRI-data-using-U-nets.
Built an MRI data processing module and standardized the voxel data, trained the model by taking random sub-samples from the 3D image and applied the U-net model to segment tumor regions in 3D brain MRI image. • Implemented a custom loss function for model training (soft dice loss) and evaluated model performance by calculating sensitivity and specificity.
CSDLLab/MPGAN
Using Simulated Training Data of Voxel-level Generative Model to Improve 3D Neuron Reconstruction
sorapon/pose_estimation_cnn
learning model to estimate the specific object's position and orientation from voxel.
BackupGGCode/sproxel
A voxel model editor focused on the creation of sprite-like objects.
radmancer/point_to_voxel
Converts points from a 3D model into JSON, which is readable by Live Parts
Tom-The-Geek/ModelToVoxels
A tool to convert Minecraft model JSONs to Minecraft VoxelShapes for hitboxes
auroracramer/voxelcam
Skeleton for an application that uses a webcam/camera feed to produce a 3D model consisting of voxels
sulfierry/voxel_exploring
Constructing embedding voxels applied to three-dimensional protein modeling.
emblaisdell/net2voxel
Simple Python script utility for converting rectilinear geometric nets into voxel models
jittakorn-ch/WebapplicationVoxel
Developed a process for converting OBJ 3D models into voxels.
J-SangHyun/Voxel-Super-Resolution
Deep Learning Models for Voxel Super-Resolution
slevyrosetti/ivim-toolbox
This toolbox is dedicated to model fitting and simulation for Intra-Voxel Incoherent Motion (IVIM) MR imaging. It gathers scripts, on the one hand, to fit IVIM bi-exponential signal representation voxel-wise and, on the other hand, to run Monte Carlo simulations in order to assess the estimation error on parameters as well as the minimum required SNR to get accurate estimation.
gorillabbit/Minecraft-Voxelizer
A Python script to generate voxel models from 3D models and convert them to Minecraft schematic files.
omarlamrani/diffusion_3d_voxel_models
A tool generating 3D voxel models using an improved diffusion model in Python.
ElenaChes/Blender-Unity-Settings-Voxel-models
A Blender add-on for Voxel 3D models, streamlines optimising MagicaVoxel models to be used in Unity, can also create low level-of-detail version of models.
JunweiZheng93/VoxAttention
Official repository for paper "Attention-based Part Assembly for 3D Volumetric Shape Modeling"@CVPRW 2023
nureyev/Blender-Voxel-Auto-Rigger
A Python script for Blender that automatically generates armatures and weights for voxel models, humanoid and non-humanoid.
TheStrokeForge/Vox-Cleaner-V2
Voxel Model Cleaner & Exporter, an add-on for Blender 3.0
towardsautonomy/voxel_space_carving
Space Carving of Voxels for Building 3D Models
andreasbrake/voxel-model-visualizer
Visualization of numpy matrixes as voxel models
likhitha-dhanaraju/3D_voxels
Development and optimization of deep learning models centered around object recognition of 3D CAD assembly models.
EwenCollin/Voxelizer-for-minecraft
Voxelizes models from (https://drububu.com/miscellaneous/voxelizer/index.html) with .py extension to Minecraft JSON models (vanilla).
AshTd/Voxel-Builder-Legacy
A voxel model building program
TheStrokeForge/Vox-Cleaner
Single-Click voxel model cleaner add-on for Blender!
clinplayer/shapenet2pcvox
Simple mini-scripts to automatically convert Shapenet mesh models to voxel grids and point clouds and rename them.
MLMH-Lab/Brain-age-prediction
Official code for "Brain age prediction: A comparison between machine learning models using region- and voxel-based morphometric data" paper