- Nov 08, 2016
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Vladimír Ulman authored
Reduced smoothing, slightly darker filopodia. Processed the whole sequence, texture coherency preserved with old/naive FF generator.
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- Nov 04, 2016
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Vladimír Ulman authored
Every filopodium has its own, actually.
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Vladimír Ulman authored
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Vladimír Ulman authored
RenderOneTimeTexture() and the whole thing modified so that cell body looks similar to overexpressing/02 dataset. TODO: Filopodia not visible at all, coherent texture!
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- Nov 03, 2016
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Vladimir Ulman authored
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Vladimír Ulman authored
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Vladimír Ulman authored
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Vladimír Ulman authored
This one uses the ActiveMesh::VolID. But old version works actually better due to spatial-overshoot... Rendering of texture was spit into three phases.
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Vladimír Ulman authored
Added one new param to ActiveMesh::ImportVTK_Volumetric() Gaussian-smoothing-based FF creation finished -- ActiveMesh::ConstructFF()
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- Nov 02, 2016
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Vladimir Ulman authored
Removed coordinate scaler (100x) and filopodia radii scaler. The latter is now a parameter to the system with default value of 1.0.
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- Oct 31, 2016
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Vladimír Ulman authored
Added ActiveMesh::ConstructFF() and ActiveMesh::RotateVolPos(). Finished ActiveMesh::FFDots(). Added GetPixel().
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Vladimír Ulman authored
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Vladimír Ulman authored
RenderMesh() in main.cpp features coherent texture rendering (but without following mesh deformation...)
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Vladimír Ulman authored
Added macro: SAVE_INTERMEDIATE_IMAGES
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- Oct 27, 2016
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Vladimír Ulman authored
ISOTROPIC version, first one. Resampled for anisotropic closer to the end.
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- Oct 26, 2016
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Vladimír Ulman authored
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- Oct 25, 2016
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Vladimír Ulman authored
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Vladimír Ulman authored
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- Oct 14, 2016
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Vladimír Ulman authored
Main() reads files, or pops up OpenGL. Importing VTKs made more liberal, and silent.
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- Oct 13, 2016
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Vladimír Ulman authored
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Vladimír Ulman authored
Batch is producing masks and texture (modified RenderMesh()).
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Vladimír Ulman authored
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Vladimír Ulman authored
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Vladimír Ulman authored
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Vladimír Ulman authored
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Vladimír Ulman authored
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- Oct 12, 2016
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Vladimír Ulman authored
Normals are not used when drawing triangle edges.
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Vladimír Ulman authored
Finished tweaking of OpenGL vizual mode (depth buffer on, backfaces culling)
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Vladimír Ulman authored
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- Oct 11, 2016
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Vladimír Ulman authored
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- Oct 10, 2016
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Vladimír Ulman authored
Calculation of the 3rd coordinate seems to work well -- at least for a sphere.
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Vladimír Ulman authored
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Vladimír Ulman authored
GetClosestPointOnQuadricSurface() is the one.
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- Oct 07, 2016
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Vladimír Ulman authored
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- Oct 06, 2016
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Vladimír Ulman authored
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Vladimír Ulman authored
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Vladimír Ulman authored
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Vladimír Ulman authored
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Vladimír Ulman authored
- testing/highlighted vertex changeable with 'v' - corrected bug when reading STL meshes
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- Oct 05, 2016
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Vladimír Ulman authored
- load STL triangle mesh - display (somewhat rotate and zoom) the mesh - connect with files from MotionTracking
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