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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

b*寻路算法

b星 bstart b* 寻路 完整的算法代码

2013-12-03

延迟渲染 shder simpler

延迟渲染demo 可参考,shadersimpler

2011-04-11

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教程 mere mortals

VSTO for Mere Mortals经典教程 vsto示例

2011-02-15

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

ATL_OFFICE_COM

ATL OFFICE COM word插件编写

2011-01-29

dx渲染流水线+depth in depth

dx渲染流水线+depth in depth!!!!

2011-01-23

投影 矩阵 jimmy blinn

投影矩阵 dx render PDF,关于投影矩阵

2011-01-16

水面模拟渲染-》L4D2

Water Flow in Alex Vlachos, Valve July 28, 2010

2010-12-26

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

Larsson_Limsater_Oceans.pdf

水面模拟介绍 (e文) 各种水面渲染的数学函数公式

2010-11-09

render monkey demo

render monkey demo 各种rm的基本入门教程

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

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