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pixel-shading
- GLSL实现vertex shading 和 per-pixel shading,通过两个茶壶实现对比-GLSL implementation vertex shading and per-pixel shading, contrast achieved through two teapot
Sealrecognition
- 1、编制程序显示印章图像(24位真彩色位图); 2、读出位图中每一像素点的(R,G,B)样本值; 3、以RGB其中某两个(或三个)为坐标,取一定数量的图像点为分析样本,分析其坐标系中的分布; 4、采用本章学习的方法找到分类判别函数,对这些样本进行分类;(要求首先将印章与底纹区分,如有可能将印章、底纹、签字区分) 5、将分类后的结果标记到原始图像上,检查其效果。 -1, the preparation procedures showed that the seal image
aybook.cn_opeigdprogrma0630
- OpenGL编程指南第六版 ,英文电子书pdf格式-he OpenGL? Programming Guide, Sixth Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library. The previous edition covered OpenGL through Version 2.0. This sixth edition of the best
Direct3DvertexpixelShaders
- 一个实现了Direct3D定点像素Shader编程的例子 这个例子中自己定义了一个顶点Shader并且对这个Shader进行顶点着色处理-A fixed-point implementation of the Direct3D Pixel Shader programming examples in this case their own definitions of a vertex Shader and Shader for this vertex shading
GlSl-OpenGLShadingLanguageAndresources
- 没什么好说的,shader一般没人上传,我就上传个吧,为了opengl的各种阶段的学习 源码-no execuse ,the opengl shading language for every one who learn the glsl resources
Bornander.UI.Dialogs
- WPF Parent Window Shading Using Pixel Shaders
016_Per_Pixel_Lighting
- Per_Pixel_Lighting Per-pixel lighting is commonly used with other computer graphics techniques to help improve render quality, including bump mapping, specularity, phong shading, and shadow volumes.
glslex
- 绘制三个茶壶,一个使用固定管线,一个用Per-Vertex Shading方式进行光照,另一个使用Per-Pixel Shading方式进行光照;-The draw three teapot, a fixed pipeline, a light with Per-Vertex Shading way, another way of using Per-Pixel Shading light
hlsl-Guide
- HLSL(High Level Shading Language)语法书,详细介绍了HLSL语法,DX图形管线以及顶点着色器及像素着色器的编写-HLSL (High Level Shading Language) grammar book details HLSL syntax the DX graphics pipeline and vertex shader and pixel shader writing
exercise_7
- 1. 绘制两个茶壶,一个使用固定管线的Per-Vertex Shading方式进行光照,另一个使用Per-Pixel Shading方式进行光照-1. Draw two teapots, a fixed pipeline Per-Vertex Shading way light, another Per-Pixel Shading light
Exercise_8
- 1. 载入一个简单的ply格式的三维模型; 2. 使用Vertex Buffer Object的方式来绘制三维模型; 3. 使用Per-Pixel Shading方式进行绘制; -Loading of the three-dimensional model of a simple ply format 2. Use Vertex Buffer Object to draw a three-dimensional model 3 Per-Pixel Shading draw
BlossomEngine
- GPU PRO介绍的图形渲染引擎 D3D与OPENGL之前的移植-- quad-tree scene management - per-pixel lights (forward shading) - sunlight and spot light shadows (hardware shadow maps) - sky-box - full-scene bloom
thmogenr
- resonance imaging (MRI) data and estimation of intensity inhomogeneities using fuzzy logic. MRI intensity inhomogeneities can be attributed to imperfections in the radio-frequency coils or to problems associated with the acquisition sequences