zmy1871

zmy1871

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zmy1871's repositories

dart

dense articulated real-time tracking

License:BSD-2-ClauseStargazers:0Issues:0Issues:0

kinectfusion-cuda

An efficient implementation of KinectFusion with modern C++ and CUDA.

License:MITStargazers:0Issues:0Issues:0

draco

Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.

Language:C++License:Apache-2.0Stargazers:0Issues:0Issues:0

soccerontable

Upconverting YouTube soccer videos in 3D for viewing in AR/VR devices.Soccer On Your Tabletop

License:BSD-2-ClauseStargazers:0Issues:0Issues:0

awesome-dynamic-slam

Awesome Dynamic SLAM

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ArticulatedPoseEstimator

Articulated Pose Estimator algorithm for human hands and body

License:MITStargazers:0Issues:0Issues:0

RAHT

This code implements an improved version of the RAHT-rlgr coder and decoder as described by Queiroz and Chou.

Language:C++License:MITStargazers:0Issues:0Issues:0

human-pose-estimation

[CVPR 2011] Matlab code for Articulated Human Pose Estimation with Flexible Mixtures-of-Parts

License:MITStargazers:0Issues:0Issues:0

Smoothed-Low-Rank-Representation

Smoothed LRR by Iteratively Reweighted Least Squares Minimization

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Shape-from-Silhouettes

3D reconstruction with shape of silhouettes

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MachineLearning-C---code

using c++ code to show the example of machine learning

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VoxelHashing

[Siggraph Asia 2013] Large-Scale, Real-Time 3D Reconstruction

License:NOASSERTIONStargazers:0Issues:0Issues:0

CudaDepthMapIntegration

Depth map integration using VTK and Cuda

License:NOASSERTIONStargazers:0Issues:0Issues:0

DynamicFusion-1

An implementation of the CVPR best paper Dynamic Fusion

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KinectForWindows2Sample

The sample program of Kinect for Windows SDK 2

License:MITStargazers:0Issues:0Issues:0
License:LGPL-3.0Stargazers:0Issues:0Issues:0

starlab

3D geometry processing environment

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Spacetime-Optimization-of-Articulated-Character-Motion

I am currently working with Dr. Stephen Lane at the University of Pennsylvania to implement a project focusing on spacetime optimization of character motion. Given a set of user defined input constraints, the goal of this project is minimize a predefined energy function and determine the optimal set of torques and orientations on each body joint that achieves the constrained goals over a finite framerange. This research will tie in directly to Nvidia's physX engine and eventually migrate to the GPU.

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