Mesa3D (OpenGL) and MinGW

I’ve just managed to compile and install Mesa3D version 7.2 under Microsoft Windows (using MinGW). Here are the steps in case anyone else needs to know:

  • Install MinGW and MSYS
  • Download and unpack MesaLib, MesaGLUT, and MesaDemos into the same directory. The files are available on SourceForge.
  • Open the file Mesa-7.2/Makefile.mgw in an editor and replace
    <pre>copy progs\samples\star.exe lib</pre> with
    <pre>cp progs/samples/star.exe lib</pre>
  • Compile Mesa3D by executing make -f Makefile.mgw under MSYS
  • Copy the files Mesa-7.2/lib/lib*.a to the directory /mingw/lib
  • Copy the files Mesa-7.2/lib/*.dll to the directory /mingw/bin
  • Copy the content of Mesa-7.2/include to the directory /mingw/include

To test Mesa3D you can for example download SGI’s cube.c and compile it by executing

gcc -o cube cube.c -lopengl32 -lglu32 -lglut32

Real-time Computer Vision with Ruby

I gave a presentation about Real-time Computer Vision with Ruby at the O’Reilly Open Source Convention in Portland, Oregon. You can download the presentation here:

A machine vision extension for the Ruby programming language

The publication A machine vision extension for the Ruby programming language is available for download on the Digital Commons Repository of Sheffield Hallam University. The paper describes early work on the HornetsEye Ruby-extension in context of the Nanorobotics project.

Action against underspending

Are you also notoriously leading your department into problems by underspending on your budget? I am proposing a 3-step solution:

  • Send me e-mails with the expected amount of underspending
  • I will sum up the stated amounts
  • At the end of the fiscal year everyone transfers the money into an escrow acount to finance a new space program

Update: So far I have received estimates amounting to £60,000.

Lucas-Kanade tracker

After reading the paper Lucas-Kanade 20 Years On: A Unifying Framework, I’ve implemented a Lucas-Kanade tracker with HornetsEye. The video shows tracking of a texture patch using a 2-D affine transform as model.