Graphics Image
文章平均质量分 55
fanbird2008
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Wave
http://www.cnblogs.com/cooka/p/3673816.html【OpenGL】Shader实例分析(一)-Wave转发请保持地址:http://blog.csdn.net/stalendp/article/details/21993227这篇文章主要分析一个Shader,从而感受shader的魅力,并学习相关shader的函数的用法。转载 2018-01-24 18:56:22 · 540 阅读 · 0 评论 -
GLM Intro - Matrix Transform Example
currentMatrix = glm::mat4(1.0f); currentMatrix = glm::rotate(currentMatrix , glm::pi(), glm::vec3(0.0, 0.0, 1.0)); currentMatrix = glm::scale(currentMatrix , glm::vec3(-1.0, 1.0, 1.0));原创 2016-10-02 14:23:51 · 552 阅读 · 0 评论 -
Order Independent Transparency
www.openglsuperbible.com/2013/08/20/is-order-independent-transparency-really-necessary/Order Independent TransparencyPosted on August 20, 2013 by grahamComments Off on Orde转载 2017-12-08 17:38:34 · 852 阅读 · 0 评论 -
snow
https://www.cnblogs.com/gccbuaa/p/6842649.htmlShader "shadertoy/Flakes" { // https://www.shadertoy.com/view/4d2Xzc Properties{ iMouse ("Mouse Pos", Vector) = (100,100,0,0) iChann转载 2018-01-24 18:50:14 · 496 阅读 · 0 评论 -
water ripple shader
https://www.shadertoy.com/view/MsBSz1http://blog.csdn.net/chenxizhibi/article/details/51291930const float timeFactor = 10.0;float ripple(float dist, float rippleIntensity, float rippleScale)转载 2018-01-24 17:34:21 · 1135 阅读 · 0 评论 -
GLSL shader that draws a Bezier line given four control points
https://vicrucann.github.io/tutorials/bezier-shader/GLSL shader that draws a Bezier line given four control pointsContexthis post is a continuation of one of the previous examples on转载 2018-01-24 17:14:29 · 401 阅读 · 0 评论 -
Unreal4 VS Unity
这是一个很难的问题,而且不容易回答,很容易引起争论,老实说我并不想在公开场合评论到底哪个更好或者更坏,这并不明智,其实每个人心底都有自己的答案。我只想聊一些我的看法。一、关于Unreal4和Unity很不幸,我并没有看过Unity代码,我们没有购买,而我也并不是特别想看。或许有人说:装!嗯,其实写了很多年代码了,什么没见过?看过并不一定能写出那样的产品,没看过也不代表你不能转载 2018-01-16 14:47:08 · 2030 阅读 · 0 评论 -
Stencil Shadow Volume
http://ogldev.atspace.co.uk/www/tutorial40/tutorial40.htmlStencil Shadow Volume Background In tutorials 23 & 24 we studied the shadow map technique which is a relatively simple way to g转载 2018-01-13 21:31:34 · 351 阅读 · 0 评论 -
三维旋转-旋转矩阵 欧拉角 四元数
http://www.cnblogs.com/yiyezhai/p/3176725.html原文见我的博客主站,欢迎大家过去评论。如何描述三维空间中刚体的旋转,是个有趣的问题。具体地说,就是刚体上的任意一个点P(x, y, z)围绕过原点的轴(i, j, k)旋转θ,求旋转后的点P\'(x\', y\', z\')。旋转矩阵旋转矩阵乘以点P的齐次坐标,得到旋转载 2017-12-28 10:45:12 · 643 阅读 · 0 评论 -
Parallax Mapping
http://www.cnblogs.com/jim-game-dev/p/5410529.html视差贴图(Parallax Mapping)使用顶点光照的模型,当模型的面数很少的时候,光照效果会显得很奇怪,因为只有顶点上的光照是正确计算出来的,三角面上的光照都是通过硬件插值得到,所以难免会出现问题。基于像素的光照可以很好的改善这个问题。如果想要表现出转载 2018-01-11 18:47:59 · 341 阅读 · 0 评论 -
OpenGL LIGHTING AND ENVIRONMENT MAPPING WITH GLSL
https://www.keithlantz.net/2011/10/lighting-and-environment-mapping-with-glsl/WWW.KEITHLANTZ.NETcomputer science and mathematicsPOSTED BYKEITHPOSTED转载 2017-12-04 16:16:41 · 299 阅读 · 0 评论 -
图像处理与计算机视觉:基础,经典以及最近发展
http://blog.csdn.net/loadstar_kun/article/details/8501381图像处理与计算机视觉:基础,经典以及最近发展(1)序1. 为什么要写这篇文章 从2002年到现在,接触图像快十年了。虽然没有做出什么很出色的工作,不过在这个领域摸爬滚打了十年之后,发现自己对图像处理和计算机视觉的感情越来转载 2013-03-31 10:39:50 · 1922 阅读 · 0 评论 -
compile openjpeg guide
Installation How to build and install OpenJPEG binaries Featured, Restrict-AddWikiComment-CommitUpdated Oct 15, 2012 by mathieu.malaterreUNIX/LINUX similar systemsMACOSXWINDOWSU转载 2013-05-10 11:29:02 · 1186 阅读 · 0 评论 -
Phong lighting model for diffuse reflection
the Phong lighting model gives material properties to each surface; the materialproperties control how lights illuminate the surface. Except for the specular exponent, theseproperties can be set i转载 2012-12-12 10:03:33 · 603 阅读 · 0 评论 -
Computing Normals
Terrain TutorialComputing Normals To apply lighting to a terrain, either using OpenGL lights, or simulating them, it is necessary to first compute normals. A normal is a vector that defi转载 2012-12-12 20:29:28 · 531 阅读 · 0 评论 -
Three ways of Computing Surface Normals
http://jerome.jouvie.free.fr/opengl-tutorials/Lesson1.php http://developer.download.nvidia.com/SDK/9.5/Samples/samples.html#TexturePerformancePBO转载 2012-12-12 20:55:35 · 460 阅读 · 0 评论 -
Two Shadow Rendering Algorithms
http://web.cs.wpi.edu/~matt/courses/cs563/talks/shadow/shadow.html Two Shadow Rendering Algorithmsby Chris Bentley IntroductionIn computer graphics objects are often rendered without sha转载 2013-01-07 21:07:54 · 681 阅读 · 0 评论 -
shadow
http://www.ia.hiof.no/~borres/cgraph/explain/shadow/p-shadow.html Shadow [Projection shadows][Shadow Volumes][Shadow Maps] Purpose:Give a broad introduction to shado转载 2013-01-07 21:09:53 · 830 阅读 · 0 评论 -
YUV format bits
http://www.fourcc.org/yuv.php转载 2013-06-08 16:44:45 · 767 阅读 · 0 评论 -
Graphics Relevant Resource
This a list of graphics related links thatyou might find useful.You will find links to image file formats -manipulation tools,animation file formats - manipulationtools, and a printing FAQ.-----转载 2015-06-19 17:01:08 · 3256 阅读 · 0 评论 -
FreeType 2 Tutorial - managing glyphs
Introduction This is the second section of the FreeType 2 tutorial. It describes how toretrieve glyph metricseasily manage glyph imagesretrieve global metrics (including kerning)render a sim转载 2014-01-13 11:14:26 · 1110 阅读 · 0 评论 -
FreeType 2 Tutorial - simple glyph loading
Introduction This is the first section of the FreeType 2 tutorial. It will teach you how to:initialize the libraryopen a font file by creating a new face objectselect a character size in poi转载 2014-01-13 11:12:31 · 1080 阅读 · 0 评论 -
Spherical and Cylindrical Coordinates
习惯上,theta是向量和z轴的夹角。phi是向量在xy平面上的投影和x轴的夹角。转载 2014-01-07 10:36:42 · 1092 阅读 · 0 评论 -
Computer Graphics and Vision - Technical Annovation
前Google资深研究员赵勇回国创业 专注计算机视觉/模式识别发表于4小时前| 次阅读| 来源CSDN| 8 条评论| 作者付江计算机视觉模式识别三维图像传感器摘要:日前,前Google Research研究员、格灵深瞳创始人赵勇在CSDN参加主题为“可穿戴计算”的视频谈话节目间隙接受了记者采访,谈到了自己在国内的创业项目。CSDN报道(付江/文)日转载 2013-03-12 11:50:04 · 1152 阅读 · 0 评论 -
Shadow Matrix in Planar Shadow
http://www.cnblogs.com/Pointer/archive/2004/07/26/27305.html [opengl][概述] 1 由光源方向V和顶点Q可以确定一条射线K。 2 由法线N和法线上任一已知点P0可以确定平面L。 3 Q在L上的投影实际上就是K同L的交点P。 4 最终需要求的是如何通过矩阵变换将Q变换成P。[推导] 首先,平面方程的向转载 2013-01-09 20:35:12 · 988 阅读 · 0 评论