My 360-Degree Cow Mesh Below
My Dolly Zoom Below
My Tetrahedron Below. This has 4 vertices and 4 faces.
My Cube Below. This has 14 vertices and 18 faces.
My textured mesh is below. The choice of colors that I chose were in remembrance of Kobe Bryant - purple and gold. color1 = [93/255, 63/255, 211/255] and color2 = [255/255, 215/255, 0]
R_relaivee rotates the camera in the xyz-coorinate frame to the conanical identical rotation matrix
T_relative translates moves thee camera in the xyz-coordinate frame relative to the conanical translation vector [0,0,0]
R_relaivee = [[np.cos(np.deg2rad(-90)), -np.sin(np.deg2rad(-90)), 0], [np.sin(np.deg2rad(-90)), np.cos(np.deg2rad(-90)), 0], [0,0,1]]
T_relative = [0, 0, 0]
R_relaivee = [[1,0,0], [0, 1, 0], [0,0,1]]
T_relative = [0, 0, 2]
R_relaivee = [[1,0,0], [0, 1, 0], [0,0,1]]
T_relative = [0.5, -0.5, 0]
R_relaivee = [[np.cos(np.deg2rad(90)), 0, np.sin(np.deg2rad(90))], [0, 1, 0], [-np.sin(np.deg2rad(90)), 0, np.cos(np.deg2rad(90))]]
T_relative = [-3, 0, 3]
RGB-D Point clouds (left-to-right: point cloud from 1st image, point cloud from 2nd image, union of point clouds)
Torus as parametric function
Torus as implicit surface. The tradeoffs between rendering as a mesh vs. a point cloud in terms of rendering speed is that it is faster to render a point cloud than a mesh. Point clouds are also easier to use. They also use less memory because for meshes, you have to store vertices, faces, and edges info.
My mesh of a human face is below