Hi i've displayed my dronedeploy map with leaflet.js.
Is it possible to add dronedeploy's Plant Health (NDVI) layer to that map?
Also i was able to add ndvi layer using https://tiles_2_prod.dronedeploy.com/unsafe/smart/filters:vegetation_index(NDVI,0.2,0.5,NGB):cmap(RdYlGn)/
as a prefix.
Problem is i've hardcoded 0.2 and 0.5 as thresholds and i would like to use dronedeploy's calculations.
Currently there is no supported way to achieve this.
Also please note the tile urls will be undergoing some changes in the future so hacking them to suit your needs may provide unexpected behavior.
It also would most likely result in any app submission either not getting approved or needing extra review.
We are looking into the future of our api, and exposing these variables.
I am a DroneDeploy Engineer on the Platform Team.
Related
I need help designing a game where characters
have universal actions(sit, jump, etc.) or same across all characters; roughly 50 animations
unique attack patterns(different attacks) roughly 6 animations per character
item usage attacks(same across all characters) roughly 4 animations per item which could scale to 500+
What would be the best way to design this? I use blender for animations. And I just started a week ago.
I’m thinking of using either one model for everything and limiting actions or to create multiple and import those separately. Any help is appreciated!
Edit: also considering optimization since I don’t want lag to incur; making a mmo like game.
There is an initial release (MIT License) of the module GodotAnimationRetargeting that I referenced in comments. Update: There is a GDScript version now.
Usually in Godot you have an animation player with the animations tied to a given model. Which means you would have to add them for all the models. However, this module allows you apply animations from an animation player to another model. You can also apply them partially (e.g. only rotation, or position or scaling of bones).
That should help you have a common set of animation applied to different models.
Being a module it requires to compile Godot using it. See Compiling on the Godot docs.
I went through the documentation of Google Text to Speech SSML.
https://developers.google.com/assistant/actions/reference/ssml#prosody
So there is a tag called <Prosody/> which as per the documentation of W3 Specification can accept an attribute called duration which is a value in seconds or milliseconds for the desired time to take to read the contained text.
So <speak><prosody duration='6s'>Hello, How are you?</prosody></speak> should take 3 seconds for google text to speech to speak this! But when i try it here https://cloud.google.com/text-to-speech/ , its not working and also I tried it in rest API.
Does google text to speech doesn't take duration attribute into account? If they don't then is there a way to achieve the same?
There are two ways I know of to solve this:
First Option: call Google's API twice: use the first call to measure the time of the spoken audio, and the second call to adjust the rate parameter accordingly.
Pros: Better audio quality? (this is subjective and depends on taste as well as the application's requirements)
Cons: Doubles the cost and processing time.
Second option:
Post-process the audio using a specialized library such as ffmpeg
Pros: Cost effective and can be fast if implemented correctly.
Cons: Some knowledge of the concepts and the usage of an audio post-processing library is required (no need to become an expert though).
As Mr Lister already mentioned, the documentation clearly says.
<prosody>
Used to customize the pitch, speaking rate, and volume of text
contained by the element. Currently the rate, pitch, and volume
attributes are supported.
The rate and volume attributes can be set according to the W3
specifications.
Using the UI interface you can test it.
In particular you can use things like
rate="low"
or
rate="80%"
to adjust the speed. However that is as far as you can go with Google TTS.
AWS Polly does support what you need, but only on Standard voices (not Neural).
Here is the documentation.
Setting a Maximum Duration for Synthesized Speech
Polly also has a UI to do a quick test.
I am working on a game which was developed by some other guy earlier. I am facing a problem that when player(with camera) start running on the road the buildings are not being shown up in their regular shape and as we move forward (more closer to the buildings) they gain their original shapes, and some times the buildings present on either side of the road are not visible by camera ( empty space ) and when we move closer to the building it comes up as visible object suddenly. I think it may be some unity3d setting problem (rendering , camera or quality). May be, it was being done due to increase performance on mobile devices.
can anybody know what may be the issue or how to resolve it.
Any help will be appreciated. Thanks in advance
This sounds like it's a problem with the available LODs for each building's 3D model.
Basically, 3d games work by having 2-3 different versions of each 3D model, with varying *L*evels *O*f *D*etail. So for example, if you have a house model which uses 500 polygons, you'll probably have another 2 versions (eg 250 polys and 100 polys), which are used depending on the distance between the player and the object. The farther away he is, the simpler the version used will be.
The issue occurs when developers use automatically generated LOD models, which will look distorted or won't appear at all. Unity probably auto generates them, but I'm unsure where you'll find the settings for this in unity. However I've seen 3d models on the unity store offering models with different LODs, so unity probably gives you the option to set your own. The simplest solution would be to increase the distance the LODs change at, while the complicated solution would be to fix custom versions of the 3D models for larger distances, with a lower poly count.
I have resolved the problem. This was due to the LOD (level of details) used for objects (buildings) in Unity3d to enhance the performance on the slower device. LOD provides many level of details (of an object) which you can adjust according to your need . In my specific problem the buildings were suddenly appear due to the different (wrong) position for LOD1, i.e. for LOD1 the building was at wrong place but for LOD0 it was at its right place. So when my camera see from the distance it see LOD1 which was at wrong place thence it sees empty space with no building at the expected position. But when camera comes closer it sees LOD0 in which building is at the right position and it seems that buildings are suddenly come or become visible.
I need machine-readable descriptions for Multi-Monitor and VR Setups, like simple dual-screen computers, Powerwalls, and Caves. This description must include the sizes and placements of all outputs (displays or projections) in the physical space.
The far goal is to combine User-(Head)-tracking, device tracking for mobile devices, etc. with multi-display environments.
The simplest issue is to be aware of the gap between the screens of a multi-monitor setup because of the borders of the display cases.
The most complex setup would probably be caves with polygonal or curved projection surfaces.
My impression is that every VR-Software out there defines it's own setup-config-crackpot-text-file-format. Is there a common standard or common practice I am missing?
There are no common standards in VR (yet) especially the type you take interest in, but you might want to check out vrui.
The author of that project understands the need for middle software that would do what you want to do: http://doc-ok.org/?p=123. He also has a great article where he considers that for VR the standard camera model could be changed with great benefits, in a way similar to what you seem to ask for in your question: http://doc-ok.org/?p=27
Maybe, once VR gets some popularity and traction thanks to Oculus and all, a need for standaristaion will rise - there already is one for HMDs, check out the OSVR project. But I dont really see it very probable - CAVEs and Powerwall setups won't be so widespread due to costs involved and space required. Using HMDs will probably be a lot cheaper and more portable/handy.
EDIT: I also found this - http://www.middlevr.com/
We currently have a dynamically updated network graph with around 1,500 nodes and 2,000 edges. It's ever-growing. Our current layout engine uses Prefuse - the force directed layout in particular - and it takes about 10 minutes with a hefty server to get a nice, stable layout.
I've looked a little GraphViz's sfpd algorithm, but haven't tested it yet...
Are there faster alternatives I should look at?
I don't care about the visual appearance of the nodes and edges - we process that separately - just putting x, y on the nodes.
We do need to be able to tinker with the layout properties for specific parts of the graph, for instance, applying special tighter or looser springs for certain nodes.
Thanks in advance, and please comment if you need more specific information to answer!
EDIT: I'm particularly looking for speed comparisons between the layout engine options. Benchmarks, specific examples, or just personal experience would suffice!
I wrote a JavaScript-based graph drawing library VivaGraph.js.
It calculates layout and renders graph with 2K+ vertices, 8.5K edges in ~10-15 seconds. If you don't need rendering part it should be even faster.
Here is a video demonstrating it in action: WebGL Graph Rendering With VivaGraphJS.
Online demo is available here. WebGL is required to view the demo but is not needed to calculate graphs layouts. The library also works under node.js, thus could be used as a service.
Example of API usage (layout only):
var graph = Viva.Graph.graph(),
layout = Viva.Graph.Layout.forceDirected(graph);
graph.addLink(1, 2);
layout.run(50); // runs 50 iterations of graph layout
// print results:
graph.forEachNode(function(node) { console.log(node.position); })
Hope this helps :)
I would have a look at OGDF, specifically http://www.ogdf.net/doku.php/tech:howto:frcl
I have not used OGDF, but I do know that Fast Multipole Multilevel is a good performant algorithm and when you're dealing with the types of runtimes involved with force directed layout with the number of nodes you want, that matters a lot.
Why, among other reasons, that algorithm is awesome: Fast Multipole method. The fast multipole method is a matrix multiplication approximation which reduces the O() runtime of matrix multiplication for approximation to a small degree. Ideally, you'd have code from something like this: http://mgarland.org/files/papers/layoutgpu.pdf but I can't find it anywhere; maybe a CUDA solution isn't up your alley anyways.
Good luck.
The Gephi Toolkit might be what you need: some layouts are very fast yet with a good quality: http://gephi.org/toolkit/
30 secondes to 2 minutes are enough to layout such a graph, depending on your machine.
You can use the ForAtlas layout, or the Yifan Hu Multilevel layout.
For very large graphs (+50K nodes and 500K links), the OpenOrd layout wil
In a commercial scenario, you might also want to look at the family of yFiles graph layout and visualization libraries.
Even the JavaScript version of it can perform layouts for thousands of nodes and edges using different arrangement styles. The "organic" layout style is an implementation of a force directed layout algorithm similar in nature to the one used in Neo4j's browser application. But there are a lot more layout algorithms available that can give better visualizations for certain types of graph structures and diagrams. Depending on the settings and structure of the problem, some of the algorithms take only seconds, while more complex implementations can also bring your JavaScript engine to its knees. The Java and .net based variants still perform quite a bit better, as of today, but the JavaScript engines are catching up.
You can play with these algorithms and settings in this online demo.
Disclaimer: I work for yWorks, which is the maker of these libraries, but I do not represent my employer on SO.
I would take a look at http://neo4j.org/ its open source which is beneficial in your case so you can customize it to your needs. The github account can be found here.