Thishands-onguidecutsshortthepreambleandgetsstraighttothepoint–actuallycreatinggraphics,insteadofjusttheoreticallearning.Eachrecipeisspecificallytailoredtosatisfyyourappetiteforproducingreal-time3-DgraphicsusingGLSL4.0.IfyouareanOpenGLprogrammerlookingtousethemodernfeaturesofGLSL4.0tocreatereal-time,three-dimensionalgraphics,thenthisbookisforyou.FamiliaritywithOpenGLprogramming,alongwiththetypical3Dcoordinatesystems,projections,andtransformationsisassumed.ItcanalsobeusefulforexperiencedGLSLprogrammerswhoarelookingtoimplementthetechniquesthatarepresentedhere.
2024/6/17 21:28:51 7.28MB OpenGL GLSL
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RuoZhang,Ping-SingTsai,JamesCryerandMubarakShah,ShapefromShading:ASurvey',论文和代码RelatedPublication:JamesCryer,Ping-SingTsaiandMubarakShah.ShapefromShadingandStereo,Pattern论文和代码,RelatedPublication:Ping-singTsaiandMubarakShah,ShapeFromShadingUsingLinearApproximation,论文和代码
2024/2/21 1:38:41 5.74MB SFS
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ThisrepositorycontainsanumberofshadeddependenciesfortheApacheFlinkproject.ThepurposeofthesedependenciesistoprovideasingleinstanceofashadeddependencyintheFlinkdistribution,insteadofeachindividualmoduleshadingthedependency.Withtheexceptionofflink-shaded-hadoop-2,shadeddependenciescontainedheredonotexposeanytransitivedependencies.Theymayormaynotbeself-contained.Whenusingthesedependenciesitisrecommendedtoworkdirectlyagainstt
2024/2/10 1:30:47 41.45MB flink hadoop jar
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简单glslshader自己编写,实现太空看地球效果白天、黑夜、云彩多重纹理混合参见openglshadinglanguage第二版
2024/1/20 1:09:08 4.72MB glsl
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OpenGL4ShadingLanguageCookbookprovideseasy-to-followexamplesthatfirstwalkyouthroughthetheoryandbackgroundbehindeachtechnique,andthengoontoprovideandexplaintheGLSLandOpenGLcodeneededtoimplementit.Beginnerlevelthroughtoadvancedtechniquesarepresentedincludingtopicssuchastexturing,screen-spacetechniques,lighting,shading,tessellationshaders,geometryshaders,computeshaders,andshadows.
2023/8/8 8:30:47 5.47MB OpenGL Shading
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本教程针对HLSL(HighLevelShadingLanguage)初学者,从应用的角度对HLSL、顶点着色器、像素着色器和Effect效果框架进行了介绍,教程中去掉了对HLSL语法等一些细节内容的讨论,力求帮助读者尽可能快地理解HLSL编程的概念,掌握HLSL编程的方法。
2023/7/20 0:35:12 2.32MB HLSL
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CruiseYoung提供的带有详细书签的电子书籍目录http://blog.csdn.net/fksec/article/details/7888251该资料是《游戏编程精粹8》一书的随书光盘代码:共两部分,这是第2部分游戏编程精粹8基本信息中文名:游戏编程精粹8原名:GameProgrammingGems8作者:AdamLake图书分类:软件资源格式:PDF版本:插图版出版社:CourseTechnology书号:1584507020发行时间:2010年03月01日地区:美国语言:英文内容简介本书为《GameProgrammingGems》系列的第八卷。
在这一版当中,我们将广泛地探讨重要的实时图形方面,如Larrabee,PlayStation3,以及DirectX11计算着色器。
此外在本书中,处在第一线的业内顶级开发商如:Blizzard,id,BizarreCreations,Nexon,以及Intel'sAdvancedVisualComputinggroup,还分享了他们如何以最佳的方式利用图形硬件为游戏创建高质量视觉效果的真知灼见。
目录Face-15Contents-12Preface-6Contributors-1Section1Graphics1Introduction11.1FastFontRenderingwithInstancing31.2PrinciplesandPracticeofScreenSpaceAmbientOcclusion121.3Multi-ResolutionDeferredShading321.4ViewFrustumCullingofCatmull-ClarkPatchesinDirectX11391.5AmbientOcclusionUsingDirectXComputeShader501.6Eye-ViewPixelAnti-AliasingforIrregularShadowMapping741.7OverlappedExecutiononProgrammableGraphicsHardware901.8TechniquesforEffectiveVertexandFragmentShadingontheSPUs101Section2PhysicsandAnimation119Introduction1192.1AVersatileandInteractiveAnatomicalHumanFaceModel1212.2CurvedPathsforSeamlessCharacterAnimation1322.3Non-Iterative,Closed-Form,InverseKinematicChainSolver(NCFIK)1412.4ParticleSwarmOptimizationforGameProgramming1522.5ImprovedNumericalIntegrationwithAnalyticalTechniques1682.6WhataDrag:ModelingRealisticThree-DimensionalAirandFluidResistance1832.7ApplicationofQuasi-FluidDynamicsforArbitraryClosedMeshes1942.8ApproximateConvexDecompositionforReal-TimeCollisionDetection202Section3AI211Introduction2113.1AILevelofDetailforReallyLargeWorlds2133.2APattern-BasedApproachtoModularAIforGames2323.3AutomatedNavigationMeshGenerationUsingAdvancedGrowth-BasedTechniques2443.4APracticalSpatialArchitectureforAnimaland
2023/3/19 14:27:49 79.5MB 游戏编程精粹 Game Programming Gems
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建立一个编程环境,完成读入三维物体,进行线框显示,shading,纹理映射以及旋转,zoomin/out等功能。
读入的三维模型:点云,mesh、volu等
2023/2/13 22:32:08 39.23MB VR VS2015 三维模型 图形学
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CollectionofComputerVisionalgorithmsimplementedinMatlab.Algorithms:seamcarving("Seamcarvingforcontent-awareimageprocessing"byS.Avidan&A.Shamir,2007)Algorithmandcodearedescribedindetailshttp://kirilllykov.github.io/blog/2013/06/06/seam-carving-algorithm/bilateralfilter("Bilateralfilteringforgrayandcolorimages"byC.Tomasi&R.Manduchi,1998)fastbilateralfilter("Afastapproximationofthebilateralfilterusingasignalprocessingapproach"byS.Paris&F.Durand,2006)retinex("Retinexbytwobilateralfilters"byM.Elad,2005)shapefromshadingalgorithmbyHornandIkeuchi("TheVariationalApproachtoShapefromShading"byB.HornandM.Brooks,1985)opticalflowalgorithmbyHorn-Shunckforanarrayofinputimages("Determiningopticalflow"byHornandSchunck,1980)generatorofrandomsurfaceandclosedcurve,auxiliarycode
2016/11/13 21:51:24 61KB bilateral filter retinex
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shapefromshading(SFS)的matlab代码,修改图片路径,可直接运行。
这段代码用的就是Tsai文章中的方法,文件夹下还有我执行后效果图,大家可参考一下。
由于我不知道精确的光照角度,所以恢复效果不太好,尤其是眼睛和鼻子部分。
2017/8/20 21:06:58 363KB shape from shading SFS
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在日常工作中,钉钉打卡成了我生活中不可或缺的一部分。然而,有时候这个看似简单的任务却给我带来了不少烦恼。 每天早晚,我总是得牢记打开钉钉应用,点击"工作台",再找到"考勤打卡"进行签到。有时候因为工作忙碌,会忘记打卡,导致考勤异常,影响当月的工作评价。而且,由于我使用的是苹果手机,有时候系统更新后,钉钉的某些功能会出现异常,使得打卡变得更加麻烦。 另外,我的家人使用的是安卓手机,他们也经常抱怨钉钉打卡的繁琐。尤其是对于那些不太熟悉手机操作的长辈来说,每次打卡都是一次挑战。他们总是担心自己会操作失误,导致打卡失败。 为了解决这些烦恼,我开始思考是否可以通过编写一个全自动化脚本来实现钉钉打卡。经过一段时间的摸索和学习,我终于成功编写出了一个适用于苹果和安卓系统的钉钉打卡脚本。
2024-04-09 15:03 15KB 钉钉 钉钉打卡