<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>逍遥自在 - 图像处理</title><link>http://blog.csdn.net/xoyojank/category/337625.aspx</link><description /><dc:language>zh-CN</dc:language><lastUpdateTime>Mon, 21 Jul 2008 22:03:00 GMT</lastUpdateTime><ttl>60</ttl><item><dc:creator>逍遥剑客</dc:creator><title>RGB和HSV颜色转换</title><link>http://blog.csdn.net/xoyojank/archive/2008/07/21/2686980.aspx</link><pubDate>Mon, 21 Jul 2008 21:50:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/07/21/2686980.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2686980.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/07/21/2686980.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2686980.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2686980</trackback:ping><description> H参数表示色彩信息，即所处的光谱颜色的位置。该参数用一角度量来表示，红、绿、蓝分别相隔120度。互补色分别相差180度。 纯度S为一比例值，范围从0到1，它表示成所选颜色的纯度和该颜色最大的纯度之间的比率。S=0时，只有灰度。 V表示色彩的明亮程度，范围从0到1。有一点要注意：它和光强度之间并没有直接的联系。&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2686980.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>逍遥剑客</dc:creator><title>DirectShow播放视频</title><link>http://blog.csdn.net/xoyojank/archive/2008/06/30/2599598.aspx</link><pubDate>Mon, 30 Jun 2008 21:26:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/06/30/2599598.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2599598.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/06/30/2599598.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2599598.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2599598</trackback:ping><description>本来想用VMR9绘制到D3D的Texture上的, 试着弄了一下, 慢得真够可以的, 还是直接全屏(窗口)放得了

代码也懒得写了, 直接拿SDK里的VMRPlayer中CMovie类用就行
&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2599598.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>逍遥剑客</dc:creator><title>HDR效果</title><link>http://blog.csdn.net/xoyojank/archive/2008/04/28/2336765.aspx</link><pubDate>Mon, 28 Apr 2008 04:14:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/04/28/2336765.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2336765.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/04/28/2336765.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2336765.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2336765</trackback:ping><description>　　HDR 是英文 High-Dynamic Range 的缩写，中文译名为高动态光照渲染。HDR可以令3D 画面更像真，就像人的眼睛在游戏现场中的视线效果，大幅提升游戏的真实感。
&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2336765.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>SIGGRAPH 2007 papers on the web</title><link>http://blog.csdn.net/xoyojank/archive/2008/03/04/2146421.aspx</link><pubDate>Tue, 04 Mar 2008 12:54:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/03/04/2146421.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2146421.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/03/04/2146421.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2146421.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2146421</trackback:ping><description>Page maintained by Ke-Sen Huang and Tim Rowley. Ke-Sen has a mirror page here. If you have additions or changes, send an e-mail. Note that when possible I link to the page containing the link to the actual PDF or PS of the preprint. I prefer this as it gives some context to the paper and avoids possible copyright problems with direct linking. Thus you may need to search on the page to find the actual document. &lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2146421.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>OGRE Team Recommend Books </title><link>http://blog.csdn.net/xoyojank/archive/2008/01/28/2069612.aspx</link><pubDate>Mon, 28 Jan 2008 12:32:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/01/28/2069612.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2069612.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/01/28/2069612.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2069612.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2069612</trackback:ping><description>The OGRE Team recommend the following books &lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2069612.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>完美画质 3D游戏反锯齿技术浅析</title><link>http://blog.csdn.net/xoyojank/archive/2008/01/04/2026129.aspx</link><pubDate>Fri, 04 Jan 2008 22:08:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/01/04/2026129.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2026129.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/01/04/2026129.aspx#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2026129.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2026129</trackback:ping><description>这篇文章发表在2002年8月6日的《电脑商情报》，很不错的一篇技术文章。锯齿一直是困扰着游戏的开发者。这篇文章是专门介绍主流的反锯齿技术的，吐血推荐是一篇非常好的充电文章。&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2026129.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>RenderMonkey在数字图像处理中的应用(续)</title><link>http://blog.csdn.net/xoyojank/archive/2007/10/04/1810841.aspx</link><pubDate>Thu, 04 Oct 2007 02:23:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/10/04/1810841.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/1810841.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/10/04/1810841.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/1810841.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1810841</trackback:ping><description>空间域图像处理
 
在空间域图像处理中, 通常都是基于模板的算法. 即通过当前像素周围像素的颜色值来决定当前像素的颜色值.&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/1810841.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>RenderMonkey在数字图像处理中的应用</title><link>http://blog.csdn.net/xoyojank/archive/2007/10/02/1809424.aspx</link><pubDate>Tue, 02 Oct 2007 04:39:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/10/02/1809424.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/1809424.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/10/02/1809424.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/1809424.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1809424</trackback:ping><description>大家可以拿来做&gt;这门课的实验, 呵呵, 这样就不用自己去实现框架了, 而且速度也快^_^&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/1809424.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>简单的运动模糊效果实现</title><link>http://blog.csdn.net/xoyojank/archive/2007/10/02/1809418.aspx</link><pubDate>Tue, 02 Oct 2007 03:32:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/10/02/1809418.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/1809418.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/10/02/1809418.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/1809418.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1809418</trackback:ping><description>当一个物体快速移动的时候, 人眼会感觉它变模糊. 同样的现象在电影和照片上也存在. 产生这种现象的原因是人眼并不是无限快地按收信息的, 而是每隔一段很短的时间” 截取” 一幅画面。如果物体移动的速度超过了人眼捕获画面的速度, 那么物体会呈现条纹效果.&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/1809418.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>Adobe Photoshop 鲜为人知的75个技巧</title><link>http://blog.csdn.net/xoyojank/archive/2007/06/24/1664107.aspx</link><pubDate>Sun, 24 Jun 2007 07:50:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/06/24/1664107.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/1664107.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/06/24/1664107.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/1664107.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1664107</trackback:ping><description>&amp;amp;nbsp; 作者/gztech　时间/2007-6-19 9:20:00　类别/软件★网络  Photoshop之所以在拥有强大功能的同时依然保持了良好的使用性， 很大程度上应该归功于其整齐精练的界面和简单易用的可自定义性( 除了 它大量的工具和命令 )。事实上，Photoshop中拥有大量令人惊异的“隐 藏”功能。无论你用过Photoshop多少年，都会不断发掘出越来越多的东 西。我怀疑会有谁宣称他知道关于Photoshop“所有”的东西( 可能ADOBE 的软件工程师要除外 )。 下面的75个技巧将会帮助你( 无论你是新手还是经验丰富的专家 )掌 握Photoshop的一些“隐藏”功能，以助于更快更有效的完成复杂工作； 或者它们会告诉你一些你以前所不知道的PHTOSHOP的能力！为了您的方便 起见，我们把它们分为八个部分来讲&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/1664107.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>频域图像增强</title><link>http://blog.csdn.net/xoyojank/archive/2007/05/16/1612035.aspx</link><pubDate>Wed, 16 May 2007 18:12:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/05/16/1612035.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/1612035.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/05/16/1612035.aspx#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/1612035.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1612035</trackback:ping><description>基本步骤是：       f(x,y)--------&amp;gt;DFT-------&amp;gt;频率域滤波--------&amp;gt;IDFT---------&amp;gt;g(x,y)&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/1612035.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>二维离散付立叶变换及其性质</title><link>http://blog.csdn.net/xoyojank/archive/2007/04/22/1574407.aspx</link><pubDate>Sun, 22 Apr 2007 11:13:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/04/22/1574407.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/1574407.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/04/22/1574407.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/1574407.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1574407</trackback:ping><description>二维离散付立叶变换及其性质&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/1574407.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>灰度图像增强</title><link>http://blog.csdn.net/xoyojank/archive/2007/04/21/1573439.aspx</link><pubDate>Sat, 21 Apr 2007 05:20:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/04/21/1573439.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/1573439.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/04/21/1573439.aspx#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/1573439.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1573439</trackback:ping><description>基于模板和变换函数的增强&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/1573439.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>BMP图像文件格式</title><link>http://blog.csdn.net/xoyojank/archive/2007/03/31/1547273.aspx</link><pubDate>Sat, 31 Mar 2007 00:15:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/03/31/1547273.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/1547273.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/03/31/1547273.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/1547273.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1547273</trackback:ping><description>BMP图像文件格式&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/1547273.aspx" width = "1" height = "1" /&gt;</description></item></channel></rss>