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Description: 这是一本有关图形渲染得书。是学习Vertex shader和Pixel shader编程的很好的参考书。-this is a graphics play up the book. Vertex shader learning and Pixel shader programming very good reference books.
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Size: 6775808 |
Author: 睢小龙 |
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Description: 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 (24-bit true color bitmap) 2, read out each bitmap pixel (R, G, B) sample value 3 to RGB which a two (or three ) for the coordinates, take a certain number of image points for the analysis of samples, analysis of its coordinate system of distribution 4, the method used in this chapter to learn to find discriminant function classification of these samples for classification (required first to distinguish between the seal and Shading, if possible, will seal, Shading, signatures to distinguish between) 5, will be the result of classification markings to the original image to check its effectiveness.
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Size: 372736 |
Author: 苏朗 |
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Description: 本教程针对HLSL(High Level Shading Language)初学者,从应用的角度对HLSL、顶点着色器、像素着色器和Effect效果框架进行了介绍,教程中去掉了对HLSL语法等一些细节内容的讨论,力求帮助读者尽可能快地理解HLSL编程的概念,掌握HLSL编程的方法。-The Guide for HLSL (High Level Shading Language) learners, from the application point of view of the HLSL, vertex shader, pixel shader effects and the Effect framework, the tutorial on HLSL syntax to remove some details of the discussion, as soon as possible seek to help readers understand the concept of programming HLSL master HLSL programming approach.
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Size: 444416 |
Author: 蔡武芳 |
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Description: 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-selling "red book" describes the latest features of OpenGL Version 2.1. You will find clear explanations of OpenGL functionality and many basic computer graphics techniques, such as building and rendering 3D models interactively viewing objects from different perspective points and using shading, lighting, and texturing effects for greater realism. In addition, this book provides in-depth coverage of advanced techniques, including texture mapping, antialiasing, fog and atmospheric effects, NURBS, image processing, and more. The text also explores other key topics such as enhancing performance, OpenGL extensions, and cross-platform techniques.
Using server-side pixel buffer objects for fast pixel rectangle download and retrieval
Discussion of the sRGB texture f
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Size: 15385600 |
Author: 陆天华 |
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Description: 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
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Size: 2741248 |
Author: 钱银玲 |
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Description: 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
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Size: 55296 |
Author: 陈昊 |
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Description: 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
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Size: 15505408 |
Author: 刘太生 |
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Description: WPF Parent Window Shading Using Pixel Shaders
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Size: 159744 |
Author: Matthew Sin |
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Description: 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.
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Size: 723968 |
Author: jepf76 |
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Description: 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
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Size: 10529792 |
Author: 李明 |
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Description: 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
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Size: 1887232 |
Author: shicl |
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Description: 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
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Size: 201728 |
Author: 宗林 |
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Description: 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
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Size: 193536 |
Author: 宗林 |
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Description: 《DirectX9.03D游戏开发编程基础》主要介绍如何使用DirectX9.0开发交互式3D图形程序,重点是游戏开发。全书首先介绍了必要的数学工具,然后讲解了相关的3D概念。其他主题几乎涵盖了Direct3D中的所有基本运算,例如图元的绘制、光照、纹理、Alpha融合、模板,以及如何使用Direct3D实现游戏中所需的技术。介绍顶定点着色器和像素着色器的章节(包含了效果框架和新的高级着色语言的内容)对这些关键运算进行了较为集中的讨论。
传说中的龙书-" DirectX9.03D Game Development Programming Fundamentals describes how to use DirectX9.0 develop interactive 3D graphics applications, with emphasis on game development. The book first introduces the mathematical tools necessary, and then to explain the concept of the 3D. Other topics cover almost all the basic operations in Direct3D such as primitive drawing, light, texture, Alpha integration, template, and how to use Direct3D game technology. The chapters introduce top fixed-point shader and pixel shader (including the effect framework and new high-level shading language) is more focused discussion on these critical computing. Legendary Dragon Book
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Size: 26108928 |
Author: liulang |
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Description: 龙书。主要介绍如何使用DirectX 9.0开发交互式3D图形程序,重点是游戏开发。全书首先介绍了必要的数学工具,然后讲解了相关的3D概念。其他主题几乎涵盖了Direct3D中的所有基本运算,例如图元的绘制、光照、纹理、Alpha融合、模板,以及如何使用Direct3D实现游戏中所需的技术。介绍顶定点着色器和像素着色器的章节(包含了效果框架和新的高级着色语言的内容)对这些关键运算进行了较为集中的讨论。-Dragon Book. Describes how to use DirectX 9.0 for developing interactive 3D graphics program, focusing on game development. The book introduces the necessary mathematical tools, and then explain the concepts related to 3D. Other topics covered almost all of the basic operations in Direct3D, such as pixel mapping, light, texture, Alpha integration, templates, and how to use Direct3D technology needed to achieve the game. Introduction top spot shaders and pixel shaders chapters (includes results framework and a new high-level shading language content) for these critical operations for a more focused discussion.
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Size: 26108928 |
Author: yangtianxiong |
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Description: 使用Adobe Pixel Bender的是由安装Adobe Flash Player 10,Adobe After Effects的,和Adobe Photoshop图形处理引擎的支持。语言是基于OpenGL着色语言(GLSL),用于优化像素绘图操作在3D渲染片段着色器语言,如。在Flash Player中,您可以使用Pixel Bender程序创建滤镜,混合,区域填充和线条填充。-Use Adobe Pixel Bender is installed by Adobe Flash Player 10, Adobe After Effects, and Adobe Photoshop graphics processing engine and support. Language is based on the OpenGL Shading Language (GLSL), is used to optimize the pixel drawing operations in 3D rendering fragment shader language, such as. In Flash Player, you can use the program to create Pixel Bender filters, blends, area fills and line fills.
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Size: 141312 |
Author: wuxin |
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Description: 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
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Size: 46080 |
Author: james |
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Description: 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. The result is a slowly varying shading artifact
over the image that can produce errors with conventional intensity-
based classification. Our algorithm is formulated by modifying
the objective function of the standard fuzzy c-means (FCM) algorithm
to compensate for such inhomogeneities and to allow the labeling
of a pixel (voxel) to be influenced by the labels in its immediate
neighborhood. The neighborhood effect acts as a regularizer
and biases the solution toward piecewise-homogeneous labelings.
Such a regularization is useful in segmenti
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Size: 227328 |
Author: yangs |
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