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原创 2024最新-ubuntu22.04安装最新版QT6.6~6.8教程

这个时候,再把所有你想要安装的组件勾选,包括最新版预览版的QT creator 和 QT sdk(6.5.3, 6.6.5, 6.8.0)等,再点击下一步更新,即附加安装,稍等十几分钟,即可安装成功,我这里没再出任何失败报错的提示,哈哈哈哈!然后直接下一步下一步,最关键的一步 : 不要更改任何组件的勾选!按照他默认勾选去点下一步,这时候即可开始安装,大约690M,一分钟之后即可完成。中国科学技术大学:http://mirrors.ustc.edu.cn/qtproject/经测试是目前唯一不会报错的。

2024-03-01 16:42:36 816

原创 光线追踪-Peter Shirley的RayTracing In One Weekend系列教程(book1-book3)代码分章节整理

光线追踪-Peter Shirley的RayTracing In One Weekend系列教程(book1-book3)代码分章节整理。自己码完了一遍了,把代码分章节整理了一下,可以按章节独立编译,运行, 也可以直接下载编译好的release版本直接运行。

2023-11-27 06:59:44 189

原创 [转]关于cmake --build .的理解

cmake --build . --config Release --target all -j8当你运行这个命令时,它会使用 CMake 在 Release 配置下,并使用 8 个并行任务 (-j8) 来构建项目。让我们来逐步解释一下:cmake:这是一个命令行工具,用于构建、测试和打包软件。--build .:这个选项告诉 CMake 在当前目录 (.) 中构建项目。通常你会在 CMake 生成的构建文件目录中运行这个命令。--config Release:这个选项指定了构建配置。在

2023-08-02 17:52:10 475

原创 “-- Checking for module ‘zzip-zlib-config‘ -- No package ‘zzip-zlib-config‘ found“

zzip-zlib-config zzip assimp LuisaRender

2023-07-30 17:55:18 223 3

原创 Intel OpenImageDenoise VS Nvidia Optix 降噪结果对比

按照官方文档提示,先用ImageMagick转换成pfm格式,再将其作为oidn的输入,输出亦为pfm。说明:原始图像(Raytracing的直接输出结果,每一幅的左图)为PPM格式,会提示有通道信息缺失,转换可能会有损失。Optix 不支持ppm作为输入,再进行降噪,输出为exr格式。后又尝试先转为exr格式 ,输出结果为每一幅的右下图。输出结果为每一幅的右上图。

2023-02-27 00:57:20 948

原创 ubuntu22.04编译PBRT-v4

安装libxrandr-dev。2. 再次 执行Cmake。1. 执行Cmake。

2022-08-22 01:05:16 2678 2

原创 ubuntu 18.04+docker+AliceVision+Meshroom编译配置+报错解决记录

最近让搞三维重建,于是搜到了这个库,目前来看开源里面近景重建这个是效果最好的,mesh和纹理恢复的都不错。

2021-03-10 10:19:22 2149 8

原创 原创:超级简单的色块检测算法实现

  最近公司让做了一个视频实时植入演示系统,简单来说就是将场景中需要替换的区域,比如电视屏幕等,用纯色绿幕盖住,然后进行拍摄: 图1 图2  然后利用色块检测确定视频中绿幕的区域大小及边缘位置,将摄像头实时画面,使其置换原有绿幕位置,从而实现一个带有摄像头实时画面的画中画效果。 图3图4 图5这个东西大概花了一周时间做完,一开始搜了下网上关...

2018-06-21 18:19:01 10954 5

原创 此环境变量太大, 此对话框允许将值设置为最长2047个字符

随着开发的东西越来越多,装的东西也是越来越多,环境变量也是不停的加,然后今天再添加Qt的path的时候,就弹出了这个:“此环境变量太大, 此对话框允许将值设置为最长2047个字符”:搜了一下,找到了这么一篇帖子:https://www.cnblogs.com/make217/p/5814183.html然后照着试了一下。看了一下path, 确实太长了,主要是装的Emsdk和openCV的有好几行,...

2018-05-04 14:10:01 25673 9

原创 Ray Tracing From The Ground Up--Kevin Suffern--光线跟踪算法技术 [美]萨芬著 刘天慧译(清华大学出版社) 2011 英文原版+中文译版pdf

Ray Tracing From The Ground Up--Kevin Suffern--光线跟踪算法技术 [美]萨芬著 刘天慧译(清华大学出版社) 2011 英文原版+中文译版pdf:下载地址:英文原版:http://download.csdn.net/download/jinshelj/9868813http://download.csdn.net/do

2017-08-31 14:21:12 2471 1

原创 利用ffmpeg修改MP4文件头信息,使其支持流式加载及播放

最近在用AS3写一个Flash的播放器,发现同样都是H264编码的mp4文件,有的可以加载一点就开始播放,有的就必须全部加载完才能播。用本地播放器(potplayer,暴风影音等)打开查看,发现编码什么的也都是一样的:左边这个必须是全部加载完成才能播,右边这个是一加载就能播。然后问了同事一下,说可能肯头信息的数据顺序有关。这里提供一个工具:mp4info.exe附上下载地址:链接:http://p...

2017-06-08 13:56:34 17640 3

原创 [桌面+Mobile+Web]重大更新!SpriteSheetViewer 精灵表动画查看器V1.0.2发布!

还是之前的那个工具,http://blog.csdn.net/jinshelj/article/details/10238585新加了几个功能,增加了桌面版同时还有安卓版。1.设定初始MC数量;2.可动态添加一定数量的MC;3.单指拖动和双指缩放;4.整张Sheet的预览;5.UI做了一些调整,比如增大了按钮,改变了文字样式和蓝框的粗细等等,个人感觉好看一些了。

2013-12-08 03:55:02 1139

原创 [处男作]SpriteSheetViewer 动画查看器V1.0发布!

第一次写工具==之前上网各种搜,想找一个类似功能的工具,居然就一个没找到==后来论坛上发帖子问,各位大神都说想用就自己写呗~~凸,乃们都写完了也不共享一下==于是花了2天时间自己写了一个,自己测了下基本没啥bug了~~免费奉上与大家共享~~            sdk用的最新版3.8,发布运行时为FP11.8,支持4096x4096的大尺寸,如果播放有问题的请升级播放器插件~~

2013-08-23 19:08:05 2352

Pearson-Digital Image Processing, 4th.Edition-2018.pdf

Details Title: Digital Image Processing, 4th Edition Author: Rafael C. Gonzalez, Richard E. Woods Length: 1192 pages Edition: 4 Language: English Publisher: Pearson Publication Date: 2017-03-30 ISBN-10: 0133356728 ISBN-13: 9780133356724 Sales Rank: #680902 (See Top 100 Books) Categories Computers & Technology Engineering & Transportation Engineering Textbooks Description Introduce your students to image processing with the industry’s most prized text For 40 years, Image Processing has been the foundational text for the study of digital image processing. The book is suited for students at the college senior and first-year graduate level with prior background in mathematical analysis, vectors, matrices, probability, statistics, linear systems, and computer programming. As in all earlier editions, the focus of this edition of the book is on fundamentals. The 4th Edition, which celebrates the book’s 40th anniversary, is based on an extensive survey of faculty, students, and independent readers in 150 institutions from 30 countries. Their feedback led to expanded or new coverage of topics such as deep learning and deep neural networks, including convolutional neural nets, the scale-invariant feature transform (SIFT), maximally-stable extremal regions (MSERs), graph cuts, k-means clustering and superpixels, active contours (snakes and level sets), and exact histogram matching. ?Major improvements were made in reorganizing the material on image transforms into a more cohesive presentation, and in the discussion of spatial kernels and spatial filtering. ?Major revisions and additions were made to examples and homework exercises throughout the book. For the first time, we added MATLAB projects at the end of every chapter, and compiled support packages for you and your teacher containing, solutions, image databases, and sample code. The support materials for this title can be found at www.ImageProcessingPlace.com

2019-06-29

Getting started with WebAssembly & Emscripten-March 5, 2019.zip-共3分卷

Getting started with WebAssembly & Emscripten March 5, 2019 Video Getting started with WebAssembly & Emscripten English | MP4 | AVC 1280×720 | AAC 44KHz 2ch | 2.5 Hours | 687 MB A complete guide for learning the WebAssembly JavaScript API and Emscripten toolset. Learn to create and use WebAssembly Modules from scratch using Emscripten. Bring your skills up to date with the very latest technology in Web Development. This course is suitable for both beginners and experienced developers looking to get started with WebAssembly. Understand what WebAssembly is and how it speeds up the web Use native JavaScript APIs to load and run WebAssembly modules Learn to use Emscripten and compile your own C or C++ code as a WebAssembly module Use WebAssembly in a real-world project and micro benchmark An invaluable skill for any developer looking to future-proof their skills WebAssembly is the most promising new technology for the web, allowing browsers, and other JavaScript environments, to run blazing-fast raw binary modules, compiled directly from C, C++ and many other languages. Understanding WebAssembly is an invaluable skill for anyone working with JavaScript or compiled languages, allowing you to bridge the gap between native software development and web-based JavaScript. This course will provide a very practical and concise approach to learning WebAssembly & Emscripten, and will give you a solid base to immediately start creating and implementing fast, optimised WebAssembly modules. Content and Overview This course aims to teach a solid foundational understanding of what WebAssembly is, and why it’s so powerful. Section one starts with an overview of WebAssembly and a detailed setup lesson to help you follow along every step of the way. Section two covers the native JavaScript browser API for loading and running WebAssembly modules. This section also includes importing and exporting functions to and from a WebAssembly module, and shows how to access WebAssemb

2019-06-17

Getting started with WebAssembly & Emscripten-March 5, 2019.z01

Getting started with WebAssembly & Emscripten March 5, 2019 Video Getting started with WebAssembly & Emscripten English | MP4 | AVC 1280×720 | AAC 44KHz 2ch | 2.5 Hours | 687 MB A complete guide for learning the WebAssembly JavaScript API and Emscripten toolset. Learn to create and use WebAssembly Modules from scratch using Emscripten. Bring your skills up to date with the very latest technology in Web Development. This course is suitable for both beginners and experienced developers looking to get started with WebAssembly. Understand what WebAssembly is and how it speeds up the web Use native JavaScript APIs to load and run WebAssembly modules Learn to use Emscripten and compile your own C or C++ code as a WebAssembly module Use WebAssembly in a real-world project and micro benchmark An invaluable skill for any developer looking to future-proof their skills WebAssembly is the most promising new technology for the web, allowing browsers, and other JavaScript environments, to run blazing-fast raw binary modules, compiled directly from C, C++ and many other languages. Understanding WebAssembly is an invaluable skill for anyone working with JavaScript or compiled languages, allowing you to bridge the gap between native software development and web-based JavaScript. This course will provide a very practical and concise approach to learning WebAssembly & Emscripten, and will give you a solid base to immediately start creating and implementing fast, optimised WebAssembly modules. Content and Overview This course aims to teach a solid foundational understanding of what WebAssembly is, and why it’s so powerful. Section one starts with an overview of WebAssembly and a detailed setup lesson to help you follow along every step of the way. Section two covers the native JavaScript browser API for loading and running WebAssembly modules. This section also includes importing and exporting functions to and from a WebAssembly module, and shows how to access WebAssembly memory. The third and most substantial part of the course, covers Emscripten in-depth. Teaching everything from installing Emscripten on either Mac, Windows or Linux, compiling C code from scratch and the general Module runtime cycle. This Emscripten section also teaches some more advanced features of Emscripten, including calling JavaScript from a WebAssembly module and vice-versa. The final section of the course is a practical 4-part lesson, teaching how to implement a fully animated HTML5 Canvas project using WebAssembly as the main processor. Upon completion of this course you will have the practical skills to immediately start creating high performance WebAssembly modules. This course is to the point and everything is demonstrated in the most simple, yet practical ways. What you’ll learn Understand what WebAssembly is and how it will impact Web Development Learn to load and run WebAssembly modules, using native JavaScript browser APIs Compile C and C++ code using Emscripten Advanced Emscripten features such as calling JS from WA and vice-versa Table of Contents Overview 1 Introduction 2 Prerequisites & Lesson Structure WebAssembly Browser API 3 Loading a WASM 4 Exports: Calling C from JavaScript 5 Imports: Calling JavaScript from C 6 Memory Access: Reading Strings 7 Custom Memory Imports Getting Started with Emscripten 8 What is Emscripten? 9 Installing Emscripten Tools 10 Compiling your first WASM 11 Compilation Options 12 Exporting C functions to JavaScript 13 Calling JavaScript functions from C 14 Preamble Conversion Functions 15 Emscripten Module & Memory Buffer 16 Debugging 17 Runtime Initialisation 18 Emrun Practical WebAssembly 19 Micro Benchmark: Prime Numbers 20 Canvas Project 1: Setup 21 Canvas Project 2: Data Structure 22 Canvas Project 3: Animation Outro 23 Bonus Lecture: Feedback & Course Coupons

2019-06-17

Getting started with WebAssembly & Emscripten-March 5, 2019.z02

Getting started with WebAssembly & Emscripten March 5, 2019 Video Getting started with WebAssembly & Emscripten English | MP4 | AVC 1280×720 | AAC 44KHz 2ch | 2.5 Hours | 687 MB A complete guide for learning the WebAssembly JavaScript API and Emscripten toolset. Learn to create and use WebAssembly Modules from scratch using Emscripten. Bring your skills up to date with the very latest technology in Web Development. This course is suitable for both beginners and experienced developers looking to get started with WebAssembly. Understand what WebAssembly is and how it speeds up the web Use native JavaScript APIs to load and run WebAssembly modules Learn to use Emscripten and compile your own C or C++ code as a WebAssembly module Use WebAssembly in a real-world project and micro benchmark An invaluable skill for any developer looking to future-proof their skills WebAssembly is the most promising new technology for the web, allowing browsers, and other JavaScript environments, to run blazing-fast raw binary modules, compiled directly from C, C++ and many other languages. Understanding WebAssembly is an invaluable skill for anyone working with JavaScript or compiled languages, allowing you to bridge the gap between native software development and web-based JavaScript. This course will provide a very practical and concise approach to learning WebAssembly & Emscripten, and will give you a solid base to immediately start creating and implementing fast, optimised WebAssembly modules. Content and Overview This course aims to teach a solid foundational understanding of what WebAssembly is, and why it’s so powerful. Section one starts with an overview of WebAssembly and a detailed setup lesson to help you follow along every step of the way. Section two covers the native JavaScript browser API for loading and running WebAssembly modules. This section also includes importing and exporting functions to and from a WebAssembly module, and shows how to access WebAssembly memory. The third and most substantial part of the course, covers Emscripten in-depth. Teaching everything from installing Emscripten on either Mac, Windows or Linux, compiling C code from scratch and the general Module runtime cycle. This Emscripten section also teaches some more advanced features of Emscripten, including calling JavaScript from a WebAssembly module and vice-versa. The final section of the course is a practical 4-part lesson, teaching how to implement a fully animated HTML5 Canvas project using WebAssembly as the main processor. Upon completion of this course you will have the practical skills to immediately start creating high performance WebAssembly modules. This course is to the point and everything is demonstrated in the most simple, yet practical ways. What you’ll learn Understand what WebAssembly is and how it will impact Web Development Learn to load and run WebAssembly modules, using native JavaScript browser APIs Compile C and C++ code using Emscripten Advanced Emscripten features such as calling JS from WA and vice-versa Table of Contents Overview 1 Introduction 2 Prerequisites & Lesson Structure WebAssembly Browser API 3 Loading a WASM 4 Exports: Calling C from JavaScript 5 Imports: Calling JavaScript from C 6 Memory Access: Reading Strings 7 Custom Memory Imports Getting Started with Emscripten 8 What is Emscripten? 9 Installing Emscripten Tools 10 Compiling your first WASM 11 Compilation Options 12 Exporting C functions to JavaScript 13 Calling JavaScript functions from C 14 Preamble Conversion Functions 15 Emscripten Module & Memory Buffer 16 Debugging 17 Runtime Initialisation 18 Emrun Practical WebAssembly 19 Micro Benchmark: Prime Numbers 20 Canvas Project 1: Setup 21 Canvas Project 2: Data Structure 22 Canvas Project 3: Animation Outro 23 Bonus Lecture: Feedback & Course Coupons

2019-06-17

3D Graphics with Metal-May 28, 2019.z03--分卷3

3D Graphics with Metal -- 共7分卷,此为分卷3 May 28, 2019 Video 3D Graphics with Metal English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 12m | 1.85 GB In this course you’ll get an introduction to computer graphics using Metal on the GPU. You’ll render 3D models and even write a simple game using your very own game engine. This course is for developers interested in understanding low-level computer graphics while achieving high performance in rendering 3D scenes. You’ll need to be comfortable with Xcode and Swift and be prepared to understand some math at a conceptual level. Covered concepts The Metal Pipeline 3D Models Coordinate Spaces Lighting Materials and Textures Making a game Table of Contents 1 Introduction 2 Initialize Metal 3 Set Up Metal in Swift 4 Metal on the GPU 5 Shaders 6 Challenge – Render a Quad 7 Metal Buffers 8 Indexed Drawing 9 Vertex Descriptors 10 3D Models 11 Render a Model 12 Challenge – Add Color 13 Conclusion 14 Introduction 15 Position your model 16 Coordinate Spaces 17 Projection and Depth 18 Cameras 19 Normals 20 Ambient and Diffuse Lighting 21 Specular Lighting 22 Scene Graph 23 Create a Scene 24 Conclusion 25 Introduction 26 Materials 27 UV Maps 28 Texture Coordinates 29 Textures 30 Function Specialization 31 Instancing Introduction 32 Instancing 33 Challenge – Render all the trains 34 Conclusion 35 Introduction 36 RayBreak – the Game 37 Build the Arena 38 Collisions 39 Interaction 40 Juice it up 41 Game Over 42 Challenge – Game Over 43 Conclusion

2019-06-16

3D Graphics with Metal-May 28, 2019.z06--分卷6

3D Graphics with Metal -- 共7分卷,此为分卷6 May 28, 2019 Video 3D Graphics with Metal English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 12m | 1.85 GB In this course you’ll get an introduction to computer graphics using Metal on the GPU. You’ll render 3D models and even write a simple game using your very own game engine. This course is for developers interested in understanding low-level computer graphics while achieving high performance in rendering 3D scenes. You’ll need to be comfortable with Xcode and Swift and be prepared to understand some math at a conceptual level. Covered concepts The Metal Pipeline 3D Models Coordinate Spaces Lighting Materials and Textures Making a game Table of Contents 1 Introduction 2 Initialize Metal 3 Set Up Metal in Swift 4 Metal on the GPU 5 Shaders 6 Challenge – Render a Quad 7 Metal Buffers 8 Indexed Drawing 9 Vertex Descriptors 10 3D Models 11 Render a Model 12 Challenge – Add Color 13 Conclusion 14 Introduction 15 Position your model 16 Coordinate Spaces 17 Projection and Depth 18 Cameras 19 Normals 20 Ambient and Diffuse Lighting 21 Specular Lighting 22 Scene Graph 23 Create a Scene 24 Conclusion 25 Introduction 26 Materials 27 UV Maps 28 Texture Coordinates 29 Textures 30 Function Specialization 31 Instancing Introduction 32 Instancing 33 Challenge – Render all the trains 34 Conclusion 35 Introduction 36 RayBreak – the Game 37 Build the Arena 38 Collisions 39 Interaction 40 Juice it up 41 Game Over 42 Challenge – Game Over 43 Conclusion

2019-06-16

3D Graphics with Metal-May 28, 2019.z05--分卷5

3D Graphics with Metal -- 共7分卷,此为分卷5 May 28, 2019 Video 3D Graphics with Metal English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 12m | 1.85 GB In this course you’ll get an introduction to computer graphics using Metal on the GPU. You’ll render 3D models and even write a simple game using your very own game engine. This course is for developers interested in understanding low-level computer graphics while achieving high performance in rendering 3D scenes. You’ll need to be comfortable with Xcode and Swift and be prepared to understand some math at a conceptual level. Covered concepts The Metal Pipeline 3D Models Coordinate Spaces Lighting Materials and Textures Making a game Table of Contents 1 Introduction 2 Initialize Metal 3 Set Up Metal in Swift 4 Metal on the GPU 5 Shaders 6 Challenge – Render a Quad 7 Metal Buffers 8 Indexed Drawing 9 Vertex Descriptors 10 3D Models 11 Render a Model 12 Challenge – Add Color 13 Conclusion 14 Introduction 15 Position your model 16 Coordinate Spaces 17 Projection and Depth 18 Cameras 19 Normals 20 Ambient and Diffuse Lighting 21 Specular Lighting 22 Scene Graph 23 Create a Scene 24 Conclusion 25 Introduction 26 Materials 27 UV Maps 28 Texture Coordinates 29 Textures 30 Function Specialization 31 Instancing Introduction 32 Instancing 33 Challenge – Render all the trains 34 Conclusion 35 Introduction 36 RayBreak – the Game 37 Build the Arena 38 Collisions 39 Interaction 40 Juice it up 41 Game Over 42 Challenge – Game Over 43 Conclusion

2019-06-16

3D Graphics with Metal-May 28, 2019.zip--分卷0

3D Graphics with Metal -- 共7分卷,此为分卷0 May 28, 2019 Video 3D Graphics with Metal English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 12m | 1.85 GB In this course you’ll get an introduction to computer graphics using Metal on the GPU. You’ll render 3D models and even write a simple game using your very own game engine. This course is for developers interested in understanding low-level computer graphics while achieving high performance in rendering 3D scenes. You’ll need to be comfortable with Xcode and Swift and be prepared to understand some math at a conceptual level. Covered concepts The Metal Pipeline 3D Models Coordinate Spaces Lighting Materials and Textures Making a game Table of Contents 1 Introduction 2 Initialize Metal 3 Set Up Metal in Swift 4 Metal on the GPU 5 Shaders 6 Challenge – Render a Quad 7 Metal Buffers 8 Indexed Drawing 9 Vertex Descriptors 10 3D Models 11 Render a Model 12 Challenge – Add Color 13 Conclusion 14 Introduction 15 Position your model 16 Coordinate Spaces 17 Projection and Depth 18 Cameras 19 Normals 20 Ambient and Diffuse Lighting 21 Specular Lighting 22 Scene Graph 23 Create a Scene 24 Conclusion 25 Introduction 26 Materials 27 UV Maps 28 Texture Coordinates 29 Textures 30 Function Specialization 31 Instancing Introduction 32 Instancing 33 Challenge – Render all the trains 34 Conclusion 35 Introduction 36 RayBreak – the Game 37 Build the Arena 38 Collisions 39 Interaction 40 Juice it up 41 Game Over 42 Challenge – Game Over 43 Conclusion

2019-06-16

3D Graphics with Metal-May 28, 2019.z04--分卷4

3D Graphics with Metal -- 共7分卷,此为分卷4 May 28, 2019 Video 3D Graphics with Metal English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 12m | 1.85 GB In this course you’ll get an introduction to computer graphics using Metal on the GPU. You’ll render 3D models and even write a simple game using your very own game engine. This course is for developers interested in understanding low-level computer graphics while achieving high performance in rendering 3D scenes. You’ll need to be comfortable with Xcode and Swift and be prepared to understand some math at a conceptual level. Covered concepts The Metal Pipeline 3D Models Coordinate Spaces Lighting Materials and Textures Making a game Table of Contents 1 Introduction 2 Initialize Metal 3 Set Up Metal in Swift 4 Metal on the GPU 5 Shaders 6 Challenge – Render a Quad 7 Metal Buffers 8 Indexed Drawing 9 Vertex Descriptors 10 3D Models 11 Render a Model 12 Challenge – Add Color 13 Conclusion 14 Introduction 15 Position your model 16 Coordinate Spaces 17 Projection and Depth 18 Cameras 19 Normals 20 Ambient and Diffuse Lighting 21 Specular Lighting 22 Scene Graph 23 Create a Scene 24 Conclusion 25 Introduction 26 Materials 27 UV Maps 28 Texture Coordinates 29 Textures 30 Function Specialization 31 Instancing Introduction 32 Instancing 33 Challenge – Render all the trains 34 Conclusion 35 Introduction 36 RayBreak – the Game 37 Build the Arena 38 Collisions 39 Interaction 40 Juice it up 41 Game Over 42 Challenge – Game Over 43 Conclusion

2019-06-16

3D Graphics with Metal-May 28, 2019.z02--分卷2

3D Graphics with Metal -- 共7分卷,此为分卷1 May 28, 2019 Video 3D Graphics with Metal English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 12m | 1.85 GB In this course you’ll get an introduction to computer graphics using Metal on the GPU. You’ll render 3D models and even write a simple game using your very own game engine. This course is for developers interested in understanding low-level computer graphics while achieving high performance in rendering 3D scenes. You’ll need to be comfortable with Xcode and Swift and be prepared to understand some math at a conceptual level. Covered concepts The Metal Pipeline 3D Models Coordinate Spaces Lighting Materials and Textures Making a game Table of Contents 1 Introduction 2 Initialize Metal 3 Set Up Metal in Swift 4 Metal on the GPU 5 Shaders 6 Challenge – Render a Quad 7 Metal Buffers 8 Indexed Drawing 9 Vertex Descriptors 10 3D Models 11 Render a Model 12 Challenge – Add Color 13 Conclusion 14 Introduction 15 Position your model 16 Coordinate Spaces 17 Projection and Depth 18 Cameras 19 Normals 20 Ambient and Diffuse Lighting 21 Specular Lighting 22 Scene Graph 23 Create a Scene 24 Conclusion 25 Introduction 26 Materials 27 UV Maps 28 Texture Coordinates 29 Textures 30 Function Specialization 31 Instancing Introduction 32 Instancing 33 Challenge – Render all the trains 34 Conclusion 35 Introduction 36 RayBreak – the Game 37 Build the Arena 38 Collisions 39 Interaction 40 Juice it up 41 Game Over 42 Challenge – Game Over 43 Conclusion

2019-06-16

3D Graphics with Metal-May 28, 2019.z01--分卷1

3D Graphics with Metal -- 共7分卷,此为分卷1 May 28, 2019 Video 3D Graphics with Metal English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 12m | 1.85 GB In this course you’ll get an introduction to computer graphics using Metal on the GPU. You’ll render 3D models and even write a simple game using your very own game engine. This course is for developers interested in understanding low-level computer graphics while achieving high performance in rendering 3D scenes. You’ll need to be comfortable with Xcode and Swift and be prepared to understand some math at a conceptual level. Covered concepts The Metal Pipeline 3D Models Coordinate Spaces Lighting Materials and Textures Making a game Table of Contents 1 Introduction 2 Initialize Metal 3 Set Up Metal in Swift 4 Metal on the GPU 5 Shaders 6 Challenge – Render a Quad 7 Metal Buffers 8 Indexed Drawing 9 Vertex Descriptors 10 3D Models 11 Render a Model 12 Challenge – Add Color 13 Conclusion 14 Introduction 15 Position your model 16 Coordinate Spaces 17 Projection and Depth 18 Cameras 19 Normals 20 Ambient and Diffuse Lighting 21 Specular Lighting 22 Scene Graph 23 Create a Scene 24 Conclusion 25 Introduction 26 Materials 27 UV Maps 28 Texture Coordinates 29 Textures 30 Function Specialization 31 Instancing Introduction 32 Instancing 33 Challenge – Render all the trains 34 Conclusion 35 Introduction 36 RayBreak – the Game 37 Build the Arena 38 Collisions 39 Interaction 40 Juice it up 41 Game Over 42 Challenge – Game Over 43 Conclusion

2019-06-16

Swift5:Exploring the iOS SDK, 5th Edition-June 2, 2019-5th.pdf

Details Title: Beginning iPhone Development with Swift 5: Exploring the iOS SDK, 5th Edition Author: Wallace Wang Length: 628 pages Edition: 5th ed. Language: English Publisher: Apress Publication Date: 2019-07-17 ISBN-10: 1484248643 ISBN-13: 9781484248645 Sales Rank: #1705960 (See Top 100 Books) Categories Computers & Technology Hardware & DIY Mobile Phones, Tablets & E-Readers Programming Programming Languages Textbooks Computer Science Description Learn how to integrate all the interface elements iOS users have come to know and love, such as buttons, switches, pickers, toolbars, and sliders. In this edition of the best selling book, you’ll also learn about touch gestures, table views, and collection views for displaying data on a user interface. Assuming little or no working knowledge of the Swift programming language, and written in a friendly, easy-to-follow style, this book offers a comprehensive course in iPhone and iPad programming. The book starts with a gentle introduction to using Xcode and then guides you though the creation of your first simple application. You’ll start with designing basic user interfaces and then explore more sophisticated ones that involve multiple screens such as navigation controllers, tab bars, tool bars, page views, and split views that are particularly useful on the larger screens of the iPad and certain iPhone models. And there’s much more! Beginning iPhone Development with Swift 5 covers the basic information you need to get up and running quickly to turn your great ideas into working iOS apps. Once you’re ready, move on to Pro iPhone Development with Swift 5 to learn more of the really unique aspects of iOS programming and the Swift language. What You Will Learn Discover what data persistence is, and why it’s important Build cool, crisp user interfaces Display data in Table Views Work with all the most commonly used iOS Frameworks Who This Book is For Aspiring iOS app developers new to the Apple Swift programming language and/or the iOS SDK

2019-06-16

Handbook of Machine and Computer Vision: The Guide for... 2nd Edition.epub

Handbook of Machine and Computer Vision: The Guide for Developers and Users, 2nd Edition by Alexander Hornberg English | 2017 | ISBN: 3527413393 | 860 Pages | True PDF, EPUB | 76 MB The second edition of this accepted reference work has been updated to reflect the rapid developments in the field and now covers both 2D and 3D imaging. Written by expert practitioners from leading companies operating in machine vision, this one-stop handbook guides readers through all aspects of image acquisition and image processing, including optics, electronics and software. The authors approach the subject in terms of industrial applications, elucidating such topics as illumination and camera calibration. Initial chapters concentrate on the latest hardware aspects, ranging from lenses and camera systems to camera-computer interfaces, with the software necessary discussed to an equal depth in later sections. These include digital image basics as well as image analysis and image processing. The book concludes with extended coverage of industrial applications in optics and electronics, backed by case studies and design strategies for the conception of complete machine vision systems. As a result, readers are not only able to understand the latest systems, but also to plan and evaluate this technology. With more than 500 images and tables to illustrate relevant principles and steps.

2019-06-16

Handbook of Machine and Computer Vision:The Guide for... 2nd Edi.pdf

Handbook of Machine and Computer Vision: The Guide for Developers and Users, 2nd Edition by Alexander Hornberg English | 2017 | ISBN: 3527413393 | 860 Pages | True PDF, EPUB | 76 MB The second edition of this accepted reference work has been updated to reflect the rapid developments in the field and now covers both 2D and 3D imaging. Written by expert practitioners from leading companies operating in machine vision, this one-stop handbook guides readers through all aspects of image acquisition and image processing, including optics, electronics and software. The authors approach the subject in terms of industrial applications, elucidating such topics as illumination and camera calibration. Initial chapters concentrate on the latest hardware aspects, ranging from lenses and camera systems to camera-computer interfaces, with the software necessary discussed to an equal depth in later sections. These include digital image basics as well as image analysis and image processing. The book concludes with extended coverage of industrial applications in optics and electronics, backed by case studies and design strategies for the conception of complete machine vision systems. As a result, readers are not only able to understand the latest systems, but also to plan and evaluate this technology. With more than 500 images and tables to illustrate relevant principles and steps.

2019-06-16

Online Visual Tracking by Huchuan Lu-June 1, 2019.epub

Online Visual Tracking by Huchuan Lu English | 2019 | ISBN: 9811304682 | 128 Pages | True PDF, EPUB | 34 MB This book presents the state of the art in online visual tracking, including the motivations, practical algorithms, and experimental evaluations. Visual tracking remains a highly active area of research in Computer Vision and the performance under complex scenarios has substantially improved, driven by the high demand in connection with real-world applications and the recent advances in machine learning. A large variety of new algorithms have been proposed in the literature over the last two decades, with mixed success. Chapters 1 to 6 introduce readers to tracking methods based on online learning algorithms, including sparse representation, dictionary learning, hashing codes, local model, and model fusion. In Chapter 7, visual tracking is formulated as a foreground/background segmentation problem, and tracking methods based on superpixels and end-to-end deep networks are presented. In turn, Chapters 8 and 9 introduce the cutting-edge tracking methods based on correlation filter and deep learning. Chapter 10 summarizes the book and points out potential future research directions for visual tracking. The book is self-contained and suited for all researchers, professionals and postgraduate students working in the fields of computer vision, pattern recognition, and machine learning. It will help these readers grasp the insights provided by cutting-edge research, and benefit from the practical techniques available for designing effective visual tracking algorithms. Further, the source codes or results of most algorithms in the book are provided at an accompanying website.

2019-06-16

Online Visual Tracking by Huchuan Lu-June 1, 2019.pdf

Online Visual Tracking by Huchuan Lu English | 2019 | ISBN: 9811304682 | 128 Pages | True PDF, EPUB | 34 MB This book presents the state of the art in online visual tracking, including the motivations, practical algorithms, and experimental evaluations. Visual tracking remains a highly active area of research in Computer Vision and the performance under complex scenarios has substantially improved, driven by the high demand in connection with real-world applications and the recent advances in machine learning. A large variety of new algorithms have been proposed in the literature over the last two decades, with mixed success. Chapters 1 to 6 introduce readers to tracking methods based on online learning algorithms, including sparse representation, dictionary learning, hashing codes, local model, and model fusion. In Chapter 7, visual tracking is formulated as a foreground/background segmentation problem, and tracking methods based on superpixels and end-to-end deep networks are presented. In turn, Chapters 8 and 9 introduce the cutting-edge tracking methods based on correlation filter and deep learning. Chapter 10 summarizes the book and points out potential future research directions for visual tracking. The book is self-contained and suited for all researchers, professionals and postgraduate students working in the fields of computer vision, pattern recognition, and machine learning. It will help these readers grasp the insights provided by cutting-edge research, and benefit from the practical techniques available for designing effective visual tracking algorithms. Further, the source codes or results of most algorithms in the book are provided at an accompanying website.

2019-06-16

Machine Learning by Tutorials: Beginning machine learning for Apple and_code.z01

Machine Learning by Tutorials: Beginning machine learning for Apple and iOS by Matthijs Hollemans-- May 31, 2019 Machine Learning by Tutorials: Beginning machine learning for Apple and iOS by Matthijs Hollemans English | 2019 | ISBN: 1942878582 | 539 Pages | True PDF, EPUB, CODE | 695 MB Learn Machine Learning! Machine learning is one of those topics that can be daunting at first blush. It’s not clear where to start, what path someone should take and what APIs to learn in order to get started teaching machines how to learn. This is where Machine Learning by Tutorials comes in! In this book, we’ll hold your hand through a number of tutorials, to get you started in the world of machine learning. We’ll cover a wide range of popular topics in the field of machine learning, while developing apps that work on iOS devices. This books is for the intermediate iOS developer who already knows the basics of iOS and Swift development, but wants to understand how machine learning works. Topics covered in Machine Learning by Tutorials CoreML: Learn how to add a machine learning model to your iOS apps, and how to use iOS APIs to access it. Create ML: Learn how to create your own model using Apple’s Create ML Tool. Turi Create and Keras: Learn how to tune parameters to improve your machine learning model using more advanced tools. Image Classification: Learn how to apply machine learning models to predict objects in an image. Convolutional Networks: Learn advanced machine learning techniques for predicting objects in an image with Convolutional Neural Networks (CNNs). Sequence Classification: Learn how you can use recurrent neural networks (RNNs) to classify motion from an iPhone’s motion sensor. Text-to-text Transform: Learn to how machine learning can be used to convert bodies of text between two languages.

2019-06-14

Machine Learning by Tutorials: Beginning machine learning for Apple and_code.zip

Machine Learning by Tutorials: Beginning machine learning for Apple and iOS by Matthijs Hollemans-- May 31, 2019 Machine Learning by Tutorials: Beginning machine learning for Apple and iOS by Matthijs Hollemans English | 2019 | ISBN: 1942878582 | 539 Pages | True PDF, EPUB, CODE | 695 MB Learn Machine Learning! Machine learning is one of those topics that can be daunting at first blush. It’s not clear where to start, what path someone should take and what APIs to learn in order to get started teaching machines how to learn. This is where Machine Learning by Tutorials comes in! In this book, we’ll hold your hand through a number of tutorials, to get you started in the world of machine learning. We’ll cover a wide range of popular topics in the field of machine learning, while developing apps that work on iOS devices. This books is for the intermediate iOS developer who already knows the basics of iOS and Swift development, but wants to understand how machine learning works. Topics covered in Machine Learning by Tutorials CoreML: Learn how to add a machine learning model to your iOS apps, and how to use iOS APIs to access it. Create ML: Learn how to create your own model using Apple’s Create ML Tool. Turi Create and Keras: Learn how to tune parameters to improve your machine learning model using more advanced tools. Image Classification: Learn how to apply machine learning models to predict objects in an image. Convolutional Networks: Learn advanced machine learning techniques for predicting objects in an image with Convolutional Neural Networks (CNNs). Sequence Classification: Learn how you can use recurrent neural networks (RNNs) to classify motion from an iPhone’s motion sensor. Text-to-text Transform: Learn to how machine learning can be used to convert bodies of text between two languages.

2019-06-14

Machine Learning by Tutorials:Beginning machine learning for Apple and iOS.pdf

Machine Learning by Tutorials: Beginning machine learning for Apple and iOS by Matthijs Hollemans-- May 31, 2019 Machine Learning by Tutorials: Beginning machine learning for Apple and iOS by Matthijs Hollemans English | 2019 | ISBN: 1942878582 | 539 Pages | True PDF, EPUB, CODE | 695 MB Learn Machine Learning! Machine learning is one of those topics that can be daunting at first blush. It’s not clear where to start, what path someone should take and what APIs to learn in order to get started teaching machines how to learn. This is where Machine Learning by Tutorials comes in! In this book, we’ll hold your hand through a number of tutorials, to get you started in the world of machine learning. We’ll cover a wide range of popular topics in the field of machine learning, while developing apps that work on iOS devices. This books is for the intermediate iOS developer who already knows the basics of iOS and Swift development, but wants to understand how machine learning works. Topics covered in Machine Learning by Tutorials CoreML: Learn how to add a machine learning model to your iOS apps, and how to use iOS APIs to access it. Create ML: Learn how to create your own model using Apple’s Create ML Tool. Turi Create and Keras: Learn how to tune parameters to improve your machine learning model using more advanced tools. Image Classification: Learn how to apply machine learning models to predict objects in an image. Convolutional Networks: Learn advanced machine learning techniques for predicting objects in an image with Convolutional Neural Networks (CNNs). Sequence Classification: Learn how you can use recurrent neural networks (RNNs) to classify motion from an iPhone’s motion sensor. Text-to-text Transform: Learn to how machine learning can be used to convert bodies of text between two languages.

2019-06-14

3D Animation for the Raw Beginner Using Autodesk Maya, 2nd Edition.pdf

3D Animation for the Raw Beginner Using Autodesk Maya, 2nd Edition by Roger King Chapman and Hall/CRC English 2019-02-16 452 pages 5.0/5.0 2 reviews Details Title: 3D Animation for the Raw Beginner Using Autodesk Maya, 2nd Edition Author: Roger King Length: 452 pages Edition: 2 Language: English Publisher: Chapman and Hall/CRC Publication Date: 2019-02-16 ISBN-10: 0815388780 ISBN-13: 9780815388784 Sales Rank: #1038614 (See Top 100 Books) Categories Computers & Technology Graphics & Design Programming Textbooks Computer Science Description 3D Animation for the Raw Beginner Using Autodesk Maya is a hands-on academic textbook as well as a do-it-yourself training manual for the individual animator. This second edition has been completely rewritten to take into account updates to Autodesk Maya, including Autodesk’s renderer, Arnold. It contains entirely new examples and tutorial lessons. All 612 images are in full color. The book directs the reader to the parts of Maya that must be mastered in order to create complete 3D projects, and thus it simplifies the process of taking on Maya’s vast and intricate interface, while giving the reader a firm foundation on which to build future knowledge of Maya. It also presents brief examples of other popular 3D applications and rendering engines. This principles-based, yet pragmatic book: Introduces the basic steps of the 3D modeling, materials, animation, lighting, and rendering processes. Presents clear and concise tutorials that link key concepts to practical techniques. Includes access to a webpage for the book: https://buzzking.com/AnimationTextbook/AnimationTextbook.html. On this webpage are videos that cover many of the lessons in the book, as well as video tutorials that present bonus material not included in the book. Frees instructors from the painstaking task of developing step-by-step examples to present Maya’s complex interface and basic capabilities. Boasts an easy-to-follow, tutorial-based learning style ideal for

2019-06-14

Machine Learning Projects with TensorFlow 2.0:Supercharge your Machine Learning

code! 此为源代码! 视频教程见: May 1, 2020 Machine Learning Projects with TensorFlow 2.0: Supercharge your Machine Learning skills with Tensorflow 2 English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 4h 20m | 965 MB eLearning | Skill level: All Levels Build and train models for real-world machine learning projects using Tensorflow 2.0 TensorFlow is the world’s most widely adopted framework for Machine Learning and Deep Learning. TensorFlow 2.0 is a major milestone due to its inclusion of some major changes making TensorFlow easier to learn and use such as “Eager Execution”. It will support more platforms and languages, improved compatibility and remove deprecated APIs. This course will guide you to upgrade your skills in Machine Learning by practically applying them by building real-world Machine Learning projects. Each section should cover a specific project on a Machine Learning task and you will learn how to implement it into your system using TensorFlow 2. You will implement various Machine Learning techniques and algorithms using the TensorFlow 2 library. Each project will put your skills to test, help you understand and overcome the challenges you can face in a real-world scenario and provide some tips and tricks to help you become more efficient. Throughout the course, you will cover the new features of TensorFlow 2 such as Eager Execution. You will cover at least 3-4 projects. You will also cover some tasks such as Reinforcement Learning and Transfer Learning. By the end of the course, you will be confident to build your own Machine Learning Systems with TensorFlow 2 and will be able to add this valuable skill to your CV. Learn Strengthen your foundations to build TensorFlow 2.0 projects by exploring its new features Analyze the Titanic data set to obtain desired results with ease Implement and organize your Tensorflow projects in a professional manner Use Tensorboard to inspect various metrics and monitor your project’s performance Research and make the most of other people’s Kaggle solutions Use OpenAI Gym Environments for implementing state of the art reinforcement learning techniques using TF-Agents Apply the latest Transfer Learning techniques from Tensorflow + Table of Contents Regression Task Airbnb Prices in New York 1 Course Overview 2 Setting Up TensorFlow 2.0 3 Getting Started with TensorFlow 2.0 4 Analyzing the Airbnb Dataset and Making a Plan 5 Implementing a Simple Linear Regression Algorithm 6 Implementing a Multi Layer Perceptron (Artificial Neural Network) 7 Improving the Network with Better Activation Functions and Dropout 8 Adding More Metrics to Gain a Better Understanding 9 Putting It All Together in a Professional Way Classification Task Build Real World Apps – Who Will Win the Next UFC 10 Collecting Possible Kaggle Data 11 Analysis and Planning of the Dataset 12 Introduction to Google Colab and How It Benefits Us 13 Setting Up Training on Google Colab 14 Some Advanced Neural Network Approaches 15 Introducing a Deeper Network 16 Inspecting Metrics with TensorBoard 17 Inspecting the Existing Kaggle Solutions Natural Language Processing Task – How to Generate Our Own Text 18 Introduction to Natural Language Processing 19 NLP and the Importance of Data Preprocessing 20 A Simple Text Classifier 21 Text Generation Methods 22 Text Generation with a Recurrent Neural Network 23 Refinements with Federated Learning Reinforcement Learning Task – How to Become Best at Pacman 24 Introduction to Reinforcement Learning 25 OpenAI Gym Environments 26 The Pacman Gym Environment That We Are Going to Use 27 Reinforcement Learning Principles with TF-Agents 28 TF-Agents for Our Pacman Gym Environment 29 The Agents That We Are Going to Use 30 Selecting the Best Approaches and Real World Applications Transfer Learning Task – How to Build a Powerful Image Classifier 31 Introduction to Transfer Learning in TensorFlow 2 32 Picking a Kaggle Dataset to Work On 33 Picking a Base Model Suitable for Transfer Learning with Our Dataset 34 Implementing our Transfer Learning approach 35 How Well Are We Doing and Can We Do Better 36 Conclusions and Future Work

2020-05-02

Hands-on Three.js 3D Web Visualisations-September 16, 2019.part2.rar-共三分卷

【视频教程】Hands-on Three.js 3D Web Visualisations-September 16, 2019.part2.rar Hands-on Three.js 3D Web Visualisations September 16, 2019 English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 46m | 968 MB eLearning | Skill level: All Levels Create stunning visualizations and 3D scenes using the Three.js library Three.js is the most popular JavaScript library for displaying 3D content on the web, giving you the power to display incredible models, games, music videos, and scientific/data visualizations in your browser and even on your smartphone! This course begins with a 3D beginner-level primer to 3D concepts and some basic examples to get you started with the most important features that Three.js has to offer. You’ll learn how to quickly create a scene, camera, and renderer and how to add meshes using the Geometry primitives included with the library. You’ll explore troubleshooting steps that will focus on some of the common pitfalls developers face. You’ll learn the very sophisticated animation system included with the library. The course concludes by introducing post-processing, essentially adding filters to your rendered scene, and GLSL, the shading language that is used by all materials included with the library. You’ll see how creating your materials is easier than you’d imagine using GLSL. By the end of this course, you’ll be able to quickly add advanced features to your 3D scenes, improve the way users interact with them, and make them look stunning. Learn Learn the basics of 3D applications: vertices, faces, meshes, cameras, and renderers Learn how to set up a Three.js web app: the scene, camera, and renderer Master the scene hierarchy and child-parent relationships, and how they affect the final location and orientation of objects Explore simple mesh shapes (such as boxes, spheres, cylinders, planes, and cones) using the Three.js library Learn how to source, create, and load complex assets, including textures Discover how to use the brilliant animation system that is part of the THREE.js library Add a post-processor to a rendered image, to make it look like an old film or a dot screenprint + Table of Contents 1 The Course Overview 2 Introducing the THREE.js website 3 D Basics 4 Your first THREE.js web page` 5 The THREE.js Editor 6 Debugging Your Pages 7 Let’s Keep It Simple – Starting with a Box 8 Materials One – Basic and Wireframe 9 Spheres and Cylinders 10 Materials Two – Lambert and Phong 11 Cones and Tori 12 Scene Hierarchy 13 Perspective Camera 14 Orthographic Camera 15 Dummy Cameras and Lerping 16 Complex Camera Paths 17 Ambient and Hemisphere Lighting 18 Directional and Point Lighting 19 Spot and RectArea Lighting 20 Adding Shadows to Your Scenes 21 Physically Correct Lighting 22 Online Sources of 3D Assets 23 Using Blender with THREE.js 24 The GLTFLoader Class 25 The FBXLoader Class 26 LatheGeometry and ExtrudeGeometry 27 The Basics of the Animation System 28 Skinned Meshes 29 Switching and Blending Animations 30 Splitting an Animation Clip 31 A WASD Control System for a Player Character 32 THREE.js Post Processing 33 Introducing GLSL – ShaderMaterial 34 Introducing GLSL – Vertex Shaders 35 Introducing GLSL – Importance of Noise Function 36 Introducing GLSL – Textures

2019-09-29

【视频教程】Hands-on Three.js 3D Web Visualisations-September 16, 2019.part1.rar-共三分卷

【视频教程】Hands-on Three.js 3D Web Visualisations-September 16, 2019.part1.rar Hands-on Three.js 3D Web Visualisations September 16, 2019 English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 46m | 968 MB eLearning | Skill level: All Levels Create stunning visualizations and 3D scenes using the Three.js library Three.js is the most popular JavaScript library for displaying 3D content on the web, giving you the power to display incredible models, games, music videos, and scientific/data visualizations in your browser and even on your smartphone! This course begins with a 3D beginner-level primer to 3D concepts and some basic examples to get you started with the most important features that Three.js has to offer. You’ll learn how to quickly create a scene, camera, and renderer and how to add meshes using the Geometry primitives included with the library. You’ll explore troubleshooting steps that will focus on some of the common pitfalls developers face. You’ll learn the very sophisticated animation system included with the library. The course concludes by introducing post-processing, essentially adding filters to your rendered scene, and GLSL, the shading language that is used by all materials included with the library. You’ll see how creating your materials is easier than you’d imagine using GLSL. By the end of this course, you’ll be able to quickly add advanced features to your 3D scenes, improve the way users interact with them, and make them look stunning. Learn Learn the basics of 3D applications: vertices, faces, meshes, cameras, and renderers Learn how to set up a Three.js web app: the scene, camera, and renderer Master the scene hierarchy and child-parent relationships, and how they affect the final location and orientation of objects Explore simple mesh shapes (such as boxes, spheres, cylinders, planes, and cones) using the Three.js library Learn how to source, create, and load complex assets, including textures Discover how to use the brilliant animation system that is part of the THREE.js library Add a post-processor to a rendered image, to make it look like an old film or a dot screenprint + Table of Contents 1 The Course Overview 2 Introducing the THREE.js website 3 D Basics 4 Your first THREE.js web page` 5 The THREE.js Editor 6 Debugging Your Pages 7 Let’s Keep It Simple – Starting with a Box 8 Materials One – Basic and Wireframe 9 Spheres and Cylinders 10 Materials Two – Lambert and Phong 11 Cones and Tori 12 Scene Hierarchy 13 Perspective Camera 14 Orthographic Camera 15 Dummy Cameras and Lerping 16 Complex Camera Paths 17 Ambient and Hemisphere Lighting 18 Directional and Point Lighting 19 Spot and RectArea Lighting 20 Adding Shadows to Your Scenes 21 Physically Correct Lighting 22 Online Sources of 3D Assets 23 Using Blender with THREE.js 24 The GLTFLoader Class 25 The FBXLoader Class 26 LatheGeometry and ExtrudeGeometry 27 The Basics of the Animation System 28 Skinned Meshes 29 Switching and Blending Animations 30 Splitting an Animation Clip 31 A WASD Control System for a Player Character 32 THREE.js Post Processing 33 Introducing GLSL – ShaderMaterial 34 Introducing GLSL – Vertex Shaders 35 Introducing GLSL – Importance of Noise Function 36 Introducing GLSL – Textures

2019-09-29

Hands-on Three.js 3D Web Visualisations-September 16, 2019.part3.rar-共三分卷

【视频教程】Hands-on Three.js 3D Web Visualisations-September 16, 2019.part3.rar Hands-on Three.js 3D Web Visualisations September 16, 2019 English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 46m | 968 MB eLearning | Skill level: All Levels Create stunning visualizations and 3D scenes using the Three.js library Three.js is the most popular JavaScript library for displaying 3D content on the web, giving you the power to display incredible models, games, music videos, and scientific/data visualizations in your browser and even on your smartphone! This course begins with a 3D beginner-level primer to 3D concepts and some basic examples to get you started with the most important features that Three.js has to offer. You’ll learn how to quickly create a scene, camera, and renderer and how to add meshes using the Geometry primitives included with the library. You’ll explore troubleshooting steps that will focus on some of the common pitfalls developers face. You’ll learn the very sophisticated animation system included with the library. The course concludes by introducing post-processing, essentially adding filters to your rendered scene, and GLSL, the shading language that is used by all materials included with the library. You’ll see how creating your materials is easier than you’d imagine using GLSL. By the end of this course, you’ll be able to quickly add advanced features to your 3D scenes, improve the way users interact with them, and make them look stunning. Learn Learn the basics of 3D applications: vertices, faces, meshes, cameras, and renderers Learn how to set up a Three.js web app: the scene, camera, and renderer Master the scene hierarchy and child-parent relationships, and how they affect the final location and orientation of objects Explore simple mesh shapes (such as boxes, spheres, cylinders, planes, and cones) using the Three.js library Learn how to source, create, and load complex assets, including textures Discover how to use the brilliant animation system that is part of the THREE.js library Add a post-processor to a rendered image, to make it look like an old film or a dot screenprint + Table of Contents 1 The Course Overview 2 Introducing the THREE.js website 3 D Basics 4 Your first THREE.js web page` 5 The THREE.js Editor 6 Debugging Your Pages 7 Let’s Keep It Simple – Starting with a Box 8 Materials One – Basic and Wireframe 9 Spheres and Cylinders 10 Materials Two – Lambert and Phong 11 Cones and Tori 12 Scene Hierarchy 13 Perspective Camera 14 Orthographic Camera 15 Dummy Cameras and Lerping 16 Complex Camera Paths 17 Ambient and Hemisphere Lighting 18 Directional and Point Lighting 19 Spot and RectArea Lighting 20 Adding Shadows to Your Scenes 21 Physically Correct Lighting 22 Online Sources of 3D Assets 23 Using Blender with THREE.js 24 The GLTFLoader Class 25 The FBXLoader Class 26 LatheGeometry and ExtrudeGeometry 27 The Basics of the Animation System 28 Skinned Meshes 29 Switching and Blending Animations 30 Splitting an Animation Clip 31 A WASD Control System for a Player Character 32 THREE.js Post Processing 33 Introducing GLSL – ShaderMaterial 34 Introducing GLSL – Vertex Shaders 35 Introducing GLSL – Importance of Noise Function 36 Introducing GLSL – Textures

2019-09-29

Game Development Projects with Godot 3-September 21, 2019.zip

Game Development Projects with Godot 3-Video Tutorial-September 21, 2019-part3 September 21, 2019 Game Development Projects with Godot 3 English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 04m | 1.16 GB eLearning | Skill level: All Levels Learn how to create your own video games using Godot 3.x Godot is a free open source game engine that provides a huge set of common tools. This course is an introduction to the Godot game engine and its newly released version: 3.1. Godot 3.1 brings a large number of new features and capabilities that make it a strong alternative to more expensive commercial game engines. Godot is a powerful, customizable tool for bringing your visions to life. In this course, you will learn to build projects that will help developers achieve a sound understanding of the engine when it comes to building games. This course can help you build on your foundation level skills by showing you how to create a number of small-scale game projects. Along the way, you will learn how Godot works and discover important game development techniques that you can apply to your projects. You will learn to develop cross-platform games, leverage Godot’s node and scene system to design robust, reusable game objects and also integrate Blender easily and efficiently with Godot to create powerful 3D games. Using a straightforward, step-by-step approach and practical examples, the course will take you from the absolute basics through to sophisticated game physics, animations, and other techniques. Upon completing the final project, you will have a strong foundation for future success with Godot 3.1. Learn Create a complete video game by making full use of the Godot Engine’s features and functionality Order and arrange nodes in an efficient, well-reasoned and carefully structured way Create a fully-functional TileMap with auto-tiling to easily create new levels for your video games Design elegant systems for use with Singleton nodes, allowing you to efficiently handle resource loading and background music Connect and elegantly handle signals between nodes, allowing you to easily communicate between nodes in Godot Implement Physics Bodies to handle collision, and see how to use each type of PhysicsBody Develop the design skillset to effectively polish and refine your video games + Table of Contents : Building a Top-Down 2D Game Super Displacement 1 The Course Overview 2 Creating and Coding a Player Character 3 Adding Collision Using PhysicsBody Nodes 4 Adding a Movable Camera 5 Creating and Coding Your First Enemy 6 Dynamically Spawning Enemies 7 Adding an Objective 8 Using ConfigFiles to Implement High Scores 9 Adding a Lose Condition 10 Adding a Main Menu Building a More In-Depth 2D Game The Floor Is Lava 11 Creating a Player Character Using the Physics Engine 12 Creating a Ball Entity Using the Physics Engine 13 Adding a Losing Condition 14 Counting Your Score 15 Tweaking the Game Feel 16 Implementing TileMaps 17 Dynamically Spawning Obstacles Creating Pixel Checkers 18 Setting up the Game Board 19 Adding the Pieces 20 Using Signals to Create Turns 21 Using Signals to Destroy Other Pieces 22 Adding the Losing and Winning Conditions 23 Using Singletons to Add Background Music Creating Tilt Maze 24 Creating a 3D Player Character 25 Creating a Camera Object 26 Importing 3D Models from Blender 27 Tilting the Maze 28 Adding an Environment 29 Adding a Win Condition

2019-09-29

Game Development Projects with Godot 3-September 21, 2019.z02

Game Development Projects with Godot 3-Video Tutorial-September 21, 2019-part2 September 21, 2019 Game Development Projects with Godot 3 English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 04m | 1.16 GB eLearning | Skill level: All Levels Learn how to create your own video games using Godot 3.x Godot is a free open source game engine that provides a huge set of common tools. This course is an introduction to the Godot game engine and its newly released version: 3.1. Godot 3.1 brings a large number of new features and capabilities that make it a strong alternative to more expensive commercial game engines. Godot is a powerful, customizable tool for bringing your visions to life. In this course, you will learn to build projects that will help developers achieve a sound understanding of the engine when it comes to building games. This course can help you build on your foundation level skills by showing you how to create a number of small-scale game projects. Along the way, you will learn how Godot works and discover important game development techniques that you can apply to your projects. You will learn to develop cross-platform games, leverage Godot’s node and scene system to design robust, reusable game objects and also integrate Blender easily and efficiently with Godot to create powerful 3D games. Using a straightforward, step-by-step approach and practical examples, the course will take you from the absolute basics through to sophisticated game physics, animations, and other techniques. Upon completing the final project, you will have a strong foundation for future success with Godot 3.1. Learn Create a complete video game by making full use of the Godot Engine’s features and functionality Order and arrange nodes in an efficient, well-reasoned and carefully structured way Create a fully-functional TileMap with auto-tiling to easily create new levels for your video games Design elegant systems for use with Singleton nodes, allowing you to efficiently handle resource loading and background music Connect and elegantly handle signals between nodes, allowing you to easily communicate between nodes in Godot Implement Physics Bodies to handle collision, and see how to use each type of PhysicsBody Develop the design skillset to effectively polish and refine your video games + Table of Contents : Building a Top-Down 2D Game Super Displacement 1 The Course Overview 2 Creating and Coding a Player Character 3 Adding Collision Using PhysicsBody Nodes 4 Adding a Movable Camera 5 Creating and Coding Your First Enemy 6 Dynamically Spawning Enemies 7 Adding an Objective 8 Using ConfigFiles to Implement High Scores 9 Adding a Lose Condition 10 Adding a Main Menu Building a More In-Depth 2D Game The Floor Is Lava 11 Creating a Player Character Using the Physics Engine 12 Creating a Ball Entity Using the Physics Engine 13 Adding a Losing Condition 14 Counting Your Score 15 Tweaking the Game Feel 16 Implementing TileMaps 17 Dynamically Spawning Obstacles Creating Pixel Checkers 18 Setting up the Game Board 19 Adding the Pieces 20 Using Signals to Create Turns 21 Using Signals to Destroy Other Pieces 22 Adding the Losing and Winning Conditions 23 Using Singletons to Add Background Music Creating Tilt Maze 24 Creating a 3D Player Character 25 Creating a Camera Object 26 Importing 3D Models from Blender 27 Tilting the Maze 28 Adding an Environment 29 Adding a Win Condition

2019-09-29

GPU Pro 360 Guide to Shadows-Wolfgang Engel-2019.pdf

GPU Pro 360 Guide to Shadows-Wolfgang Engel-2019.pdf September 26, 2019 Author: Wolfgang Engel Pub Date: 2019 ISBN: 978-0815382478 Pages: 244 Language: English Format: PDF Size: 77 Mb Wolfgang Engel’s GPU Pro 360 Guide to Shadows gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that are used to generate shadow data. This volume is complete with 15 articles by leading programmers that focus on achieving good visual results in rendering shadows. GPU Pro 360 Guide to Shadows is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges

2019-09-29

[视频教程][Eng]Game Development Projects with Godot 3-September 21, 2019.z01

Game Development Projects with Godot 3-Video Tutorial-September 21, 2019-part1 September 21, 2019 Game Development Projects with Godot 3 English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 04m | 1.16 GB eLearning | Skill level: All Levels Learn how to create your own video games using Godot 3.x Go

2019-09-29

Coding for Linux-Master Linux and expand your programming skills-2019 by James

Coding for Linux- Master Linux and expand your programming skills-September 1, 2019 by James Gale.pdf-全彩版 September 1, 2019 Linux Author: James Gale Pub Date: 2019 ISBN: n/a Pages: 147 Language: English Format: PDF Size: 141 Mb “That’s what makes Linux so good: you put in something and that effort multiplies. It’s a positive feedback cycle.” – Linus Torvalds (developer of the Linux kernel) Linux is everywhere. It powers the Internet as the main operating system behind the Web’s servers, it powers spacecraft, it’s the operating system for the Fastest supercomputers in the world and it’s used in smart TVs and mobile devices. Why? Because it’s ultra stable, lightning fast and completely free of charge. However, there’s more to Linux than simply being a Free to use operating system. Its unique configuration allows the user to customise and personalise the OS into any form they wish. A Linux user can change their OS look and feel From one day to the next, install thousands of Freely available apps and programs and take back control of their computer. Linux is about Freedom. Freedom From the walled-garden approach of other restrictive operating systems, freedom to choose what you want on your computer, Freedom to alter it and use it how you please. It’s a worldwide community of like-minded users, all striving to get the best development from this incredible OS. With this book, you too can become a part of the open community of Linux users. The tutorials within these pages will help you get to grips with Linux, show you how it works, what you can do with it and how you can code with it to take your Linux experience to even greater heights. Discover Linux. Discover freedom.

2019-09-02

Learning C++ by Building Games with Unreal Engine 4-2nd-20190701.epub

Learning C++ by Building Games with Unreal Engine 4: A beginner’s guide to learning 3D game development with C++ and UE4, 2nd Edition by Sharan Volin--July 1, 2019 English | 2018 | ISBN: 1788476249 | 468 Pages | EPUB | 1117 MB Create your own games using Unreal Engine 4 while learning the fundamentals of C++ programming Learning to program in C++ requires some serious motivation. Unreal Engine 4 (UE4) is a powerful C++ engine with a range of features used to create exciting games by AAA studios, which makes it an engaging way to get started with exploring C++17. This book starts by helping you install a code editor so you can begin to write C++17 code. You will then focus on C++ fundamentals such as variables, memory, conditional statements, and looping. Next, you will cover important programming constructs including functions, objects, classes, and inheritance. As you progress, you’ll delve into more advanced C++17 concepts, along with understanding the functionality of the UE4 engine. In the next few chapters, you will use the UE4 editor to create your own virtual world, and even program some seriously fun gameplay. After this, you’ll learn to build game features, along with using AI aspects such as pathfinding and behavior trees to build smart game entities. The concluding chapters will show you how to improve user interface (UI) feedback with Unreal Motion Graphics (UMG) and audio. In this new and updated edition, you’ll also get to grips with the latest VR and AR features available. By the end of this book, you will have the skills you need to program effectively in C++17. What you will learn Learn the basics of C++ and understand basic UE4 editing Work with the UE4 editor and study the basics of using C++ and Blueprints within the engine Get up to speed with using basic C++ containers and data structures to store your game data Create players, non-player characters (NPCs), and monsters Give game information to users using the UE4 UMG UI system Gain a basic understanding of how to use procedural programming to give your game more replay value Discover how UE4 can help you build projects using the latest technologies, such as VR and AR

2019-07-02

Learning C++ by Building Games with Unreal Engine 4-2nd-20190701.epub

Learning C++ by Building Games with Unreal Engine 4: A beginner’s guide to learning 3D game development with C++ and UE4, 2nd Edition by Sharan Volin--July 1, 2019 English | 2018 | ISBN: 1788476249 | 468 Pages | EPUB | 1117 MB Create your own games using Unreal Engine 4 while learning the fundamentals of C++ programming Learning to program in C++ requires some serious motivation. Unreal Engine 4 (UE4) is a powerful C++ engine with a range of features used to create exciting games by AAA studios, which makes it an engaging way to get started with exploring C++17. This book starts by helping you install a code editor so you can begin to write C++17 code. You will then focus on C++ fundamentals such as variables, memory, conditional statements, and looping. Next, you will cover important programming constructs including functions, objects, classes, and inheritance. As you progress, you’ll delve into more advanced C++17 concepts, along with understanding the functionality of the UE4 engine. In the next few chapters, you will use the UE4 editor to create your own virtual world, and even program some seriously fun gameplay. After this, you’ll learn to build game features, along with using AI aspects such as pathfinding and behavior trees to build smart game entities. The concluding chapters will show you how to improve user interface (UI) feedback with Unreal Motion Graphics (UMG) and audio. In this new and updated edition, you’ll also get to grips with the latest VR and AR features available. By the end of this book, you will have the skills you need to program effectively in C++17. What you will learn Learn the basics of C++ and understand basic UE4 editing Work with the UE4 editor and study the basics of using C++ and Blueprints within the engine Get up to speed with using basic C++ containers and data structures to store your game data Create players, non-player characters (NPCs), and monsters Give game information to users using the UE4 UMG UI system Gain a basic understanding of how to use procedural programming to give your game more replay value Discover how UE4 can help you build projects using the latest technologies, such as VR and AR

2019-07-02

Hands-On Game Development without Coding: Create 2D and 3D games.epub

Hands-On Game Development without Coding: Create 2D and 3D games with Visual Scripting in Unity by Lucas Bertolini English | 2018 | ISBN: 1789538335 | 430 Pages | EPUB | 102 MB Develop your own games with Unity 2D/3D Game Kit and use it for your presentations, kids education, level design, game design, proofs of concept, or even just for fun! Hands-On Game Development without Coding is the first Visual Scripting book in the market. It was tailor made for a non programing audience who are wondering how a videogame is made. After reading this book you will be able to develop your own 2d and 3d videogames and use it on your presentations, to speed up your level design deliveries, test your game design ideas, work on your proofs of concept, or even doing it just for fun. The best thing about Hands-On Game Development without Coding is that you don’t need any previous knowledge to read and understand the process of creating a videogame. It is our main focus to provide you with the opportunity to create a videogame as easy and fast as possible. Once you go through the book, you will be able to create player input interaction, levels, object behaviours, enemy AI, creating your own UI and finally giving life to your game by building it. It’s Alive! What you will learn Understanding the Interface and kit flow. Comprehend the virtual space and its rules. Learning the behaviours and roles each component must have in order to make a videogame. Learn about videogame development Creating a videogame without the need of learning any programming language Create your own gameplay HUD to display player and Enemy information

2019-07-02

Beginning iOS AR Game Development:Developing Augmented Reality Apps.epub

Beginning iOS AR Game Development:Developing Augmented Reality Apps with Unity and C# by Allan Fowler-November 24, 2018 Beginning iOS AR Game Development: Developing Augmented Reality Apps with Unity and C# by Allan Fowler Apress English 2018-11-19 244 pages Details Title: Beginning iOS AR Game Development: Developing Augmented Reality Apps with Unity and C# Author: Allan Fowler Length: 244 pages Edition: 1st ed. Language: English Publisher: Apress Publication Date: 2018-11-19 ISBN-10: 1484236173 ISBN-13: 9781484236178 Description Create a fully featured application that’s both sophisticated and engaging. This book provides a detailed guide in developing augmented reality games that can take advantage of the advanced capabilities of new iOS devices and code while also offering compatibility with still supported legacy devices. No programming experience is necessary as this book begins on the ground floor with basic programming concepts in Unity and builds to incorporating input from the real world to create interactive realities. You’ll learn to program with the Unity 2017 development platform using C#. Recent announcements of increased AR capabilities on the latest iPhones and iPads show a clear dedication on Apple’s part to this emerging market of immersive games and apps. Unity 2017 is the latest version of this industry leading development platform and C# is a ubiquitous programming language perfect for any programmer to begin with. Using the latest development technologies, Beginning iOS AR Game Development will show you how to program games that interact directly with the real world environment around the user for creative fantastic augmented reality experiences. What You'll Learn Download assets from the Unity store Create a scene in Unity 2017 Use physics and controls on mobile devices Who This Book Is For Beginner programmers and/or people new to developing games using Unity. It also serves as a great introduction to developing AR games and educators teaching the subject at high school or higher levels. Table of Contents Chapter 1: Introduction Chapter 2: Getting Started Chapter 3: The Unity ARKit Chapter 4: Hit Testing and Lighting Chapter 5: Making AR Games Chapter 6: Introducing Touch Chapter 7: Adding Plane Detection and Point Clouds Chapter 8: Final Steps

2019-06-30

Beginning iOS AR Game Development:Developing Augmented Reality Apps.pdf

Beginning iOS AR Game Development:Developing Augmented Reality Apps with Unity and C# by Allan Fowler-November 24, 2018 Beginning iOS AR Game Development: Developing Augmented Reality Apps with Unity and C# by Allan Fowler Apress English 2018-11-19 244 pages Details Title: Beginning iOS AR Game Development: Developing Augmented Reality Apps with Unity and C# Author: Allan Fowler Length: 244 pages Edition: 1st ed. Language: English Publisher: Apress Publication Date: 2018-11-19 ISBN-10: 1484236173 ISBN-13: 9781484236178 Description Create a fully featured application that’s both sophisticated and engaging. This book provides a detailed guide in developing augmented reality games that can take advantage of the advanced capabilities of new iOS devices and code while also offering compatibility with still supported legacy devices. No programming experience is necessary as this book begins on the ground floor with basic programming concepts in Unity and builds to incorporating input from the real world to create interactive realities. You’ll learn to program with the Unity 2017 development platform using C#. Recent announcements of increased AR capabilities on the latest iPhones and iPads show a clear dedication on Apple’s part to this emerging market of immersive games and apps. Unity 2017 is the latest version of this industry leading development platform and C# is a ubiquitous programming language perfect for any programmer to begin with. Using the latest development technologies, Beginning iOS AR Game Development will show you how to program games that interact directly with the real world environment around the user for creative fantastic augmented reality experiences. What You'll Learn Download assets from the Unity store Create a scene in Unity 2017 Use physics and controls on mobile devices Who This Book Is For Beginner programmers and/or people new to developing games using Unity. It also serves as a great introduction to developing AR games and educators teaching the subject at high school or higher levels. Table of Contents Chapter 1: Introduction Chapter 2: Getting Started Chapter 3: The Unity ARKit Chapter 4: Hit Testing and Lighting Chapter 5: Making AR Games Chapter 6: Introducing Touch Chapter 7: Adding Plane Detection and Point Clouds Chapter 8: Final Steps

2019-06-30

Complete Virtual Reality and Augmented Reality Development with Unity-2019.epub

Complete Virtual Reality and Augmented Reality Development with Unity by Jesse Glover Jonathan Linowes Packt Publishing English 2019-04-17 668 pages Details Title: Complete Virtual Reality and Augmented Reality Development with Unity Author: Jesse Glover, Jonathan Linowes Length: 668 pages Edition: 1 Language: English Publisher: Packt Publishing Publication Date: 2019-04-17 ISBN-10: 1838648186 ISBN-13: 9781838648183 Sales Rank: #218169 (See Top 100 Books) Categories Computers & Technology Games & Strategy Guides Programming Programming Languages Description Get close and comfortable with Unity and build applications that run on HoloLens, Daydream, and Oculus Rift Key Features Build fun augmented reality applications using ARKit, ARCore, and Vuforia Explore virtual reality by developing more than 10 engaging projects Learn how to integrate AR and VR concepts together in a single application Book Description Unity is the leading platform to develop mixed reality experiences because it provides a great pipeline for working with 3D assets. Using a practical and project-based approach, this Learning Path educates you about the specifics of AR and VR development using Unity 2018 and Unity 3D. You'll learn to integrate, animate, and overlay 3D objects on your camera feed, before moving on to implement sensor-based AR applications. You'll explore various concepts by creating an AR application using Vuforia for both macOS and Windows for Android and iOS devices. Next, you'll learn how to develop VR applications that can be experienced with devices, such as Oculus and Vive. You'll also explore various tools for VR development: gaze-based versus hand controller input, world space UI canvases, locomotion and teleportation, timeline animation, and multiplayer networking. You'll learn the Unity 3D game engine via the interactive Unity Editor and C# programming. By the end of this Learning Path, you'll be fully equipped to develop rich, interactive mixed reality experiences using Unity. This Learning Path includes content from the following Packt products: Unity Virtual Reality Projects - Second Edition by Jonathan Linowes Unity 2018 Augmented Reality Projects by Jesse Glover What you will learn Create 3D scenes to learn about world space and scale Move around your scenes using locomotion and teleportation Create filters or overlays that work with facial recognition software Interact with virtual objects using eye gaze, hand controllers, and user input events Design and build a VR storytelling animation with a soundtrack and timelines Create social VR experiences with Unity networking Who this book is for If you are a game developer familiar with 3D computer graphics and interested in building your own AR and VR games or applications, then this Learning Path is for you. Any prior experience in Unity and C# will be an advantage. In all, this course teaches you the tools and techniques to develop engaging mixed reality applications. Table of Contents Virtually Everything for Everyone Content, Objects, and Scale VR Build and Run Gaze-Based Control Handy Interactables World Space UI Locomotion and Comfort Playing with Physics and Fire Animation and VR Storytelling What AR is and How to Get Set up GIS Fundamentals - The Power of Mapping Censored - Various Sensor Data and Plugins The Sound of Flowery Prose Picture Puzzle - The AR Experience Fitness for Fun - Tourism and Random Walking Snap it! Adding Filters to Pictures To the HoloLens and Beyond

2019-06-30

Virtual & Augmented Reality For Dummies by Paul Mealy-2018.pdf

Virtual & Augmented Reality For Dummies by Paul Mealy For Dummies English 2018-07-11 352 pages 4.0/5.0 2 reviews Details Title: Virtual & Augmented Reality For Dummies Author: Paul Mealy Length: 352 pages Edition: 1 Language: English Publisher: For Dummies Publication Date: 2018-07-11 ISBN-10: 1119481341 ISBN-13: 9781119481348 Sales Rank: #893876 (See Top 100 Books) Categories Computers & Technology Games & Strategy Guides Textbooks Computer Science Description An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. Keeps you up-to-date on the pulse of this fast-changing technology Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies. Table of Contents Part 1: Getting Started with Virtual and Augmented Reality Chapter 1: Defining Virtual and Augmented Reality Chapter 2: Exploring the Current State of Virtual Reality Chapter 3: Exploring the Current State of Augmented Reality Part 2: Consuming Content in Virtual and Augmented Reality Chapter 4: Consuming Content in Vir tual Reality Chapter 5: Consuming Content in Augmented Reality Part 3: Creating Content in Virtual and Augmented Reality Chapter 6: Evaluating Your Project Chapter 7: Planning Your Virtual Reality Project Chapter 8: Planning Your Augmented Reality Project Chapter 9: Creating Content for Virtual and Augmented Reality Part 4: Virtual and Augmented Reality in the Wild Chapter 10: Exploring Virtual Reality Use Cases Chapter 11: Exploring Augmented Reality Use Cases Part 5: The Future of Virtual and Augmented Reality Chapter 12: Assessing the Future of Virtual Reality Chapter 13: Assessing the Future of Augmented Reality Part 6: The Part of Tens Chapter 14: Ten Questions about Virtual and Augmented Reality Chapter 15: Ten Industries That Will Be Transformed by Virtual and Augmented Reality Chapter 16: Ten (Or So) Mobile Apps for Experiencing Augmented Reality Today

2019-06-30

Virtual & Augmented Reality For Dummies by Paul Mealy-2018.epub

Virtual & Augmented Reality For Dummies by Paul Mealy For Dummies English 2018-07-11 352 pages 4.0/5.0 2 reviews Details Title: Virtual & Augmented Reality For Dummies Author: Paul Mealy Length: 352 pages Edition: 1 Language: English Publisher: For Dummies Publication Date: 2018-07-11 ISBN-10: 1119481341 ISBN-13: 9781119481348 Sales Rank: #893876 (See Top 100 Books) Categories Computers & Technology Games & Strategy Guides Textbooks Computer Science Description An easy-to-understand primer on Virtual Reality and Augmented Reality Virtual Reality (VR) and Augmented Reality (AR) are driving the next technological revolution. If you want to get in on the action, this book helps you understand what these technologies are, their history, how they’re being used, and how they’ll affect consumers both personally and professionally in the very near future. With VR and AR poised to become mainstream within the next few years, an accessible book to bring users up to speed on the subject is sorely needed—and that’s where this handy reference comes in! Rather than focusing on a specific piece of hardware (HTC Vive, Oculus Rift, iOS ARKit) or software (Unity, Unreal Engine), Virtual & Augmented Reality For Dummies offers a broad look at both VR and AR, giving you a bird’s eye view of what you can expect as they continue to take the world by storm. Keeps you up-to-date on the pulse of this fast-changing technology Explores the many ways AR/VR are being used in fields such as healthcare, education, and entertainment Includes interviews with designers, developers, and technologists currently working in the fields of VR and AR Perfect for both potential content creators and content consumers, this book will change the way you approach and contribute to these emerging technologies. Table of Contents Part 1: Getting Started with Virtual and Augmented Reality Chapter 1: Defining Virtual and Augmented Reality Chapter 2: Exploring the Current State of Virtual Reality Chapter 3: Exploring the Current State of Augmented Reality Part 2: Consuming Content in Virtual and Augmented Reality Chapter 4: Consuming Content in Vir tual Reality Chapter 5: Consuming Content in Augmented Reality Part 3: Creating Content in Virtual and Augmented Reality Chapter 6: Evaluating Your Project Chapter 7: Planning Your Virtual Reality Project Chapter 8: Planning Your Augmented Reality Project Chapter 9: Creating Content for Virtual and Augmented Reality Part 4: Virtual and Augmented Reality in the Wild Chapter 10: Exploring Virtual Reality Use Cases Chapter 11: Exploring Augmented Reality Use Cases Part 5: The Future of Virtual and Augmented Reality Chapter 12: Assessing the Future of Virtual Reality Chapter 13: Assessing the Future of Augmented Reality Part 6: The Part of Tens Chapter 14: Ten Questions about Virtual and Augmented Reality Chapter 15: Ten Industries That Will Be Transformed by Virtual and Augmented Reality Chapter 16: Ten (Or So) Mobile Apps for Experiencing Augmented Reality Today

2019-06-30

Hands-On Game Development with WebAssembly Learn WebAssembly C++.epub

Hands-On Game Development with WebAssembly by Rick Battagline Packt Publishing English 2019-05-31 596 pages 5.0/5.0 1 reviews Details Title: Hands-On Game Development with WebAssembly Author: Rick Battagline Length: 596 pages Edition: 1 Language: English Publisher: Packt Publishing Publication Date: 2019-05-31 ISBN-10: 1838644652 ISBN-13: 9781838644659 Sales Rank: #1428959 (See Top 100 Books) Categories Computers & Technology Digital Audio, Video & Photography Programming Description Make your WebAssembly journey fun while making a game with it Key Features Create a WebAssembly game that implements sprites, animations, physics, particle systems, and other game development fundamentals Get to grips with advanced game mechanics in WebAssembly Learn to use WebAssembly and WebGL to render to the HTML5 canvas element Book Description Within the next few years, WebAssembly will change the web as we know it. It promises a world where you can write an application for the web in any language, and compile it for native platforms as well as the web. This book is designed to introduce web developers and game developers to the world of WebAssembly by walking through the development of a retro arcade game. You will learn how to build a WebAssembly application using C++, Emscripten, JavaScript, WebGL, SDL, and HTML5. This book covers a lot of ground in both game development and web application development. When creating a game or application that targets WebAssembly, developers need to learn a plethora of skills and tools. This book is a sample platter of those tools and skills. It covers topics including Emscripten, C/C++, WebGL, OpenGL, JavaScript, HTML5, and CSS. The reader will also learn basic techniques for game development, including 2D sprite animation, particle systems, 2D camera design, sound effects, 2D game physics, user interface design, shaders, debugging, and optimization. By the end of the book, you will be able to create simple web games and web applications targeting WebAssembly. What you will learn Build web applications with near-native performance using WebAssembly Become familiar with how web applications can be used to create games using HTML5 Canvas, WebGL, and SDL Become well versed with game development concepts such as sprites, animation, particle systems, AI, physics, camera design, sound effects, and shaders Deploy C/C++ applications to the browser using WebAssembly and Emscripten Understand how Emscripten HTML shell templates, JavaScript glue code, and a WebAssembly module interact Debug and performance tune your WebAssembly application Who this book is for Web developers and game developers interested in creating applications for the web using WebAssembly. Game developers interested in deploying their games to the web Web developers interested in creating applications that are potentially orders of magnitude faster than their existing JavaScript web apps C/C++ developers interested in using their existing skills to deploy applications to the web Table of Contents Introduction to WebAssembly and Emscripten HTML5 and WebAssembly Introduction to WebGL Sprite Animations in WebAssembly with SDL Keyboard Input Game Objects and the Game Loop Collision Detection Basic Particle System Improved Particle Systems AI and Steering Behaviors Designing a 2D Camera Sound FX Game Physics UI and Mouse Input Shaders and 2D Lighting Debugging and Optimization

2019-06-30

Swift 5 for Absolute Beginners:Learn to Develop Apps for iOS, 5th Edition-epub

Swift 5 for Absolute Beginners: Learn to Develop Apps for iOS, 5th Edition by Stefan Kaczmarek English | 2019 | ISBN: 1484248676 | 360 Pages | True PDF Stay motivated and overcome obstacles while learning to use Swift Playgrounds and Xcode 10.2 to become a great iOS developer. This book, fully updated for Swift 5, is perfect for those with no programming background, those with some programming experience but no object-oriented experience, or those that have a great idea for an app but haven’t programmed since school. Many people have a difficult time believing they can learn to write iOS apps. Swift 5 for Absolute Beginners will show you how to do so. You’ll learn Object-Oriented Programming (OOP) and be introduced to User Interface (UI) design following Apple’s Human Interface Guidelines (HIG) using storyboards and the Model-View-Controller (MVC) pattern before moving on to write your own iPhone and Apple Watch apps from scratch. What You’ll Learn Work with Swift classes, properties, and functions Examine proper User Interface (UI) and User Experience (UX) design Understand Swift data types: integers, floats, strings, and booleans Use Swift data collections: arrays and dictionaries Review Boolean logic, comparing data, and flow control Use the Xcode debugger to troubleshoot problems with your apps Store data in local app preferences and Core Data databases

2019-06-30

Swift 5 for Absolute Beginners:Learn to Develop Apps for iOS, 5th Edition.pdf

Swift 5 for Absolute Beginners: Learn to Develop Apps for iOS, 5th Edition by Stefan Kaczmarek English | 2019 | ISBN: 1484248676 | 360 Pages | True PDF Stay motivated and overcome obstacles while learning to use Swift Playgrounds and Xcode 10.2 to become a great iOS developer. This book, fully updated for Swift 5, is perfect for those with no programming background, those with some programming experience but no object-oriented experience, or those that have a great idea for an app but haven’t programmed since school. Many people have a difficult time believing they can learn to write iOS apps. Swift 5 for Absolute Beginners will show you how to do so. You’ll learn Object-Oriented Programming (OOP) and be introduced to User Interface (UI) design following Apple’s Human Interface Guidelines (HIG) using storyboards and the Model-View-Controller (MVC) pattern before moving on to write your own iPhone and Apple Watch apps from scratch. What You’ll Learn Work with Swift classes, properties, and functions Examine proper User Interface (UI) and User Experience (UX) design Understand Swift data types: integers, floats, strings, and booleans Use Swift data collections: arrays and dictionaries Review Boolean logic, comparing data, and flow control Use the Xcode debugger to troubleshoot problems with your apps Store data in local app preferences and Core Data databases

2019-06-29

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