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c++ Programming Glossary: normalize

Inverse fourier transformation in OpenCV

http://stackoverflow.com/questions/10269456/inverse-fourier-transformation-in-opencv

code is wrong void doFourierInverse const Mat src Mat dst normalize src dst 0 1 CV_MINMAX int cx dst.cols 2 int cy dst.rows 2 Mat..

Quaternion - Rotate To

http://stackoverflow.com/questions/13014973/quaternion-rotate-to

with the unit length z vector and then normalizing again a normalize crossProduct z normalize p c The shortest angle between those.. and then normalizing again a normalize crossProduct z normalize p c The shortest angle between those two unit vectors found.. the inverse cosine of their dot product acos dotProduct z normalize p c Unfortunately this is a measure of the absolute value of..

object loader in opengl

http://stackoverflow.com/questions/14887012/object-loader-in-opengl

vn float i 0 j 0 k 0 lineSS i j k normals.push_back normalize vec3 i j k polygon if lineType f vector VertRef refs string.. v vec3 V positions p 2 v positions p 0 v vec3 faceNormal normalize cross U V for size_t j 0 j 3 j Vertex vert vert.position..

How do I “normalize” a pathname using boost::filesystem?

http://stackoverflow.com/questions/1746136/how-do-i-normalize-a-pathname-using-boostfilesystem

do I &ldquo normalize&rdquo a pathname using boost filesystem We are using boost.. path but when I display it to the user I'd prefer it to be normalized. Note I'm not even sure if normalized is the correct word for.. I'd prefer it to be normalized. Note I'm not even sure if normalized is the correct word for this . Like this c some deep application..

3D Screenspace Raycasting/Picking DirectX9

http://stackoverflow.com/questions/19150215/3d-screenspace-raycasting-picking-directx9

inverseviewproj Your ray direction is vector3 raydirection normalize rayend rayorigin That's about it now you can use raycast functions...

Edges on polygon outlines not always correct

http://stackoverflow.com/questions/3039026/edges-on-polygon-outlines-not-always-correct

result.x a.x b result.y a.y b return result POINTFLOAT normalize const POINTFLOAT a return multiply a 1.0f sqrt a.x a.x a.y a.y.. input i 1 1 POINTFLOAT b b.x nxt.x cur.x b.y nxt.y cur.y b normalize b POINTFLOAT b_perp b_perp.x b.y b_perp.y b.x POINTFLOAT p0.. input i 1 1 POINTFLOAT a a.x prv.x cur.x a.y prv.y cur.y a normalize a POINTFLOAT a_perp a_perp.x a.y a_perp.y a.x float det a.x..

Calculating normals in a triangle mesh

http://stackoverflow.com/questions/6656358/calculating-normals-in-a-triangle-mesh

the more it contributes to the normal. Now recall that you normalize by a vector ‘v by scaling it with it's recipocal length ‘v i ‘v.. calculations the normal vector must be unit length i.e. normalized to be useable. So after summing up we normalize the newly found.. i.e. normalized to be useable. So after summing up we normalize the newly found vertex normal and use that. The carefull reader..

Compare std::wstring and std::string

http://stackoverflow.com/questions/7141260/compare-stdwstring-and-stdstring

a higher level Unicode processing library such as ICU and normalize your strings to some common comparable form. share improve..

Affine Transform, Simple Rotation and Scaling or something else entirely?

http://stackoverflow.com/questions/7800905/affine-transform-simple-rotation-and-scaling-or-something-else-entirely

procedure. The purpose is to have a new Mat with the normalized sub image. I'm not worried about a possible image distortion..

get 3d coord from 2d image pixel if we know extrinsic and intrinsic parameters

http://stackoverflow.com/questions/7836134/get-3d-coord-from-2d-image-pixel-if-we-know-extrinsic-and-intrinsic-parameters

Column 3 of Homography is column t1 t2 t3 of Pose. Then normalize dividing everything by t3. What happens to column r13 r23 r33..

How to detect the Sun from the space sky in OpenCv?

http://stackoverflow.com/questions/8218997/how-to-detect-the-sun-from-the-space-sky-in-opencv

and Normalize matchTemplate img templ result CV_TM_CCOEFF normalize result result 0 1 NORM_MINMAX 1 Mat Point maxLoc minMaxLoc result..