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转载 How to check if a polygon is completely inside another polygon

Checking if a polygon is completely inside another polygon is a very common problem in geometry, and most solutions you can find in the web aren’t that easy, especially when you are dealing with irreg

2014-08-22 11:16:51 461

转载 多边形clip工具性能对比

An independent test of multiple polygon clipping libraries can be found here:http://rogue-modron.blogspot.com/2011/04/polygon-clipping-wrapper-benchmark.htmlFrom: http://www.angusj.com/delph

2014-08-22 11:14:08 780

转载 怎么将右手坐标系转换成左手坐标系

有两种:(1)z轴取负,然后渲染时背面消隐改为逆时针!(2)相机用右手坐标

2014-08-22 10:54:54 4487

转载 Procedural generated mesh in Unity: Part 2

LinksThe full source code of the tetrahedron example can be found here:https://github.com/mortennobel/ProceduralMesh/blob/master/TetrahedronUV.csAlso feel free to checkout the rest of the Proc

2014-08-21 16:24:33 388

转载 Procedural generated mesh in Unity: Part 1

In this blog I’ll show how to create a mesh procedurally in Unity. This includes winding order, normals and how to expose your mesh factory to Unity using editor script.One of the best features of

2014-08-21 16:11:07 583

转载 Determining whether or not a polygon (2D) has its vertices ordered clockwise or counterclockwise

The following describes a method for determining whether or not a polygon has its vertices ordered clockwise or anticlockwise. As a consequence the test can also be used to determine whether or not a

2014-08-20 17:23:17 539

转载 体绘制(Volume Rendering)概述

摘抄“GPU Programming And Cg Language Primer 1rd Edition” 中文名“GPU编程与CG语言之阳春白雪下里巴人”     1982 年2 月,美国国家科学基金会在华盛顿召开了科学可视化技术的首次会议,会议认为“科学家不仅需要分析由计算机得出的计算数据,而且需要了解在计算过程中的数据变换,而这些都需要借助于计算机图形学以及图像处理

2014-08-14 12:09:37 3411 1

转载 求点到线段的垂足

第一种: 设直线方程为ax+by+c=0,点坐标为(m,n)     则垂足为((b*b*m-a*b*n-a*c)/(a*a+b*b),(a*a*n-a*b*m-b*c)/(a*a+b*b)) 第二种:计算点到线段的最近点 如果该线段平行于X轴(Y轴),则过点point作该线段所在直线的垂线,垂足很容 易求得,然后计算出垂足,如果垂足在线段上则返回垂足,否则返回离垂足近的端

2014-08-07 11:28:59 2601

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