- 博客(0)
- 资源 (16)
空空如也
GPUZen_AdvancedRenderingTechnique
GPU Zen includes coverage of the areas of geometry manipulation, lighting, general rendering, screen-space techniques, Virtual Reality and general compute tasks.
2018-03-15
bsp bible 实时三维渲染中的二叉空间划分树及多边形剔除
BSP-TREES AND POLYGON REMOVAL IN REAL TIME 3D RENDERING
实时三维渲染中的二叉空间划分树及多边形剔除
By Samuel Ranta-Eskola
Samuel Ranta-Eskola著
Uppsala University
Uppsala大学
Abstract
摘要
2011-03-06
Binary Space Partioning Trees and Polygon
Binary Space Partioning Trees and Polygon
Removal in Real Time 3D Rendering
2011-03-06
quake3 源代码
Quake III Arena GPL source release
==================================
This file contains the following sections:
LICENSE
GENERAL NOTES
COMPILING ON WIN32
COMPILING ON GNU/LINUX
COMPILING ON MAC
LICENSE
=======
See COPYING.txt for the GNU GENERAL PUBLIC LICENSE
Some source code in this release is not covered by the GPL:
IO on .zip files using portions of zlib
-----
2011-03-02
vsto实例教程,示例代码
vsto示例代码,实用
目 录
VSTO基本概念 1
Application 对象 1
Document 对象 1
Selection 对象 1
Range 对象 1
一、如何控制当前光标 2
二、如何获取和设置Range 3
1、如何构建一个range 3
2、为Selection设置Range 3
3、获取对象的range 3
三、VSTO的bookmark 4
四、如何定义菜单 5
五、如何设置工具栏 7
六、如何设置自己的popuMenu 8
七、如何通过vsto设置和使用style 9
1、关于style的几个概念 9
2、如何获取style 9
3、如何应用style 9
八、如何打开和关闭文档结构图 11
十、表格操作 11
1、便历所有单元格 11
2、修改边框式样、合并单元格 11
十一、如何利用xml对文档内容进行分割管理 12
十二、设置目录 14
十三、如何控制自定义面板 15
1、添加和移除面板 15
2、关闭面板 15
3、使用Word中的数据 15
2011-02-15
projective_texture_mapping
投影矩阵的教程
Introduction
Projective texture mapping is a method of texture mapping described by Segal [3]
that allows the texture image to be projected onto the scene as if by a slide projector.
Figure 1 shows some example screen shots from the projspot demo, available in the
NVIDIA OpenGL SDK. Projective texture mapping is useful in a variety of lighting
techniques, including shadow mapping [4]. This document provides some background
and describes the steps involved in projective texture mapping in OpenGL.
Projective texture mapping refers both to the way texture coordinates are assigned to
vertices, and the way they are computed during rasterization of primitives. We usually
think of texture mapping as “the application of a texture image to a primitive,” and while
it certainly is that – there is more math going on than most folks think. If you have ever
written your own rasterizer with support for mipmap filtered, perspective-correct,
projective texture mapping, you no doubt became aware of the many subtle issues
involved. We will begin by discussing the way that texture coordinates are computed
during rasterization, and then we will discuss methods for assigning the texture
coordinates to the vertices. We do not discuss filtering here, but there is a paper on
Anisotropic Filtering at the NVIDIA developer web site that provides a good
introduction to that topic.
Figure 1.
2010-11-09
hlsl初级教程 pdf
hlsl入门教程
目录
前言
1.HLSL入门
1.1什么是着色器
1.2什么是HLSL
1.3怎么写HLSL着色器
1.4怎么用HLSL着色器
2.顶点着色器
2.1可编程数据流模型
2.2顶点声明
2.3用顶点着色器实现渐变动画
3.像素着色器
3.1多纹理化
3.2多纹理效果的像素着色器
3.3应用程序
4.HLSL Effect(效果框架)
4.1Effect代码结构
4.2用Effect实现多纹理化效果
结语
参考资料
2010-10-22
空空如也
TA创建的收藏夹 TA关注的收藏夹
TA关注的人