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本文提出并实现一种用于三维坐标拣选的RIP(Ray-Intersection-Penetration)方法。介绍了如何在已经渲染至窗口的三维场景中,使用鼠标或者相关设备拣选特定三维对象的方法。此方法对于正交投影或透视投影均有效,相对于OpenGL自带的选择与反馈机制,本方法无论是拣选精度还是算法实现效率均高出许多,是一种比较通用的解决方案。-this paper, and for the realization of a three-dimensional coordinates of the
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3D模型导入和观察器~~~~~OPENGL-
The program function
1. Loading the 3D model by an pop window (only .m file)
2. Displaying the model
2.1 grond
Ground (xy-plane)
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OpenGL里面对透视投影和正交投影两种投影模式的演示程序.并附近纹理贴图.有源代码和应用程序.-Inside OpenGL perspective projection and orthogonal projection on the two projection models demo program. And close texture. Source code and applications.
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SVD的应用,奇异值超平面正交投影证明
A中每个向量xi在随机阵B上的正交投影之和的最小值-Application of SVD, singular value hyperplane orthogonal projection proves A vector xi for each B in a random array of the orthogonal projection and the minimum
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在模型变换实验的基础上,通过实现下述实验内容,掌握OpenGL中三维观察、透视投影、正交投影的参数设置,并能使用键盘移动观察相机,在透视投影和正交投影间切换,验证课程中三维观察的内容;
进一步加深对OpenGL三维坐标和矩阵变换的理解和应用。
-Experiments in model transformation based on the experiment through the realization of the following content, master OpenGL
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图形学实验3D图形变换源码。
实现投影变换的正交(orthographic)、斜交投影(oblique)和透视投影(perspective)
注:创建时误选的意文菜单。-Experimental 3D graphics graphics transform source.
Implementated orthogonal projection transformation, perspective projection and oblique projection
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orthogonal projection algorithm
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This project will illustrate the basic idea to use orthogonal projection in openGL.
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三维图形的变换包括平移旋转变比错切对称,以及正交投影和旋转投影-3d graphic transform including translation rotating transformer ratios shear is symmetrical, and orthogonal projection and rotating projection
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一种基于正交投影的波束形成算法。首先由 MVDR算法确定初始权向量 其次根据该权向量与
其它用户波达角方向的关系 ,建立干扰信号的导向矢量矩阵 然后通过正交投影原理 ,将期望信号的导向矢量投影
到干扰信号的零空间上 ,从而求得最优权值。仿真结果证明了该算法的有效性。-An orthogonal projection beamforming algorithms. First, by the MVDR algorithm to determine the initial weight ve
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该源代码用opengl写了一个正交投影和透视投影的区别,debug文件中也有可执行文件,通过空格转换投影方式-The source code using opengl to write an orthogonal projection and perspective projection of the difference, debug file has executable file, projection through space conversion
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基于阵列信号的MUSIC算法和正交投影法来进行DOA估计-Based on the array signal MUSIC algorithm and orthogonal projection method for DOA estimation
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提出的正交LPP具有的优良特性是:能够较好的重构数据,并包含较好的判别能力-The orthogonal locality
preserving projection (OLPP) method produces orthogonal basis functions
and can have more locality preserving power than LPP. Since the locality
preserving power is potentially relat
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MFC环境下使用OPENGL实现动态拉框,用双缓冲区解决白色闪屏,正射投影、透视投影、正交投影切换显示-OPENGL MFC environment to implement dynamic pull box, white splash screen double buffer solution, orthographic projection, perspective projection, orthogonal projection to switch the display
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掌握OpenGL中三维观察、透视投影、正交投影的参数设置,并能使用键盘移动观察相机,在透视投影和正交投影间切换,验证课程中三维观察的内容;
进一步加深对OpenGL三维坐标和矩阵变换的理解和应用。-Master OpenGL three-dimensional observation, perspective projection, orthogonal projection parameter settings, and can use the keyboard to move the v
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Android平板电脑开发实战详解和典型案例——光盘源码
此书出版时间:2013-02-01
从Android 2.0趣味特性、Android 4.0新特性的基础知识到完整综合案例,由浅入深,循序渐进地进行了详解,既适合Android 4.0初学者学习,也适合有一定基础的读者进一步提升之用。
第9章 3D应用开发基础
9.1 OpenGL及OpenGL ES简介
9.2 3D基本知识
9.3 旧约——OpenGL ES 1.x
9.3.1 OpenGL E
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OpenGL三维观察,OpenGL中三维观察、透视投影、正交投影的参数设置,并能使用键盘移动观察相机,在透视投影和正交投影间切换-OpenGL three-dimensional observation, OpenGL three-dimensional observation, perspective projection, orthogonal projection parameter settings, and can use the keyboard to move the view c
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在模型变换实验的基础上,通过实现下述实验内容,掌握OpenGL中三维观察、透视投影、正交投影的参数设置,并能使用键盘移动观察相机,在透视投影和正交投影间切换,验证课程中三维观察的内容;
进一步加深对OpenGL三维坐标和矩阵变换的理解和应用。
-In the model transformation experiments, based on the contents by implementing the following experiment, master OpenGL thre
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正交投影算法在C ++中使用双缓冲技术来绘制二维正交投影屏幕上的立方体线框模型-Orthogonal projection algorithm in C++ using double buffering technique to draw a cube wireframe model in the two-dimensional orthogonal projection screen
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在OpenGL中实现三维观察,透视投影,正交投影等功能,并用键盘控制。-Three-dimensional observation in OpenGL, perspective projection, orthogonal projection functions, and keyboard control.
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