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Using objects represented by a 3d array of data has become quite popular in games in the last few years. Voxel terrain is probable the most common application. Of course GPUs only understand triangles so the voxels have to be converted to a mesh some how. The most common algorithm for doing this is called the marching cubes algorithm. Examples of code are very common on the internet. One of the best ones around in my opinion is this one here and it is what I have based my code on. The thing I like about this code is that it also implements the marching tetrahedron algorithm that is a little more difficult to find good examples of. The marching tetrahedron algorithm produces a mesh that matches the voxel data much better than the cubes algorithm but produces far more vertices.
3D medical image platform for visualization and image processing. Segmentation with Levels sets. Surface reconstruction with marching Cubes, texture Mapping and Raycasting,DICOM support. Integration environment for VTK, ITK and vtkInria3D under wxWidgets
The Cubes project consists of a framework, CubeFoundation, and a number of modules, or cubes. At the moment CubeFoundation is released in a first alpha version and we are working hard on it's next release as well as on a few modules.
This is a simple game, meant to demonstrate the BrickGrid plugin (https://github.com/AndrewScheidecker/BrickGame/tree/master/Plugins/BrickGrid/Source/BrickGrid). The BrickGrid plugin adds a component that imitates Minecraft's bricks. The bricks are cubes that may contain some material, arranged in a 3D grid.
PointCloudSplitter splits huge laser scan point cloud files into multiple smaller manageable cubes. Supported formats: pts The program have been tested on 85GB of pts files, and the resulting cubes looks fine. http://pointcloudsplitter.codeplex.com ad revenue is donated...
We will describe a technique to create Reporting services (SSRS) reports that use Analysis services (SSAS) cubes as data sources, have a very intuitive interface and take full advantage of SSAS performance optimization features.
A framework for Voxel Coloring which is an algorithm for 3D reconstruction from a number of photographs with known camera locations. We have an implementation of the basic Voxel Coloring algorithm by Seitz and Dyer and several extensions to it.
This is a rough but fast implementation of GJK collision detection algorithm in plain C. Just one C file, less then 200 lines, no dependencies. It is in 2D for now, full 3D version is upcoming... This 2D-version uses Minkowski sums and builds a triangle-simplex in Minkowski space to tell if two arbitrary convex polygons are colliding. 3D-version will be roughly the same, but will build a tetrahedron-simplex inside a 3-dimensional Minkowski space. It currently only tells if there is a collision or not. C-code for distance and contact points coming soon.Fuck licenses and copyright. I made it for learning purposes, this is public knowledge and it's absolutely free for any usage.
Software for exploring amp; solving polyform puzzles, written in Python. Includes solvers for: pentominoes/polyominoes, solid pentominoes, Soma cubes, polycubes, polyiamonds, polyhexes, polysticks, and more to come.
4D-TRIS is an alteration of the well-known Tetris game. The game field is extended to a 4D field, which has to filled up by the gamer with 4D hyper cubes. The software is written in C with OpenGL and GLUT. Home/Downloads: https://launchpad.net/4dtris
AS Performance Workbench is a scalability testing application for Analysis Services Cubes. It puts a GUI around monitoring counters, uses multiple threads to simulate high loads, and produces beautiful HTML output documenting your test results.
This package allows you to create virtual rubik cubes and move their faces. Moreover you can see at every time the current position of the cube and find its solution. Visit http://www.hcroboting.com for more information