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Physically Based Animation

  • 博客(38)
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原创 SPH fluid simulation methods & source codes (cpu & gpu)

这篇文章主要源于我在知乎上回到的一个问题 请教一篇siggraph上比较好实现的流体模拟论文? 关于 Fluid Simulation,本文主要介绍使用基于 SPH 的方法模拟水的 Siggraph 论文,这类基于 SPH 的方法代码量不大,实现比较容易。(1) Siggraph 09' 有篇基于 SPH 的文章 “Predictive-corrective incompres

2015-06-09 18:40:19 2784 3

转载 BVH with SAH (Bounding Volume Hierarchy with Surface Area Heuristic)

BVH with SAH  see Physically Based Rendering (2nd edition) CHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION - Bounding Volume Hierarchies

2015-05-02 16:31:35 1657

转载 C++11标准后的C++阅读书目

C++11标准后的C++阅读书目

2015-02-10 14:37:10 464

转载 推荐!国外程序员整理的 C++ 资源大全

《推荐!国外程序员整理的 C++ 资源大全》

2015-02-08 20:57:04 1545

原创 简单多面体(三角形网格表示)的惯性张量求解

参考资料:1. Fast and accurate computation of polyhedral mass properties2. Polyhedral Mass Properties (Revisited)  (重要,有伪代码)

2014-11-27 12:22:05 1160

原创 Windows 7 (64bit) + visual studio 2010 + cygwin + PBRT(version 2)编译

源码地址(github): Physically Based Rendering: From Theory to Implementation (2nd version)

2014-11-12 11:16:38 1519

原创 一个非常好用的visual studio 代码对齐插件 Code alignment

Code alignmenthttp://www.codealignment.com/download link:http://visualstudiogallery.msdn.microsoft.com/7179e851-a263-44b7-a177-1d31e33c84fd/

2014-10-05 15:47:11 19551

原创 笔试面试内容收集

如果编写一个标准strcpy函数的总分值为10,下面给出几个不同得分的答案:  2分void strcpy( char *strDest, char *strSrc )  {  while( (*strDest++ = * strSrc++) != ‘\0’ );  }  4分 void s

2014-09-05 13:35:34 462

原创 C/C++ IO操作

项目中碰到一个文件IO的问题,如下:

2014-09-04 18:03:40 545

原创 笔试面试题解备忘1:字符串转换成整数

来源:剑指OFFER面试题49.

2014-09-04 13:52:33 583

原创 排序算法要点及其C语言实现

1. 直接插入排序:最差时间复杂度:O(n^2)最优时间复杂度:O(n)平均时间复杂度:O(n^2)稳定性:稳定

2014-09-01 11:16:50 642

原创 CUDA Performance Tips

Tips:1. CUDA memory for lookup tables:It may be best not to use any tables on the GPU at all (see also CUDA math library), as FLOPS are increasing faster than memory bandwidth across GPU generat

2014-01-08 14:22:08 632

原创 CUDA dynamic parallelism在 visual studio 2010 中的设置

1. 工程->属性->CUDA C/C++ -> Common -> Generate Relocatable Device Code 设置为是 (-rdc=true)2. 工程->属性->CUDA C/C++ -> Device -> Code Generation设置为compute_35,sm_353.  工程->属性->链接器->输入->附加依赖项->cudadevrt.lib

2013-09-09 22:50:29 1434

原创 CUDA Dynamic Parallelism 学习笔记

1. 循环的并行化:(1)循环固定(2)内循环依赖于外循环without dynamic parallelism

2013-07-29 22:28:13 2011

原创 GPU快速排序笔记

利用CUDA 5.0最新推出的 Dynamic Parallelism,以往很难使用的分治法现在可以轻易的在GK110上利用这一新特性实现,非常方便:算法思想:随机选取一个枢纽元(pivot),对排序数组进行划分,左边一组都比枢纽元小,右边一组都等于或大于枢纽元,然后对每一个分组递归使用快排算法直至每一个分组仅有一个元素,则排序完成。示例图:CUDA version wit

2013-07-29 21:57:26 3700

转载 面向对象vs面向数据

http://blog.csdn.net/xoyojank/article/details/8739957要点摘录: SIMD, Cache friendly其实大多数做引擎的人都有考虑, 好多人都会说"SSE我很熟"我去, 看看他们写的代码, 连数据结构内存都没对齐, 还好意思说"SSE我很熟"......另外, 尽量把相同类型的数据存放在连续的内存空间里, 并且

2013-07-26 14:07:28 737

原创 CUDA Optimization tips

摘自 "CUDA C Best Practices"1. To maximize developer productivity, profile the application to determine hotspots and bottlenecks2. To get the maximum benefit from CUDA, focus first on finding ways t

2013-07-26 10:35:33 745

原创 Incrementally parallelizing the existing code

Assess, Parallelize, Optimize, DeployStep 1: Profiling the code in order to identify the hot spots.Strong scaling (Amdahl's Law) is a measure of how, for a given problem size, perfor

2013-07-24 05:27:26 616

原创 计数排序笔记

基本思想:【摘自算法导论第三版P108】对每一个输入元素x,确定小于x的元素的个数。利用这一信息,就可以直接把x放到它在输出数组中的位置上了。serial code for sorting an array of 8-bit unsigned numbers:void CountingSort( unsigned char* a, unsigned long a_size ){

2013-07-18 13:48:14 621

原创 LINK : fatal error LNK1104: 无法打开文件“LIBC.lib”

将老版本的VC开发的项目,用新版本VC开发环境上去编译,链接时也许会触发LNK1104错误。解决方案是链接时忽略特定默认库:项目->属性->配置属性->连接器->输入->忽略特定默认库->输入LIBC.lib

2013-07-01 17:56:13 1023

原创 visual studio 2010 添加CUDA C 关键字高亮 & IntelliSense support

1.打开visual studio 2010, 依次选择:工具->选项->项目和解决方案->VC++项目设置,在要包括的扩展名中添加.cu2.右键点击项目名,打开项目属性页,将配置选为“所有配置”(对debug&release都有效),然后选择:配置属性->VC++目录,在包含目录中添加$(CUDA_INC_PATH)3.在用户自定义列表中添加CUDA关键词:如果用的win 7

2013-05-23 05:04:13 1465

原创 OpenGL程序中与glew相关的未处理异常的解决方案

问题:程序中已经正确包含glew相关的头文件和库文件,glew也已经通过glewInit()正确初始化,程序运行到glGenVertexArrays处时仍然出现运行时错误:***.exe(某opengl可执行程序)中的0x********(某内存地址) 处有未处理的异常: Ox********: Access violation解决方案: 在glewInit()之前加上glewExpe

2013-05-08 00:28:06 1669

原创 函数名之对仗词使用

From 《代码大全2》 7.3节add/removeincrement/decrementopen/closebegin/endinsert/deleteshow/hidecreate/destroylock/unlocksource/target

2013-04-15 17:00:32 690

原创 《重构--改善既有代码的设计》读书笔记之五:运用多态取代条件逻辑(if/else , switch)

先阅读完《大话设计模式》&《设计模式--可复用面向对象软件的基础》中有关State模式的章节,对状态模式有个较为深入的了解,然后继续《重构》中1.4节利用State模式表现不同影片的价格状态。步骤1:运用Replace Type Code with State/Strategy,将与类型相关的行为搬移至State模式内步骤2:运用Move Method将switch语句搬移

2013-04-08 18:42:11 1370

原创 《重构--改善既有代码的设计》读书笔记之四:将条件分支语句放入合适类中

要点:最好不要在另一个对象的属性基础上运用条件分支语句,如果不得不使用,也应该在对象自己的数据上使用。方法:getCharge() 和 getFrequentRenterPoints()移动到Movie类中去。在运用继承重构代码之前 rental & movie 代码如下:rental.h:#ifndef RENTAL_H#define RENTAL_H#include

2013-04-08 12:41:59 642

原创 《重构--改善既有代码的设计》读书笔记之三:分解并重组statement() part2

运用Replace Temp with Query把statement()中的totalAmount 和 frequentRenterPoints临时变量去掉:用Customer类的getTotalCharge()取代totalAmount用Customer类的getTotalFrequentRenterPoints()取代frequentRenterPoints最后,我们

2013-04-08 01:01:54 778

原创 《重构--改善既有代码的设计》读书笔记之二:分解并重组statement() part1

病症:statement()这样一个长长的函数很明显需要进行重构。要点:代码块越小,代码的功能就越容易管理,代码的处理和移动也就越轻松。步骤1:找出代码的逻辑泥团switch语句,运用Extract Method将其提炼到独立函数中。首先在代码段里找出函数内的局部变量和参数,注意哪些被修改过(如:thisAmount),哪些没有被修改过(如:each)。任何不会被修改的变量

2013-04-07 23:03:13 666

原创 《重构--改善既有代码的设计》读书笔记之一:起始代码之C++ Version

为了更好地理解《重构》一书中的思想,将其代码用C++形式表现出来并结合书本内容逐步重构。movie.h:#ifndef MOVIE_H#define MOVIE_H#include using std::string;class Movie{public: Movie(string title = "empty", int priceCode = 0);

2013-04-07 19:41:38 1227

原创 Visual Studio 2010 User-Defined Macros

http://msdn.microsoft.com/en-us/library/f2t8ztwy.aspx

2012-07-24 11:41:32 409

原创 CUDA学习笔记

1. About page-locked host memory / pinned memory:(1) Restrict their use to memory that will be used as a source/destination in calls to cudaMemcpy() and freeing them when they are no longer needed

2012-04-26 07:46:19 521

原创 Physics-Based Animation learning notes

1. List of physics engines and reference material:http://www.gamedev.net/topic/475753-list-of-physics-engines-and-reference-material-updated-7-march-2011/ 2.  Physics engine list, books,

2012-03-16 21:15:33 1948 11

原创 Some C++ notes

2.27:关于最小化编译依存关系(from "effective c++ (3rd)") Pimple idiom思想:将接口与实现相分离,以“声明依存性”替换“定义依存性”手段:句柄类(Handle class) & 接口类(Interface class)Pros:降低文件间的编译依存关系,进而缩短改动后的编译时间。Cons: 会牺牲一点速度和消耗多一点内存(1) 不该

2012-02-27 21:04:46 473

转载 [link]Useful Libraries

[1] A C++ template library for linear algebra: matrices, vectors, numerical solvers, and related algorithms:http://eigen.tuxfamily.org/index.php?title=Main_Page[2] A portable C++ templated library

2012-02-27 18:06:58 366

转载 [Link]Google C++ Style Guide

http://google-styleguide.googlecode.com/svn/trunk/cppguide.xml

2012-02-27 17:56:55 398

转载 Multi-Core CPU articles

Scalable Multithreaded Programming with Thread Pools  http://msdn.microsoft.com/en-us/magazine/gg232758.aspx

2011-10-27 07:04:03 366

原创 My physically based simulation book list(To be continued)

Here is the list of the maths and physics books that I might read in the future (no time for rendering books):Maths and Physics:

2011-09-13 00:06:34 490

原创 Start game physics reading, just for fun

Already Got tired and bored of research.  Physically based animation, interesting but not that attractive in terms of research. Paper read

2011-09-09 22:49:24 401

原创 《数据结构与算法分析--C++描述》(第三版)学习笔记系列一:BST的实现

实现代码:"BST.h": #ifndef __BST_H__#define __BST_H__#include using namespace std;//*********BST类的接口****************//void insert(x) 插入//void remove(x) 删除//bool contai

2009-10-04 17:18:00 1012

Computer Graphics: Principles and Practice (3rd Edition) 高清版

Computer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the original “Foley and van Dam,” helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike. This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications. The authors explain the principles, as well as the mathematics, underlying computer graphics–knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, program­ming problems, and hands-on projects. This revised edition features New coverage of the rendering equation, GPU architecture considerations, and importance- sampling in physically based rendering An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering Implementations of GPU shaders, software rendering, and graphics-intensive 3D interfaces 3D real-time graphics platforms–their design goals and trade-offs–including new mobile and browser platforms Programming and debugging approaches unique to graphics development The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, WPF, or pseudocode–whichever language is most effective for a given example. Source code and figures from the book, testbed programs, and additional content will be available from the authors' website (cgpp.net) or the publisher's website (informit.com/title/9780321399526). Instructor resources will be available from the publisher. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.

2014-02-24

The CUDA Handbook: A Comprehensive Guide to GPU Programming

The CUDA Handbook begins where CUDA by Example (Addison-Wesley, 2011) leaves off, discussing CUDA hardware and software in greater detail and covering both CUDA 5.0 and Kepler. Every CUDA developer, from the casual to the most sophisticated, will find something here of interest and immediate usefulness. Newer CUDA developers will see how the hardware processes commands and how the driver checks progress; more experienced CUDA developers will appreciate the expert coverage of topics such as the driver API and context migration, as well as the guidance on how best to structure CPU/GPU data interchange and synchronization. The accompanying open source code-more than 25,000 lines of it, freely available at www.cudahandbook.com-is specifically intended to be reused and repurposed by developers. Designed to be both a comprehensive reference and a practical cookbook, the text is divided into the following three parts: Part I, Overview, gives high-level descriptions of the hardware and software that make CUDA possible. Part II, Details, provides thorough descriptions of every aspect of CUDA, including * Memory * Streams and events * Models of execution, including the dynamic parallelism feature, new with CUDA 5.0 and SM 3.5 * The streaming multiprocessors, including descriptions of all features through SM 3.5 * Programming multiple GPUs * Texturing The source code accompanying Part II is presented as reusable microbenchmarks and microdemos, designed to expose specific hardware characteristics or highlight specific use cases. Part III, Select Applications, details specific families of CUDA applications and key parallel algorithms, including * Streaming workloads * Reduction * Parallel prefix sum (Scan) * N-body * Image ProcessingThese algorithms cover the full range of potential CUDA applications.

2013-09-05

Fundamentals of Computer Graphics (3rd Edition)

Fundamentals of Computer Graphics Hardcover: 804 pages Publisher: A K Peters/CRC Press; 3 edition (July 21, 2009) Language: English ISBN-10: 1568814690 ISBN-13: 978-1568814698

2013-05-08

UltraMon 3.2.2 安装程序&注册码(For 32-bit/64-bit Windows 8/7/Vista/XP)

UltraMon是一个多重屏幕管理程序,让您的单一屏幕,同时执行多个视窗,提供7个实用功能,有效利用系统资源。

2013-04-11

Fundamentals of computer graphics 2 Ed(含DJVU阅读器)

Extensively beta-tested in classrooms worldwide, this modern, comprehensive introduction to computer graphics will set the standard in teaching. It presents the mathematical foundations of computer graphics with a focus on geometric intuition, allowing the programmer to understand and apply those foundations to the development of efficient code.

2009-11-25

Game Programming Gems 6.part2

Game Programming Gems 6英文版PDF格式。共分两部分,此为第二部分

2009-11-24

Game Programming Gems 6.part1

Game Programming Gems 6英文版PDF格式。共分两部分,此为第一部分。

2009-11-24

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