A voxel is the 3D printing equivalent of a pixel. Heat is applied to the bed and the areas where the fusing agent was deposited are fused. Once these fused layers cool down, they solidify and build the designed 3D printed part. Click to enlarge Back to menu SLS vs MJF — key ...
W = graydiffweight(I,C,R) calculates the pixel weights using a reference value that is averaged from selected pixels in the 2-D grayscale image, I. The selected pixels have column and row indices C and R. W = graydiffweight(I,C,R,P) calculates the voxel weights using a reference ...
float rotation_object[4] = { 0 }; // 0: x , 1: y , 2: z void put_pixel(float *coord, int color, float* a) { int offset_pixel; int a_time_sincosps, b_time_sincosps; int a_time_fsincos, b_time_fsincos; unsigned int loop_test; int temp; __asm rdtsc _...
ExynAI then converts all these points into voxel grids that the robot uses to path plan through the map it's generating. You can think of a voxel like a 3D pixel, or a cube in Minecraft. We have multiple grids for the robot to understand solid objects, a safe flight corridor, and e...
I have try to calling __libm_sse2_sincos through asm inline, but he didn't find this function, and made error at compilation :/ float rotation_object[4] = { 0 }; // 0: x , 1: y , 2: z void put_pixel(float *coord, int color, float* a) { int offset_pixel; ...
float rotation_object[4] = { 0 }; // 0: x , 1: y , 2: z void put_pixel(float *coord, int color, float* a) { int offset_pixel; int a_time_sincosps, b_time_sincosps; int a_time_fsincos, b_time_fsincos; unsigned int loop_test; int temp; __asm rdtsc...
float rotation_object[4] = { 0 }; // 0: x , 1: y , 2: z void put_pixel(float *coord, int color, float* a) { int offset_pixel; int a_time_sincosps, b_time_sincosps; int a_time_fsincos, b_time_fsincos; unsigned int loop_test; int temp; __asm rdtsc...
I have try to calling __libm_sse2_sincos through asm inline, but he didn't find this function, and made error at compilation :/ float rotation_object[4] = { 0 }; // 0: x , 1: y , 2: z void put_pixel(float *coord, int color, float* a) { int offset_pixel; int...
I have try to calling __libm_sse2_sincos through asm inline, but he didn't find this function, and made error at compilation :/ float rotation_object[4] = { 0 }; // 0: x , 1: y , 2: z void put_pixel(float *coord, int color, float* a) { int offset_pixel; ...
1) Why is your voxel engine not able to efficiently render as many voxels as you'd like? Voxel engines need to maximize their use of parallelism (both threading and SIMD) and also to store the data efficiently in an octree or some other structure that can handle sparse data...