High-Performance Polygon Rendering
This paper describes a system architecture for realtime display of shaded
polygons. Performance of 100,(300 lighted, 4-sided polygons per second is
achieved. Vectors and points draw at the rate of 400,000 per second.
High-speed pan and zoom, alpha blending, realtime video input, and
antialiased lines are supported. The architecture heavily leverages
parallelism in several forms: pipeline, vector, and array processing. It is
unique in providing efficient and balanced graphics that support interactive
design and manipulation of solid models. After an overview of algorithms
and computational requirements, we describe the details of the
implementation. Finally, the unique features enabled by the architecture are
highlighted.
Coherent Hierarchical Culling:Hardware Occlusion Queries Made Useful
We present a simple but powerful algorithm for optimizing the usage of hardware occlusion queries in arbitrary
complex scenes. Our method minimizes the number of issued queries and reduces the delays due to the latency of
query results. We reuse the results of occlusion queries from the last frame in order to initiate and schedule the
queries in the next frame. This is done by processing nodes of a spatial hierarchy in a front-to-back order and
interleaving occlusion queries with rendering of certain previously visible nodes. The proposed scheduling of the
queries makes use of spatial and temporal coherence of visibility. Despite its simplicity, the algorithm achieves
good culling efficiency for scenes of various types. The implementation of the algorithm is straightforward and it
can be easily integrated in existing real-time rendering packages based on common hierarchical data structures.
bounding volume hierarchies
经典论文。层次包围盒(Bounding Volume Hierarchies, BVH)方法的核心思想是用体积略大而几何特征简单的包围盒来近似地描述复杂的几何对象,从而只需对包围盒重叠的对象进行进一步的相交测试。此外,通过构造树状层次结构,可以越来越逼近对象的几何模型,直到几乎完全获得对象的几何特征。
RealityEngine Graphics
The RealityEngineTM graphics system is the first of a new generation
of systems designed primarily to render texture mapped, antialiased
polygons. This paper describes the architecture of the
RealityEngine graphics system, then justifies some of the decisions
made during its design. The implementation is near-massively parallel,
employing 353 independent processors in its fullest configuration,
resulting in a measured fill rate of over 240 million antialiased,
texture mapped pixels per second. Rendering performance exceeds
1 million antialiased, texture mapped triangles per second. In addition
to supporting the functions required of a general purpose,
high-end graphics workstation, the system enables realtime, “outthe-window”image generation and interactive image processing.
MinGW-64离线包 x86_64 7.2.0版本
Windows下强大的编译器,因为在线安装常常会失败,所以上传了离线版本的。
Real–Time Hatching
关于非实感图形学或者风格化渲染的paper,实时风格化渲染
Stable Fluids
关于流体模拟的一片经典论文。 animation of fluids, Navier-Stokes, stable solvers, implicit elliptic PDE solvers, interactive modeling, gaseous henomena,
advected texture
烟雾模拟源代码
c++实现的烟雾模拟源工程代码,基于siggraph的一篇论文实现,简单易读。
烟雾模拟源工程代码
烟雾模拟源工程代码,基于siggraph的一篇论文,代码量不多简单易读。
火焰模拟源代码
基于siggraph上一篇论文的火焰模拟源工程代码,可运行,代码简单易读。
3D游戏渲染引擎的设计与实现
论文探讨了游戏引擎中的渲染部分,建立了一款基于的游戏渲染引擎模型,并利用该渲染引擎实现了对地形、模型以及特效的渲染。
实时多线程三维引擎内核的研究与实现
论文利用多核处理器所带来的硬件性能和面向对象技术所带来的开发效率的提升,将并行并发同面向对象技术融合,实现了面向对象的多线程并行实时三维引擎。新的实时三维引擎既具有面向对象特征,又使程序并行运行变得容易。既提高了并行软件系统的可维护性与可重用性,又能充分利用了新硬件的性能。
IDC空调解决方案
目前IDC机房建设规模越来越大,服务器的集成度越来越高,数据设备的功率提升和其部署方式带来了新的冷却问题,这使得IDC机房内的制冷空调问题,已经超越电源,成为电信运营IDC的首要问题。文中针对IDC机房空调存在的主要问题进行分析,提出解决方案并对部分方案进行了实际应用。
KBEngine overview(cn).pptx
一款开源的游戏服务端引擎,客户端通过简单的约定协议就能与服务端通讯,使用KBEngine插件能够快速与(Unity3D、UE4、OGRE、HTML5、等等)技术结合形成一个完整的客户端。
Spatial-Temporal Content-Preserving Warping
15’CVPRW的Spatial-Temporal Content-Preserving Warping(STCPW),华为出品,加时空域约束项,时空块3D缝合线搜索是创举,但拼接速度未知
Parallax-Robust Surveillance Video Stitching
14'CVPR的Parallax-tolerant Image Stitching , 借鉴经典视频去抖方法Content-preserving warps(CPW)的优化项和缝合线主导的13'Eurographics的Seam-driven,大幅提高了大视差场景的拼接性能。
QGDW 11513.1—2016 变电站智能机器人巡检系统技术规范
QGDW 11513.1—2016 变电站智能机器人巡检系统技术规范
是行业标准,个人整理
DLT 860 变电站通信网络和系统整理完全版
DLT 860 变电站通信网络和系统整理完全版