视点变换,旋转,加速减速,星空背景太阳,光晕各行星纹理#include#include#include#include#include#include#include#pragmacomment(lib,"winmm.lib")#pragmacomment(lib,"wininet")//纹理图像结构typedefstruct{intimgWidth;//纹理宽度intimgHeight;//纹理高度unsignedcharbyteCount;//每个象素对应的字节数,3:24位图,4:带alpha通道的24位图unsignedchar*data;//纹理数据}TEXTUREIMAGE;//BMP文件头#pragmapack(2)typedefstruct{unsignedshortbfType;//文件类型unsignedlongbfSize;//文件大小unsignedshortbfReserved1;//保留位unsignedshortbfReserved2;//保留位unsignedlongbfOffBits;//数据偏移位置}BMPFILEHEADER;#pragmapack()//BMP信息头typedefstruct{unsignedlongbiSize;//此结构大小longbiWidth;//图像宽度longbiHeight;//图像高度unsignedshortbiPlanes;//调色板数量unsignedshortbiBitCount;//每个象素对应的位数,24:24位图,32:带alpha通道的24位图unsignedlongbiCompression;//压缩unsignedlongbiSizeImage;//图像大小longbiXPelsPerMeter;//横向分辨率longbiYPelsPerMeter;//纵向分辨率unsignedlongbiClrUsed;//颜色使用数unsignedlongbiClrImportant;//重要颜色数}BMPINFOHEADER;//定义窗口的标题、宽度、高度、全屏布尔变量#defineWIN_TITLE"模拟太阳系各星球的转动"constintWIN_WIDTH=800;constintWIN_HEIGHT=600;BOOLisFullScreen=FALSE;//初始不为全屏#defineDEG_TO_RAD0.017453floatangle=0.0;staticGLdoubleviewer[]={0,0,0,0,0};//初始化视角GLUquadricObj*quadric;//建立二次曲面对象GLfloatangle_Z;//星空旋转角度boolg_bOrbitOn=true;//控制转动暂停floatg_fSpeedmodifier=1.0f;//时间控制floatg_fElpasedTime;doubleg_dCurrentTime;doubleg_dLastTime;GLfloatLightAmbient[]={1.0f,1.0f,1.0f,0.0f};//环境光参数GLfloatLightDiffuse[]={1.0f,1.0f,1.0f,0.0f};//漫射光参数GLfloatLightPosition[]={0.0f,0.0f,0.0f,1.0f};//光源的位置//纹理图象TEXTUREIMAGEskyImg;TEXTUREIMAGEsunImg;TEXTUREIMAGErayImg;TEXTUREIMAGEmercuImg;TEXTUREIMAGEvenusImg;TEXTUREIMAGEearthImg;TEXTUREIMAGEmarsImg;TEXTUREIMAGEjupiterImg;TEXTUREIMAGEsaturnImg;TEXTUREIMAGEuranusImg;TEXTUREIMAGEneptuneImg;TEXTUREIMAGEmoonImg;GLuinttexture[12];//纹理数组//星球速度定义staticfloatfSunSpin=0.0f;//太阳自转速度staticfloatfMercuSpin=0.0f;//水星自转速度staticfloatfMercuOrbit=0.0f;//水星公转速度staticfloatfVenusSpin=0.0f;//金星自转速度staticfloatfVenusOrbit=0.0f;//金星公转速度staticfloatfEarthSpin=0.0f;//地球自转速度staticfloatfEarthOrbit=0.0f;//地球公转速度staticfloatfMarsSpin=0.0f;//火星自转速度staticfloatfMarsOrbit=0.0f;//火星公转速度staticfloatfJupiterSpin=0.0f;//木星自转速度staticfloatfJupiterOrbit=0.0f;//木星公转速度staticfloatfSaturnSpin=0.0f;//土星自转速度staticfloatfSaturnOrbit=0.0f;//土星公转速度staticfloatfUranusSpin=0.0f;//天王星自转速度staticfloatfUranusOrbit=0.0f;//天王星公转速度staticfloatfNeptuneSpin=0.0f;//海王星自转速度staticfloatfNeptuneOrbit=0.0f;//海王星公转速度staticfloatfMoonSpin=0.0f;//月亮自转速度staticfloatfMoonOrbit=0.0f;//月亮公转速度voidMakeTexture(TEXTUREIMAGEtextureImg,GLuint*texName)//转换为纹理{glPixelStorei(GL_UNPACK_ALIGNMENT,1);//对齐像素字节函数glGenTextures(1,texName);//第一个参数指定表明获取多少个连续的纹理标识符glBindTexture(GL_TEXTURE_2D,*texName);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,textureImg.imgWidth,textureImg.imgHeight,0,GL_RGB,GL_UNSIGNED_BYTE,textureImg.data);}//初始化OpenGLvoidInitGL(void){glClearColor(0.0f,0.0f,0.0f,0.5f);//设置黑色背景glClearDepth(2.0f);//设置深度缓存glEnable(GL_DEPTH_TEST);//启动深度测试glDepthFunc(GL_LEQUAL);//深度小或相等的时候渲染glShadeModel(GL_SMOOTH);//启动阴影平滑glEnable(GL_CULL_FACE);//开启剔除操作效果glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);//使用质量最好的模式指定颜色和纹理坐标的插值质量glLightfv(GL_LIGHT1,GL_AMBIENT,LightAmbient);//设置环境光glLightfv(GL_LIGHT1,GL_DIFFUSE,LightDiffuse);//设置漫反射光glEnable(GL_LIGHTING);//打开光照glEnable(GL_LIGHT1);//打开光源1//载入纹理glEnable(GL_TEXTURE_2D);//开启2D纹理映射MakeTexture(skyImg,&texture;[0]);MakeTexture(sunImg,&texture;[1]);MakeTexture(rayImg,&texture;[2]);MakeTexture(mercuImg,&texture;[3]);MakeTexture(venusImg,&texture;[4]);MakeTexture(earthImg,&texture;[5]);MakeTexture(marsImg,&texture;[6]);MakeTexture(jupiterImg,&texture;[7]);MakeTexture(saturnImg,&texture;[8]);MakeTexture(uranusImg,&texture;[9]);MakeTexture(neptuneImg,&texture;[10]);MakeTexture(moonImg,&texture;[11]);quadric=gluNewQuadric();//建立一个曲面对象指针gluQuadricTexture(quadric,GLU_TRUE);//建立纹理坐标gluQuadricDrawStyle(quadric,GLU_FILL);//面填充}voidDisplay(void){glLoadIdentity();//设置观察点的位置和观察的方向gluLookAt(viewer[0],viewer[1],viewer[2],viewer[3],viewer[4],-5,0,1,0);//摄像机x,摄像机y,摄像机z,目标点x,目标点y,目标点z,摄像机顶朝向x,摄像机顶朝向y,摄像机顶朝向z//获得系统时间使太阳系有动态效果g_dCurrentTime=timeGetTime();g_fElpasedTime=(float)((g_dCurrentTime-g_dLastTime)*0.0005);g_dLastTime=g_dCurrentTime;glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);glMatrixMode(GL_MODELVIEW);//指定GL_MODELVIEW是下一个矩阵操作的目标glTranslatef(0.0f,0.0f,-5.0f);//将坐标系移入屏幕5.0fglRotatef(10,1.0f,0.0f,0.0f);//将坐标系绕x轴旋转10度glEnable(GL_LIGHT0);//打开光源0/**********************************绘制背景星空********************************************/glPushMatrix();//当前模型矩阵入栈glTranslatef(-10.0f,3.0f,0.0f);glRotatef(angle_Z,0.0f,0.0f,1.0f);glEnable(GL_TEXTURE_2D);glBindTexture(GL_TEXTURE_2D,texture[0]);//星空纹理glBegin(GL_QUADS);glNormal3f(0.0f,0.0f,1.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(50.0f,50.0f,-50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(-50.0f,50.0f,-50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(0.0f,0.0f,-1.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(-50.0f,-50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(50.0f,-50.0f,50.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(50.0f,50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(-50.0f,50.0f,50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(0.0f,1.0f,0.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(50.0f,-50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(50.0f,-50.0f,-50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(-50.0f,-50.0f,50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(0.0f,-1.0f,0.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(-50.0f,50.0f,-50.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(50.0f,50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(50.0f,50.0f,-50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(-50.0f,50.0f,50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(1.0f,0.0f,0.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-50.0f,-50.0f,-50.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(-50.0f,50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(-50.0f,-50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(-50.0f,50.0f,-50.0f);glEnd();glBegin(GL_QUADS);glNormal3f(-1.0f,0.0f,0.0f);glTexCoord2f(6.0f,6.0f);glVertex3f(50.0f,-50.0f,-50.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(50.0f,50.0f,50.0f);glTexCoord2f(6.0f,0.0f);glVertex3f(50.0f,-50.0f,50.0f);glTexCoord2f(0.0f,6.0f);glVertex3f(50.0f,50.0f,-50.0f);glEnd();glPopMatrix();//当前模型矩阵出栈/**********************************绘制太阳************************************************/glBindTexture(GL_TEXTURE_2D,texture[2]);//光晕纹理glEnable(GL_BLEND);//开启混合glDisable(GL_DEPTH_TEST);//关闭深度测试//绘制太阳光晕glDisable(GL_LIGHTING);//关闭光照glBlendFunc(GL_SRC_ALPHA,GL_ONE);//半透明混合函数glColor4f(1.0f,0.5f,0.0f,0.5f);//设置RGBA值glBegin(GL_QUADS);glNormal3f(0.0f,0.0f,1.0f);glTexCoord2f(0.0f,0.0f);glVertex3f(-1.0f,-1.0f,0.0f);glTexCoord2f(1.0f,0.0f);glVertex3f(1.0f,-1.0f,0.0f);glTexCoord2f(1.0f,1.0f);glVertex3f(1.0f,1.0f,0.0f);glTexCoord2f(0.0f,1.0f);glVertex3f(-1.0f,1.0f,0.0f);glEnd();glDisable(GL_BLEND);//关闭混合glEnable(GL_DEPTH_TEST);glEnable(GL_LIGHTING);//开启光照glLightfv(GL_LIGHT1,GL_POSITION,LightPosition);//设置光源1位置glBindTexture(GL_TEXTURE_2D,texture[1]);//太阳纹理//将坐标系绕Y轴旋转fSunSpin角度,控制太阳自转glRotatef(fSunSpin,0.0,1.0,0.0);gluSphere(quadric,0.3f,32,32);//绘制太阳球体/**********************************绘制水星************************************************/glDisable(GL_LIGHT0);glEnable(GL_TEXTURE_2D);//开启纹理glPushMatrix();//当前模型视图矩阵入栈//将坐标系绕Y轴旋转fMercuOrbit角度,控制水星公转glRotatef(fMercuOrbit,0.0f,1.0f,0.0f);glRotatef(-90.0f,1.0f,0.0f,0.0f);//将坐标系绕X轴旋转-90度glTranslatef(0.5f,0.0f,0.0f);//将坐标系右移0.5fglBindTexture(GL_TEXTURE_2D,texture[3]);//水星纹理//将坐标系绕Z轴旋转fMercuSpin角度控制水星自转glRotatef(fMercuSpin,0.0f,0.0f,1.0f);gluSphere(quadric,0.04f,32,32);//水星球体glPopMatrix();//当前模型视图矩阵出栈//绘制轨道glBegin(GL_LINE_LOOP);for(angle=0;angle=-6.0)viewer[0]-=0.5;break;case'u':case'U':if(viewer[1]=-6.0)viewer[1]-=0.1;break;case'+':case'='://加速,减速,暂停g_fSpeedmodifier+=1.0f;glutPostRedisplay();break;case'':g_bOrbitOn=!g_bOrbitOn;glutPostRedisplay();break;case'-'://按'-'减小运行速度g_fSpeedmodifier-=1.0f;glutPostRedisplay();break;caseVK_ESCAPE://按ESC键时退出exit(0);break;default:break;}}voidspecial_keys(ints_keys,intx,inty){switch(s_keys){caseGLUT_KEY_F1://按F1键时切换窗口/全屏模式if(isFullScreen){glutReshapeWindow(WIN_WIDTH,WIN_HEIGHT);glutPositionWindow(30,30);isFullScreen=FALSE;}else{glutFullScreen();isFullScreen=TRUE;}break;caseGLUT_KEY_RIGHT://视角上下左右旋转if(viewer[3]=-3.0)viewer[3]-=0.1;break;caseGLUT_KEY_UP:if(viewer[4]=-4.5)viewer[4]-=0.1;break;default:break;}}voidmouse(intbtn,intstate,intx,inty)//远近视角{if(btn==GLUT_RIGHT_BUTTON&&state==GLUT_DOWN)viewer[2]+=0.3;if(btn==GLUT_LEFT_BUTTON&&state==GLUT_DOWN&&viewer;[2]>=-3.9)viewer[2]-=0.3;}voidLoadBmp(char*filename,TEXTUREIMAGE*textureImg)//载入图片{inti,j;FILE*file;BMPFILEHEADERbmpFile;BMPINFOHEADERbmpInfo;intpixel_size;//初始化纹理数据textureImg->imgWidth=0;textureImg->imgHeight=0;if(textureImg->data!=NULL){delete[]textureImg->data;}//打开文件file=fopen(filename,"rb");if(file==NULL){return;}//获取文件头rewind(file);fread(&bmpFile;,sizeof(BMPFILEHEADER),1,file);fread(&bmpInfo;,sizeof(BMPINFOHEADER),1,file);//验证文件类型if(bmpFile.bfType!=0x4D42){return;}//获取图像色彩数pixel_size=bmpInfo.biBitCount>>3;//读取文件数据textureImg->data=newunsignedchar[bmpInfo.biWidth*bmpInfo.biHeight*pixel_size];for(i=0;idata+(i*bmpInfo.biWidth+j)*pixel_size+2,sizeof(unsignedchar),1,file);//绿色分量fread(textureImg->data+(i*bmpInfo.biWidth+j)*pixel_size+1,sizeof(unsignedchar),1,file);//蓝色分量fread(textureImg->data+(i*bmpInfo.biWidth+j)*pixel_size+0,sizeof(unsignedchar),1,file);//Alpha分量if(pixel_size==4){fread(textureImg->data+(i*bmpInfo.biWidth+j)*pixel_size+3,sizeof(unsignedchar),1,file);}}}//记录图像相关参数textureImg->imgWidth=bmpInfo.biWidth;textureImg->imgHeight=bmpInfo.biHeight;textureImg->byteCount=pixel_size;fclose(file);}//程序主函数voidmain(intargc,char**argv){//读图片LoadBmp("Picture//Sky.bmp",&skyImg;);LoadBmp("Picture//Sun.bmp",&sunImg;);LoadBmp("Picture//Ray.bmp",&rayImg;);LoadBmp("Picture//Mercu.bmp",&mercuImg;);LoadBmp("Picture//Venus.bmp",&venusImg;);//金星LoadBmp("Picture//Earth.bmp",&earthImg;);LoadBmp("Picture//Mars.bmp",&marsImg;);//火星LoadBmp("Picture//Jupiter.bmp",&jupiterImg;);//木星LoadBmp("Picture//Saturn.bmp",&saturnImg;);//土星LoadBmp("Picture//Uranus.bmp",&uranusImg;);//天王星LoadBmp("Picture//Neptune.bmp",&neptuneImg;);//海王星LoadBmp("Picture//Moon.bmp",&moonImg;);glutInit(&argc;,argv);//初始化GLUT库glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH);//初始化显示模式glutInitWindowSize(WIN_WIDTH,WIN_HEIGHT);//初始化窗口大小glutInitWindowPosition(20,20);//初始化窗口位置GLuintwindow=glutCreateWindow(WIN_TITLE);//建立窗口InitGL();//初始化OpenGLglutDisplayFunc(Display);glutReshapeFunc(Reshape);glutKeyboardFunc(keyboard);glutSpecialFunc(special_keys);glutMouseFunc(mouse);glutIdleFunc(Display);//设置窗口空闲时的处理函数glutMainLoop();//进入事件处理循环}
2025/6/8 20:47:10 3.53MB 三维动画 模拟太阳系
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解压后439.3MB2016年7月最新V3.4--Angle是一个后台管理模板,它也支持以下应用开发:单页应用(SinglePageApplication)、项目管理应用(ProjectManagementSystem)、电子商务应用(E-CommerceAdminDashboard)、CMS、CRM、SAAS、HelpDesk,以及个人及商务应用开发。
该资源包包含以下模板项目包:AngularJS完整应用模板和空模板;
HTML5/jQuery完整应用模板和空模板;
MaterialDesign完整应用模板和空模板;
ASP.NETMVC5/6+AngularJS完整应用模板和空模板;
ASP.NETMVC5/6+HTML5/jQuery完整应用模板和空模板;
RubyonRailsHTML5/jQuery完整应用模板和空模板;
MeteorJS+AngularJS完整应用模板和空模板;
MEANJS完整应用模板和空模板;
ReactJS完整应用模板和空模板;
前台展示页模板。
预览地址:http://themicon.co/theme/angle/v3.3/frontend/site/AngularJS版本Dashboard:http://themicon.co/theme/angle/v3.3/backend-angular/StaticHTML5:http://themicon.co/theme/angle/v3.3/backend-jquery/AngularMaterial:http://themicon.co/theme/angle/v3.3/material/ASP.NETMVC5:http://themicon-001-site1.smarterasp.net/RubyonRails:https://angle-on-rails.herokuapp.com/MeanJS:https://angle-on-mean.herokuapp.com/MeteorJS:https://45.55.64.191/ReactJS:http://themicon.co/theme/angle/v3.3/reactjs/
2024/12/25 7:12:44 44.22MB Angle Bootstrap V3.4 后台
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毕业设计和课程设计全套资料,主程序代码clc;clearall;closeall;warningoffall;I=imread('images\\1.jpg');I1=Image_Normalize(I,0);%图像归一化hsize=[33];sigma=0.5;I2=Image_Smooth(I1,hsize,sigma,0);I3=Gray_Convert(I2,0);bw2=Image_Binary(I3,0);%二值化处理[~,~,xy_long]=Hough_Process(bw2,I1,0);%霍夫变换angle=Compute_Angle(xy_long);%计算角度[I4,bw3]=Image_Rotate(I1,bw2,angle*1.8,0);%图像旋转[bw4,Loc1]=Morph_Process(bw3,0);%形态处理[Len,XYn,xy_long]=Hough_Process(bw4,I4,0);[bw5,bw6]=Region_Segmation(XYn,bw4,I4,0);[stats1,stats2,Line]=Location_Label(bw5,bw6,I4,XYn,Loc1,1);[Dom,Aom,Answer,Bn]=Analysis(stats1,stats2,Line,I4);
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U_Print(USART1,int(angle[0].roll*Rad2Dree));//pitchmpu1U_Print(USART1,int(angle[0].pitch*Rad2Dree));//rollmpu1U_Print(USART1,int(angle[0].yaw*Rad2Dree));//yawmpu1U_Print_float(USART1,float(heading*Rad2Dree));
2023/11/17 23:54:07 3.08MB STM32F1 MPU6050 MPU9250 KALMAN
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KannalaJ,BrandtSS.Agenericcameramodelandcalibrationmethodforconventional,wide-angle,andfish-eyelenses[J].PatternAnalysisandMachineIntelligence,IEEETransactionson,2006,28(8):1335-1340
2023/11/6 22:22:46 414KB camera model and calibration
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PID算法程序基于四轴飞行器CPU:STM32F103CB2.4G:NRF24L01电子罗盘:HMC5883陀螺仪+加速度计:MPU-6050固定的传感器通讯格式为:0X88+0XA1+0X1D+ACCXYZ+GYROXYZ+MAGXYZ+ANGLEROLLPITCHYAW+cyc_time+0x00+0x00+0x00注意,所有数据位int16格式,angle飞控端为float,发送时乘以100,上位机以int16格式接收,显示时再除以100自定义通讯格式为:0x88+自定义功能字如0xf1+lengh+data
2023/10/30 6:18:17 746KB 四轴飞控源码 直接可用
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是作为一种编程语言的Python实现。
由于Angle可以编译为Python字节码,因此可以用作经典Python的替代品,并且即使在PyCharm中也可以完全调试。
目前正在开发中,可以通过直接在WASM中运行。
这种语言的主要目的是方便通过语音对计算机进行编程。
是第一种可说的编程语言,因此使更多的人可以访问该程序。
:desktop_computer:安装pipinstallangleangleexamples或从来源:gitclone--recursivegit@github.com:pannous/angle.gitcdangle;./install.sh启动外壳:./bi
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用matalbGUI实现自定义动画。
先末了绳子是垂直的,在X轴零点处,而后绿色的线(绳子)长度巩固,方块以及上面的圆点向右挪动,最大的挪动距离是position对于应纵轴的最大值,方块在挪动时垂直线以及实线存在夹角,夹角大小由对于应的Angle抑制,GUI动画功夫总长为15s。
2023/5/6 17:43:46 31KB matlab gui 动画 自定义
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识别结果大概是这样{'result':{'face_num':1,'face_list':[{'quality':{'occlusion':{'right_eye':0,'left_cheek':0.1459853947,'right_cheek':0.05144193396,'left_eye':0.465408802,'mouth':0.02919708006,'chin_contour':0.01420217194,'nose':0},'illumination':116,'blur':7.266304692e-06,'completeness':1},'age':22,'face_token':'dc6f8f9df5d977ea476e2d04acdf5063','race':{'type':'white','probability':0.6173604727},'glasses':{'type':'common','probability':0.9834988713},'gender':{'type':'male','probability':0.655915916},'face_probability':0.9185044169,'beauty':51.21487427,'angle':{'roll':-2.750922441,'yaw':28.97134399,'pitch':5.202290535},'location':{'height':65,'top':112.0704803,'width':76,'left':76.20765686,'rotation':-4},'face_type':{'type':'human','probability':0.9992217422},'face_shape':{'type':'oval','probability':0.4419156313},'expression':{'type':'none','probability':0.9999142885}}]},'error_msg':'SUCCESS','timestamp':1537413754,'cached':0,'error_code':0,'log_id':9465840013520}年龄:22颜值:51.21487427表情-type(none:不笑;
smile:微笑;
laugh:大笑):none表情-probability(表情置信度,范围【0~1】,0最小、1最大):0.9999142885脸型-type(square:正方形triangle:三角形oval:椭圆heart:心形round:圆形):oval脸型-probability(置信度,范围【0~1】,代表这是人脸形状判断正确的概率,0最小、1最大):0.4419156313性别-type(male:男性female:女性):male性别-probability(性别置信度,范围【0~1】,0代表概率最小、1代表最大。
):0.655915916能否带眼镜-type(none:无眼镜,common:普通眼镜,sun:墨镜):common能否带眼镜-probability(眼镜置信度,范围【0~1】,0代表概率最小、1代表最大。
):0.9834988713人种-type(yellow:黄种人white:白种人black:黑种人arabs:阿拉伯人):white人种-probability(人种置信度,范围【0~1】,0代表概率最小、1代表最大。
):0.6173604727真实人脸/卡通人脸-type(human:真实人脸cartoon:卡通人脸):human真实人脸/卡通人脸-probability(人脸类型判断正确的置信度,范围【0~1】,0代表概率最小、1代表最大。
):0.9992217422
2015/7/3 8:12:32 3KB python3.5 百度ai 人脸识别
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运动模糊图像的复原中经常要用到点扩散函数psf,该程序实现求取点扩散函数psf,即实现Matlab中的fspecial函数(求psf),你只需设定好参数length和angle就可以了,调用get_psf()-Motion-blurredimagesareoftenusedtorecoverthepointspreadfunctionpsf,therealizationoftheprogramtostrikeapointspreadfunctionpsf,namelyfspecialfunctioninMatlab(forpsf),youneedtodoissettheparametersoflengthandangleyoucan,makeacalltoget_psf()
2021/3/26 1:30:01 121KB 运动模糊图像 点扩散函数
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在日常工作中,钉钉打卡成了我生活中不可或缺的一部分。然而,有时候这个看似简单的任务却给我带来了不少烦恼。 每天早晚,我总是得牢记打开钉钉应用,点击"工作台",再找到"考勤打卡"进行签到。有时候因为工作忙碌,会忘记打卡,导致考勤异常,影响当月的工作评价。而且,由于我使用的是苹果手机,有时候系统更新后,钉钉的某些功能会出现异常,使得打卡变得更加麻烦。 另外,我的家人使用的是安卓手机,他们也经常抱怨钉钉打卡的繁琐。尤其是对于那些不太熟悉手机操作的长辈来说,每次打卡都是一次挑战。他们总是担心自己会操作失误,导致打卡失败。 为了解决这些烦恼,我开始思考是否可以通过编写一个全自动化脚本来实现钉钉打卡。经过一段时间的摸索和学习,我终于成功编写出了一个适用于苹果和安卓系统的钉钉打卡脚本。
2024-04-09 15:03 15KB 钉钉 钉钉打卡