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Make zlib/jpeg/png/... auto link to native libraries on Ubuntu/OSX #1
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Starting to work on this issue from e6ae72c |
A series of commits have addressed the issue.
A few libraries that have not changed:
Moving the priority to low. I will revisit it in the future when librealsense is more stable. |
Close for now. |
Closed
This was referenced Oct 20, 2020
yxlao
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Dec 10, 2020
Adaptive anchor point support via sparse Eigen matrix Camera selection based on vertex normal (#2) * mac compatibility * pass in max_visable_cameras * argmax_k * initial get camera center * select 3 best cameras * fix init vector * print viscnt * fix visible typo * add mesh filter structure * implements FilterTriangleMesh not compiling * FilterTriangleMesh compiles * default filter strength * bind enum types * python binding filter_triangle_mesh * fix filter type check * fix vector init segfault * working * working * add question * add box smooth filter, not using filter_strength yet * comments * implement vill invisible vertex colors * better print * color visibility map based on colors * do not constrain max_visible_cameras_ to get actual camera count * actually use max_visible_cameras * introduce min_visible_cameras * erode with abs value * print info when sparse matrix insert * try catch block for eigen debug * fix zero index crashing problem * remove prints and re-enable openmp * remove empty lines * disable print * disable color injection * disable visibility count mesh creation fix index (#3) skip if adaptive anchor cannot see any vertex (#4) Colormap memory optimized (#5) * remove dummy code * CreateDepthBoundaryMasks with images_rgbd * SetGeometryColorAverage use rgbd * CreateVertexAndImageVisibility uses rgbd image * remove all images_color and images_depth * remove dummy code
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heethesh
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Jun 20, 2022
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On Windows, all packages are included in External, and linked with Open3D.
On Ubuntu/OSX, this should be done automatically with native libraries.
This should be done with findpackage in CMake.
Roadblock: Need to do it and thoroughly test if these dependencies (a weird version, e.g.) break Open3D. In that case, we should fall back to the code included in External.
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