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sanwei
sanwei Public在基于OpenGL的三维房间光照模型的基础上,本人实现了光线照射物体的phong-shader,但遇到了shader边缘锯齿的问题。尝试了多种方法后,成功改善了边缘锯齿。
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Graduation-design-Monocular-camera-based-human-pose-estimation
Graduation-design-Monocular-camera-based-human-pose-estimation PublicBased on videopose3d project, we obtain 3D coarse model projection of human pose to 2D, calculate loss and then iterate, realize self-iteration and loss value output
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