SlectionCB SoSelection SoPickStyle

/*------------------------------------------------------------- * The scene graph has a sphere and a text 3D object. * A selection node is placed at the top of the scene graph. * When an object is selected, a selection callback is called * to change the material color of that object. *------------------------------------------------------------*/ #include <Inventor/Sb.h> #include <Inventor/SoInput.h> #include <Inventor/Win/SoWin.h> #include <Inventor/Win/SoWinRenderArea.h> #include <Inventor/nodes/SoDirectionalLight.h> #include <Inventor/nodes/SoMaterial.h> #include <Inventor/nodes/SoPerspectiveCamera.h> #include <Inventor/nodes/SoPickStyle.h> #include <Inventor/nodes/SoSelection.h> #include <Inventor/nodes/SoSphere.h> #include <Inventor/nodes/SoText3.h> #include <Inventor/nodes/SoTransform.h> #ifdef WIN32 #endif // global data SoMaterial *textMaterial, *sphereMaterial; static float reddish[] = {1.0f, 0.2f, 0.2f}; // Color when selected static float white[] = {0.8f, 0.8f, 0.8f}; // Color when not selected // This routine is called when an object gets selected. // We determine which object was selected, and change // that objects material color. void mySelectionCB(void *, SoPath *selectionPath) { if (selectionPath->getTail()-> isOfType(SoText3::getClassTypeId())) { textMaterial->diffuseColor.setValue(reddish); } else if (selectionPath->getTail()-> isOfType(SoSphere::getClassTypeId())) { sphereMaterial->diffuseColor.setValue(reddish); } } // This routine is called whenever an object gets deselected. // We determine which object was deselected, and reset // that objects material color. void myDeselectionCB(void *, SoPath *deselectionPath) { if (deselectionPath->getTail()-> isOfType(SoText3::getClassTypeId())) { textMaterial->diffuseColor.setValue(white); } else if (deselectionPath->getTail()-> isOfType(SoSphere::getClassTypeId())) { sphereMaterial->diffuseColor.setValue(white); } } int main(int, char **argv) { // Initialize Inventor and Win HWND myWindow = SoWin::init(argv[0]); if (myWindow == NULL) exit(1); // Create and set up the selection node SoSelection *selectionRoot = new SoSelection; selectionRoot->ref(); selectionRoot->policy = SoSelection::SINGLE; selectionRoot-> addSelectionCallback(mySelectionCB); selectionRoot-> addDeselectionCallback(myDeselectionCB); // Create the scene graph SoSeparator *root = new SoSeparator; selectionRoot->addChild(root); SoPerspectiveCamera *myCamera = new SoPerspectiveCamera; root->addChild(myCamera); root->addChild(new SoDirectionalLight); // Add a sphere node SoSeparator *sphereRoot = new SoSeparator; SoTransform *sphereTransform = new SoTransform; sphereTransform->translation.setValue(17.0f, 17.0f, 0.0f); sphereTransform->scaleFactor.setValue(8.0f, 8.0f, 8.0f); sphereRoot->addChild(sphereTransform); sphereMaterial = new SoMaterial; sphereMaterial->diffuseColor.setValue(0.8f, 0.8f, 0.8f); sphereRoot->addChild(sphereMaterial); sphereRoot->addChild(new SoSphere); root->addChild(sphereRoot); // Add a text node SoSeparator *textRoot = new SoSeparator; SoTransform *textTransform = new SoTransform; textTransform->translation.setValue(0.0f, -1.0f, 0.0f); textRoot->addChild(textTransform); textMaterial = new SoMaterial; textMaterial->diffuseColor.setValue(0.8f, 0.8f, 0.8f); textRoot->addChild(textMaterial); SoPickStyle *textPickStyle = new SoPickStyle; textPickStyle->style.setValue(SoPickStyle::BOUNDING_BOX); textRoot->addChild(textPickStyle); SoText3 *myText = new SoText3; myText->string = "rhubarb"; textRoot->addChild(myText); root->addChild(textRoot); SoWinRenderArea *myRenderArea = new SoWinRenderArea(myWindow); myRenderArea->setSceneGraph(selectionRoot); myRenderArea->setTitle("My Selection Callback"); myRenderArea->show(); // Make the camera see the whole scene const SbViewportRegion myViewport = myRenderArea->getViewportRegion(); myCamera->viewAll(root, myViewport, 2.0f); SoWin::show(myWindow); SoWin::mainLoop(); return 0; }

内容概要:本文详细介绍了名为MoSca的系统,该系统旨在从单目随意拍摄的视频中重建和合成动态场景的新视角。MoSca通过4D Motion Scaffolds(运动支架)将视频数据转化为紧凑平滑编码的Motion Scaffold表示,并将场景几何和外观与变形场解耦,通过高斯融合进行优化。系统还解决了相机焦距和姿态的问题,无需额外的姿态估计工具。文章不仅提供了系统的理论背景,还给出了基于PyTorch的简化实现代码,涵盖MotionScaffold、GaussianFusion、MoScaSystem等核心组件。此外,文中深入探讨了ARAP变形模型、2D先验到3D的提升、动态高斯表示、相机参数估计等关键技术,并提出了完整的训练流程和性能优化技巧。 适用人群:具备一定计算机视觉和深度学习基础的研究人员和工程师,特别是对动态场景重建和新视角合成感兴趣的从业者。 使用场景及目标:①从单目视频中重建动态场景的新视角;②研究和实现基于4D Motion Scaffolds的动态场景表示方法;③探索如何利用预训练视觉模型的先验知识提升3D重建质量;④开发高效的动态场景渲染和优化算法。 其他说明:本文提供了详细的代码实现,包括简化版和深入扩展的技术细节。阅读者可以通过代码实践加深对MoSca系统的理解,并根据具体应用场景调整和扩展各个模块。此外,文中还强调了物理启发的正则化项和多模态先验融合的重要性,帮助实现更合理的变形和更高质量的渲染效果。
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