So I was reading about the memory model that is part of the upcoming C++0x standard. However, I'm a bit confused about some of the restrictions for what the compiler is allowed to do, specifically about speculative loads and stores. To start with, some of the relevant stuff: Hans Boehm's pages about threads and the memory model in C++0x Boehm, "Threads Cannot be Implemented as
所以我正在阅读即将到来的C ++ 0x标准中的内存模型。 不过,我对编译器允许执行的一些限制有些困惑,特别是关于投机加载和存储的限制。 首先,一些相关的东西: Hans Boehm关于线程和C ++ 0x中的内存模型的页面 Boehm,“线程不能作为一个库来实现” Boehm和Adve,“C ++并发内存模型的基础” Sutter,“棱镜:一种基于原则的序列存储器模型,适用于Microsoft本地代码平台”,N2197 Boehm,“并发内存模型编译器后果”,N23
The following testing code does correctly in VS either with debug or release, and also in GCC. It also does correctly for ICC with debug, but not when optimization enabled ( -O2 ). #include <cstdio> class tClassA{ public: int m_first, m_last; tClassA() : m_first(0), m_last(0) {} ~tClassA() {} bool isEmpty() const {return (m_first == m_last);} void updateFirst() {m_first = m_f
以下测试代码可以在VS中正确执行,包括调试或发布,以及GCC中。 它也适用于具有调试功能的ICC,但在启用优化功能时( -O2 )则不会。 #include <cstdio> class tClassA{ public: int m_first, m_last; tClassA() : m_first(0), m_last(0) {} ~tClassA() {} bool isEmpty() const {return (m_first == m_last);} void updateFirst() {m_first = m_first + 1;} void updateLast() {m_last = m_last + 1;}
I want to create a game engine as a training & portfolio project and the modular approach sounds promising but I have some problems with the module design. First I want to create low level modules like Rendering, Application, Utility etc. and use them in high level modules like Terrain. So the dependency would kinda look like this Game<-Engine<-Terrain<-Rendering. I want to crea
我想创建一个游戏引擎作为培训和组合项目,模块化方法听起来很有前途,但我在模块设计方面存在一些问题。 首先,我想创建低级模块,如渲染,应用程序,实用程序等,并将其用于高级模块(如Terrain)。 所以依赖会看起来像这个游戏<-Engine <-Terrain <-Rendering。 我想要创建像Rendering.Direct3D11和Rendering.OpenGL这样的多个渲染“子模块”。 这就是我会有循环依赖的地方。 子模块会使用Rendering和Rendering
My game base consists of a series of modules, organized as classes, that are created, updated and interact when needed. A few examples could be: CWindowManager , CGraphicsManager , CPhysicsManager , and so on. I'm ashamed to have to say that I currently use global pointers for them ( extern CWindowManager* g_WindowManager; ), and I know that this is probably a bad thing to do. In any ca
我的游戏基础由一系列组成类的模块组成,这些模块在需要时被创建,更新和交互。 一些例子可以是: CWindowManager , CGraphicsManager , CPhysicsManager等等。 我很惭愧地不得不说我目前使用全局指针( extern CWindowManager* g_WindowManager; ),并且我知道这可能是一件坏事。 无论如何,问题是这些模块需要动态创建和删除,并且按照正确的顺序进行。 这也是像CPhysicsManager这样的模块依赖于场景的问题,因此在
I want to add full support for Lua scripting to my game engine. One of the biggest goals I set myself is to retain full modularity. That means, I don't want the rest of my engine, except for the Lua binding part, to use any Lua-specific functionality. This has proven to be not any hard until now. The pure C++ to Lua functions binding part - like binding the Vector, Color and Entity objec
我想为我的游戏引擎添加对Lua脚本的全面支持。 我为自己设定的最大目标之一是保持完整的模块化。 这意味着,除了Lua绑定部分之外,我不希望我的引擎的其余部分使用任何特定于Lua的功能。 直到现在,这已经证明并不困难。 纯C ++到Lua函数的绑定部分 - 就像绑定Vector,Color和Entity对象,以及诸如Draw库或Physics库这样的模块,很容易与引擎的其余部分隔离。 现在,我的问题在于事件 。 我需要为脚本编写者提供一种响应
Right now, the modules in my game engine are organized as namespaces. They have Open() and Close() functions which act similar to constructors and destructors of classes, and are called when the game is entered left. Examples for these modules are: The physics manager, entity manager, I/O handler, rendering manager. Now, I'm beginning to think that it is bad to have all the variables of
现在,我的游戏引擎中的模块被组织为名称空间。 他们有Open()和Close()函数,这些函数的作用类似于类的构造函数和析构函数,并在游戏进入时被调用。 这些模块的例子有:物理管理器,实体管理器,I / O处理器,渲染管理器。 现在,我开始认为将模块的所有变量“撒谎”并通过链接器全局出口是不好的。 将名称空间中的模块重构为类会带来以下开销: 必须有一个全局控制器,允许不同模块之间的交互,通过证明对其实例的访
I'm working on a project with stereo calibration for Kinect one using OpenCV. The CoordinateMapper in the Kinect SDK does not provide sufficent results (speed & quality). The color camera has a full HD resolution (1920x1080 pixel) and the depth/infrared image is 512x424 pixel. My checkerboard is 10x7 with 36mm on an A3-sheet. I perform the intrinsic calibration with cv::calibrateCame
我正在为使用OpenCV的Kinect one进行立体声校准项目。 Kinect SDK中的CoordinateMapper不提供足够的结果(速度和质量)。 彩色相机具有全高清分辨率(1920x1080像素),深度/红外图像为512x424像素。 我的棋盘在A3纸上是10x7,36毫米。 我分别使用cv::calibrateCamera为两台摄像机执行内部校准。 最终的相机和失真矩阵与GML相机校准非常相似。 cv::undistort返回应用这些参数的良好视觉效果。 错误是0.941842(红外)和0.
What I have done so far is calibrating these camera and extract a depth map from it. There is a problem in the depth map. The correspondence points are shifted and I do not know why. My code is not special at all and I tried many variations of stereo(gb)bm parameters. StereoSGBM sgbm; sgbm.numberOfDisparities = 5*16; sgbm.SADWindowSize = 5; // sgbm.disp.... and so on remap(left, rleft, rma
到目前为止,我所做的是校准这些相机并从中提取深度图。 深度图中存在问题。 通信点被转移,我不知道为什么。 我的代码并不特别,我尝试了许多立体声(gb)bm参数的变体。 StereoSGBM sgbm; sgbm.numberOfDisparities = 5*16; sgbm.SADWindowSize = 5; // sgbm.disp.... and so on remap(left, rleft, rmap[0][0], rmap[0][1], CV_INTER_LINEAR); remap(right, rright, rmap[1][0], rmap[1][1], CV_INTER_LINEAR); sgbm(r
Suppose you have the following three points A, B, and C as shown in the following picture: The points are always sorted according to their vertical offset, so the top most point is always A. Sometimes B and C could have the same y coord. I'm trying to find the x coordinate for point D. I can find the Y coordinate for D by interpolating points Ay and Cy at (By / (Cy - Ay)). I'm doing
假设您有以下三点A,B和C,如下图所示: 这些点总是按照它们的垂直偏移排序,因此最顶点始终是A.有时B和C可以具有相同的y坐标。 我试图找到点D的x坐标。我可以通过在(By /(Cy-Ay))处插入点Ay和Cy来找到D的Y坐标。 我正在使用以下公式(在C ++中)进行插值 float linearInterpolation(float a, float b, float t) { return a + (t * (b - a)); } 换句话说,Dy = linearInterpolation(Ay,Cy,(By-Ay)/(Cy-Ay)
Background: I'm currently working on a stereo vision project using OpenCV. I'm trying to create a disparity map from a set of two rectified images, but I'm not getting the result I expect. When looking at the rectified images, there is a noticeable vertical shift between the images, which should not be there after rectification. I'm currently looking for what the error may be
背景: 我目前正在使用OpenCV开展立体视觉项目。 我试图从一组两幅矫正图像中创建一幅差异图,但我没有得到我期望的结果。 在查看修正后的图像时,图像之间存在明显的垂直偏移,整理后不应该存在。 我目前正在寻找错误可能是什么。 我的代码基于OpenCV书籍中的立体声校准和通信代码,以及此示例。 我使用OpenCV的C ++接口。 我的OpenCV版本是2.1,来自Ubuntu 11.04存储库。 问题的简短版本: 该功能可接受的RMS返回