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Registered since September 28th, 2017

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DIY Spray on Chrome Kit Instructables - By nicamarvin in Technology/Art


Saved by uncleflo on February 23rd, 2019.

This is going to be a DIY for 99% of the Do It Yourselferss out there. , meaning anyone can build it, this Kit will be assembled with off the shelf products as to keep it as simple as possible , it can also be made with Raw materials which I have done also(will not go into details this time). I built a similar kit about three years ago(posted in a different forum), but recently but recently I found about this site after looking many good instructables for 3D Printers(I will be building a very very frugal basic/Simplistic kit to coat 3D Prints with Silver, Copper and Gold, I will publish it here when I am done)..

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SnapMaker - 3d printer 3 in 1


Saved by uncleflo on December 20th, 2018.

The successful fulfillment on Kickstarter rewards is just the beginning of our journey. We are determined to make such fabrication tools as 3D printers, laser engravers and CNC carvers more accessible with higher quality, lower price and better user experience. We believe that making will be as easy as taking photos in the coming decades. Making or Do-It-Yourself is much more pervasive now than 10 years ago because such fabrication tools as 3D printers, laser engravers and CNC carvers have been popularized. We love these tools ourselves and we hope that more people can make good use of these tools in their daily life as we do. Therefore, we are determined to make these tools even more accessible for ordinary consumers. We hope our products will enable you to turn your ideas into reality no matter you are a 30-year-old engineer, an 80-year-old hobbyist or a 10-year-old student. We have a team of passionate and talented people to make this dream come true. We understand that there are three most common obstacles that hold people back from launching their DIY projects: high price of DIY tools, doubtful quality and the steep learning curve of the tools. That is why we devote unprecedented commitment to hardware and software development and community establishment, ensuring that we can provide high-quality, affordable and user-friendly fabrication machines.

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Fusion 360 for startups and hobbyists


Saved by uncleflo on December 20th, 2018.

Fusion 360 is the first 3D CAD, CAM, and CAE tool of its kind that connects your entire product development process in a single cloud-based platform that works on PC, Mac, and mobile devices. Fusion 360 offers free use to qualifying startup and hobbyist makers through a simple 3-step activation process. Activate your Fusion 360 license

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earth :: a global map of wind, weather, and ocean conditions


Saved by uncleflo on October 15th, 2016.

A visualization of global weather conditions, forecast by supercomputers, updated every three hours. Ocean surface, current estimates, updated every five days, ocean surface temperatures and anomaly from daily average (1981-2011)
updated daily. Ocean waves updated every three hours.

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3ders.org - Lewis Grand Hotel teams with Andrey Rudenko to develop world's first 3D printed hotel, planning construction of homes | 3D Printer News & 3D Printing News


Saved by uncleflo on September 8th, 2016.

Over the past two years or so, a very exciting race has been ongoing in the construction world: Who can be the first to develop a commercially viable concrete 3D printer capable of making homes? And the competition has been very tough, as interesting and promising projects quickly began popping up all over the place. Just a few months ago, even Dubai stepped into the race with an ambitious plan, and just this week Italian manufacturers WASP announced the creation of the world’s largest Delta 3D printer with an eye on concrete construction. But today, another team has jumped to the head of the pack, as the innovation-minded Lewis Grand Hotel in the Philippines, owned by entrepreneur Lewis Yakich, has begun work on a massive 3D printed expansion of the hotel. What’s more, they are already planning to follow this up with a series of 3D printed commercial homes. Do we have a winner?

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3Dconnexion : Download Drivers


Saved by uncleflo on September 8th, 2016.

Download Drivers: The software on this page is compatible with the following currently supported products: SpaceMouse Enterprise, SpacePilot Pro, SpaceMouse Pro Wireless, SpaceMouse Pro, SpaceMouse Wireless, SpaceNavigator for Notebooks, SpaceNavigator, CadMouse. Additional software and drivers for discontinued products are available in our archive.

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Method Analysis's 3D Printing Hub | London | Prints From £7.00 | 3D Hubs


Saved by uncleflo on June 13th, 2015.

CAD, R&D, specification and sketch all the way to prototype, or just a print job? Get in touch and see how we can help you. ABS print jobs can be smoothed in a convection driven 'acetone oven' for an injection moulded look. Method Analysis can also provide limited manufacturing beyond the realm of 3D printing (see hub photos).

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Setting Up Your Scene | Away3D Tutorials Wiki


Saved by uncleflo on June 10th, 2015.

Working in Flash and Actionscript, you will be familiar with the concepts of using the standard display list for drawing and animating content. Away3D versions earlier than 4.0 all relied on this standard display list to render objects to your scene, however since Flash Player 11.0 and Away3D 4.x you can now take advantage of GPU hardware accelerated graphics for rendering performance as commonly seen in games, allowing you to create complex and immersive experiences for the web and using Adobe AIR, on mobile devices as well.

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Unity - Game Engine


Saved by uncleflo on April 4th, 2015.

Unity 5 is the new edition of the best development platform for creating 2D/3D games and interactive experiences. Unity 5 brings you awesome new artistic power. Improved efficiency makes the hard work smoother and more fun, and with the industry’s most comprehensive multiplatform support, you can now launch your game on 21 platforms.

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Saved by uncleflo on April 4th, 2015.

Unreal Engine 4 is a complete suite of game development tools made by game developers, for game developers. From 2D mobile games to console blockbusters and VR, Unreal Engine 4 gives you everything you need to start, ship, grow and stand out from the crowd.

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Reef Interactive entwickelt 3D-Karten für Taucher - futurezone.at


Saved by uncleflo on April 2nd, 2015.

Ein Salzburger Start-up hat Sonar-, Video- und Satellitendaten zusammengeführt und Unterwasserkarten von über 120 Riffen in einer App verpackt. Üblicherweise greifen Taucher auf handgezeichnete Karten zur Planung ihrer Tauchgänge zurück. Das könnte sich in Zukunft ändern. Das Salzburger Start-up Reef Interactive erstellt mithilfe von Sonar-, Video- und Satellitendaten dreidimensionale Unterwasserkarten in hoher Auflösung und bietet so einen neuen Einblick in die Unterwasserwelt. Bisher wurden über 120 Riffe im Roten Meer eingescannt und in einer App verpackt. Verfügbar ist diese zum Start für Android-Handys und Tablets sowie für iOS. Aktuell kann man bereits fünf Tauchplätze erkunden, bis Anfang April sollen dann sämtliche gescannten Riffe und Wracks zur Verfügung stehen.

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Saved by uncleflo on February 22nd, 2015.

New "Real World" medical datasets Please note that this pages lists freshly added new datasets from the medical domain. This is to emphasize that most currently used datasets in volume rendering do not reflect the current nature of datasets from medical 3D scanners. They are usually too small.

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Same Side Technique, Point in triangle test


Saved by uncleflo on February 22nd, 2015.

A common way to check if a point is in a triangle is to find the vectors connecting the point to each of the triangle's three vertices and sum the angles between those vectors. If the sum of the angles is 2*pi then the point is inside the triangle, otherwise it is not. It works, but it is very slow. This text explains a faster and much easier method.

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Ray(/segment)-triangle intersection tests for dummies :P


Saved by uncleflo on February 22nd, 2015.

There are various ray-tri tests around. I'll describe a few of the most interesting ones because I think that there's no "definitive" ray-tri intersection. Much depends on the type of application you're going to develop. Some methods are faster if most of the tests are positive (hit), some if they are not (early rejection). Some use lots of memory to precalculate as much as possible so they are very fast for scenes with no cache-hit problems (for examples in scenes with not so many, big triangles and spatial subdivision), while others use less memory and no precalc. etc... The precalculation option is often important so I'll talk about it more here. There are two kinds of precalculations that could be useful: per-frame precalculation (something that can be precalculated for the entire scene, for every triangle, and that just needs to be updated if the triangles are animated, if it changes their position in the next frame). The other type is per-ray-bundle precalculation.

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Calculating reflected ray


Saved by uncleflo on February 22nd, 2015.

This short note gives the equation for a reflected ray as used in many computer rendering applications, eg: ray tracing. Given a ray Ri incident at a point on a surface with normal N one wishes to determine the reflected ray from that point. The geometry and nomenclature is given in the following diagram.

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Saved by uncleflo on February 22nd, 2015.

When writing a ray tracer, sooner or later you’ll stumble on the problem of reflection and transmission. To visualize mirror-like objects, you need to reflect your viewing rays. To simulate a lens, you need refraction. While most people have heard of the law of reflection and Snell’s law, they often have difficulties with actually calculating the direction vectors of the reflected and refracted rays. In the following pages, exactly this problem will be addressed. As a bonus, some Fresnel equations will be added to the mix, so you can actually calculate how much light is reflected or transmitted (yes, it’s possible). At the end, you’ll have some usable formulas to use in your latest ray tracer.

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Intersections of Rays, Planes and Triangles (3D)


Saved by uncleflo on February 22nd, 2015.

The intersection of the most basic geometric primitives was presented in the Algorithm 5 about Intersections of Lines and Planes. We will now extend those algorithms to include 3D triangles which are common elements of 3D surface and polyhedron models. We only consider transversal intersections where the two intersecting objects do not lie in the same plane. Ray and triangle intersection computation is perhaps the most frequent nontrivial operation in computer graphics rendering using ray tracing. Because of its importance, there are several published algorithms for this problem (see: [Badouel, 1990], [Moller & Trumbore, 1997], [O'Rourke, 1998], [Moller & Haines, 1999]). We present an improvement of these algorithms for ray (or segment) and triangle intersection. We also give algorithms for triangle-plane and triangle-triangle intersection.

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Snell's law - Wikipedia, the free encyclopedia


Saved by uncleflo on February 22nd, 2015.

Snell's law (also known as the Snell–Descartes law and the law of refraction) is a formula used to describe the relationship between the angles of incidence and refraction, when referring to light or other waves passing through a boundary between two different isotropic media, such as water, glass, or air. In optics, the law is used in ray tracing to compute the angles of incidence or refraction, and in experimental optics to find the refractive index of a material. The law is also satisfied in metamaterials, which allow light to be bent "backward" at a negative angle of refraction with a negative refractive index.

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The OpenGL ® ES Shading Language


Saved by uncleflo on February 22nd, 2015.

Language Version: 1.00; Document Revision: 17; 12 May, 2009; Editor: Robert J. Simpson (Editor, version 1.00, revisions 1-11: John Kessenich)

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Saved by uncleflo on February 8th, 2015.

Itseez provides services in the area of computer vision R&D. Our expertise in computer vision is the key differentiator that helped us to become a trusted partner to the world's largest hardware vendors.

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Building and calibrating a stereo camera with OpenCV (<50€) | Stackable


Saved by uncleflo on February 8th, 2015.

I’ve decided to try my hand at 3D reconstruction using a stereo camera. There are a few good sets of instructions on how to get started with this. I decided to take some heavy inspiration from them and will be citing them as I go in the post. I ended up not following any of the instructions precisely because I have a few goals that are not fulfilled by any single source that I could find

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How To Export Blender Models to OpenGL ES: Part 1/3 | Ray Wenderlich


Saved by uncleflo on February 8th, 2015.

Recently, we published Blender tutorial for beginners that showed you how to create your own 3D models in Blender. But you might be wondering – how can I export Blender models to OpenGL ES? That’s what this epic three-part tutorial series is all about! You will learn how to make an awesome 3D model viewer for iOS that can display models that you create in Blender.

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Alien: Isolation review: crew expendable | Polygon


Saved by uncleflo on February 8th, 2015.

That's an important distinction. Where James Cameron's 1986 film Aliens has been a major influence on video games since its release, and has seen a number of high-profile game adaptations and spinoffs, Ridley Scott's original Alien in 1979 has stood apart. Cameron's big guns and action scenes allowed for an easy power-fantasy hook — despite the intended anti-war message of the film itself — while Scott's frail human prey and solitary alien killer seem less easily adapted.

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openCV static linking (GNU/linux + gcc) | s1meonov


Saved by uncleflo on December 7th, 2014.

A guide on howto compile opencv statically, which is quite hard. An article from a user. This howto describes a little bit more accurately how to install openCV on linux. The original howto can be found here.

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WebGL Example: Phong / Blinn Phong Shading


Saved by uncleflo on December 7th, 2014.

If you do not see an output below, your browser does not support WebGL. The WebGL shader code is slightly different from the GLSL code (version 1.4 ) that is used in the lecture. This is because WebGL shaders must conform to the OpenGL ES Shading Language (Version 1.0) which can be found here.

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