Description: 利用mfc设定计时器和帧缓存技术,可以制作出流畅的动画。一般用opengl向正方体表面添加各种颜色,以达到双缓存动画的实现。-use mfc set the timer and frame buffer technology, can produce smooth animation. General use opengl cube surface to add color to achieve double-buffering to achieve animation. Platform: |
Size: 40556 |
Author:石头 |
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Description: 利用mfc设定计时器和帧缓存技术,可以制作出流畅的动画。一般用opengl向正方体表面添加各种颜色,以达到双缓存动画的实现。-use mfc set the timer and frame buffer technology, can produce smooth animation. General use opengl cube surface to add color to achieve double-buffering to achieve animation. Platform: |
Size: 39936 |
Author:石头 |
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Description: 很基础的,适合初学者.
包含背景简介 一个简单的例子使用颜色 坐标变换 堆栈操作
显示例表使用光照和材质纹理映射 特殊效果操作 曲面和曲线NURBS曲线和曲面 二次几何体像素操作 动画制作菜单管理-very foundation. for beginners. Background briefings included a simple example using color coordinate transformation stack operating table shows cases and the use of illumination Material texture mapping special effects operators and surface NURBS curves and surfaces second geometric pixel animation operation Menu Management Platform: |
Size: 247808 |
Author:张林 |
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Description: 转动的彩色立方体(1~2人)谭飞、吴颖颖
1) 绘制一个不停转动的彩色立体球,可以绕着任意方向旋转;
2) 采用一定的光照明技术,考虑环境光、反射光以及镜面光的作用;
3) 采用消隐算法,体现立方体表面的遮挡关系;
4) 具有较好的动画效果,消除闪烁现象;
5) 不可以采用OpenGL中的函数。
-Rotating color cube (1 ~ 2)谭飞,吴颖颖1) draw a non-stop rotation of the color three-dimensional ball, you can spin around in any direction 2) the use of certain lighting technology, consider the ambient light, reflected light and the mirror The role of surface light 3) the use of blanking algorithm, reflecting the relationship between cube block surface 4) has good animation effects, to eliminate flicker phenomenon 5) can not be used in a function of OpenGL. Platform: |
Size: 1229824 |
Author:wyywd |
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Description: An implementation of SurfaceView that uses the dedicated surface for displaying an OpenGL animation.
Platform: |
Size: 2048 |
Author:gandincer |
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Description: An implementation of SurfaceView that uses the dedicated surface for displaying an OpenGL animation. This allows the animation to run in a separate thread, without requiring that it be driven by the update mechanism of the view hierarchy.
Platform: |
Size: 1024 |
Author:jureidou |
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Description: An implementation of SurfaceView that uses the dedicated surface for displaying an OpenGL animation.
Platform: |
Size: 2048 |
Author:yangmonxiu |
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Description: An implementation of SurfaceView that uses the dedicated surface for displaying an OpenGL animation.
Platform: |
Size: 2048 |
Author:dongnaojen |
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Description: An implementation of SurfaceView that uses the dedicated surface for displaying an OpenGL animation.
Platform: |
Size: 2048 |
Author:fonherziu |
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Description: 使用opengl的反馈模式,获得glut函数绘制的曲面上某一曲线的所有点坐标,来形成动画。包括菜单显示、三维显示、运动速度调节等等。-Use opengl feedback mode, get all the coordinates of a point on the curve plotted as a function of surface glut to form animation. Including menu display, three-dimensional display, motion speed adjustment and so on. Platform: |
Size: 5120 |
Author:tiahw |
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Description: In this paper, we propose a practical method for hardware-
accelerated rendering of the depth image-based representation (DIBR) object,
which is defined in MPEG-4 Animation Framework eXtension (AFX). The
proposed method overcomes the drawbacks of the conventional rendering, i.e. it
is slow since it is hardly assisted by graphics hardware and surface lighting is
static. Utilizing the new features of modern graphic processing unit (GPU) and
programmable shader support, we develop an efficient hardware-accelerated
rendering algorithm of depth image-based 3D object. Surface rendering in re-
sponse of varying illumination is performed inside the vertex shader while
adaptive point splatting is performed inside the fragment shader. Experimental
results show that the rendering speed increases considerably compared with the
software-based rendering and the conventional OpenGL-based rendering
method. Platform: |
Size: 5890048 |
Author:phonox |
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Description: Android平台的APP代码(Eclipse,ADT),实现了基本3D对象(点,线,面,体)的绘制,单指与双指操控,包含三维的各种变换:平移,旋转,缩放,透视,是学习动画与仿真的入门代码.(Android platform APP code (Eclipse, ADT), to achieve the basic 3D object (point, line, surface, body) rendering, refers to a single and double finger manipulation, contains a variety of three-dimensional transform: translation, rotation, zoom, perspective, animation and simulation study entry code.) Platform: |
Size: 436224 |
Author:daode1212
|
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Description: 运用正反向动力学来坐上楼梯动画,包括骨骼,蒙皮。(The implementation of an OpenGL based C++ program to animate a humanoid walking up stairs and across an incline. Forward kinematics is used to walk up stairs, by setting the root to the torso when lifting the leg and to the foot when lifting the body up one step. Inverse kinematics is used to adjust the height of the foot when walking across the incline. If the ankle passes below the surface of the floor, the ankle is lifted to a position above the floor with inverse kinematics and the angle of the foot is adjusted to match the incline. The actual joint angles used for the walking animation are not the greatest, but could be easily adjusted to provide a more natural gait. A simple skinning algorithm was used to add a skin to the 'skeleton' of the figure. Key commands describing program usage are printed to an accompanying console. An executable and C++ source code are available for download. The following images show a solid figure, and a wireframe figure with skeleton exposed.) Platform: |
Size: 43008 |
Author:有故事 |
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