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KingMars' Lonely House

Just For Myself

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空空如也

Computer Graphics_ Principles and Practice

Computer Graphics_ Principles and Practice 3rd, 英文高清完整版,带书签无水印

2018-10-22

Visual Assist X v10.6.1901 安装+破解

2012 3月的版本,找了挺久才找到,几个老版的都有一些问题。 已包含了VA安装文件和破解补丁。 支持VS2011beta,VS2010,和之前的VS版本。 vs2010下 win7用户拷贝VA_X.dll到C:/Users/???/AppData/Local/Microsoft/VisualStudio/10.0/Extensions/Whole Tomato Software/Visual Assist X/10.6.1901.0 xp用户拷贝VA_X.dll到C:/Documents and Settings/???/Local Settings/Application Data/Microsoft/VisualStudio /10.0/Extensions/Whole Tomato Software/Visual Assist X/10.6.1901.0 其他vs版本拷贝到VA安装目录即可

2012-04-03

机器学习课件(卡内基梅隆大学)

在卡内基梅隆大学官网上整理的课件,格式不一,但基本上每一节课都有。

2009-09-20

CUDA编程指南(中文+英文)

Nvidia官方CUDA编程指南,讲的挺详细地。 CUDA简介: 多核 CPU 和多核 GPU 的出现意味着并行系统已成为主流处理器芯片。此外,根据摩尔定律,其并行性将不断扩展。这带来了严峻的挑战,我们需要开发出可透明地扩展并行性的应用软件,以便利用日益增加的处理器内核数量,这种情况正如 3D 图形应用程序透明地扩展其并行性以支持配备各种数量的内核的多核 GPU。 CUDA 是一种并行编程模型和软件环境,用于应对这种挑战,同时保证熟悉 C 语言等标准编程语言的程序员能够迅速掌握 CUDA。 CUDA 的核心有三个重要抽象概念:线程组层次结构、共享存储器、屏蔽同步(barrier synchronization),可轻松将其作为 C 语言的最小扩展级公开给程序员。

2009-09-17

地形算法ROAM论文:ROAMing Terrain: Real-time Optimally Adapting Meshes

有关ROAMing地形算法的论文,强大 ROAMing Terrain: Real-time Optimally Adapting Meshes 摘要: Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraft testing using synthetic sensor stimulation. On current graphics hardware, the problem is to main- tain dynamic, view-dependent triangle meshes and texture maps that produce good images at the required frame rate. We present an algorithm for constructing triangle meshes that optimizes flexible view-dependent error metrics, produces guaranteed error bounds, achieves specified triangle counts directly, and uses frame-to-frame coherence to operate at high frame rates for thousands of triangles per frame. Our method, dubbed Real-time Optimally Adapting Meshes (ROAM), uses two priority queues to drive split and merge op- erations that maintain continuous triangulations built from pre- processed bintree triangles. We introduce two additional perfor- mance optimizations: incremental triangle stripping and priority- computation deferral lists. ROAM execution time is proportionate to the number of triangle changes per frame, which is typically a few percent of the output mesh size, hence ROAM performance is insensitive to the resolution and extent of the input terrain. Dynamic terrain and simple vertex morphing are supported.

2009-01-16

BSP算法论文(en)

深入讲述BSP算法,经典论文。 Binary Space Partioning Trees and Polygon Removal in Real Time 3D Rendering 摘要如下: When the original design of the algorithm for Binary Space Partitioning (BSP)-trees was formulated the idea was to use it to sort the polygons in the world. The reason for this was there did not exist hardware accelerated Z- buffers, and software Z-buffering was too slow. Today that area of usage is obsolete, since hardware accelerated Z-buffers exist. Instead the usage is to optimise a wide variety of areas, such as radiosity calculations, drawing of the world, collision detection and networking. We set out to examine the areas where one can draw advantages of the structure supplied and study the generating process. As conclusion a BSP-tree is a very useful structure in most game engines. Although there are some drawbacks with it, such as that it is static and it is very expensive to modify during run-time. Hopefully some ideas can be taken from the BSP-tree algorithm to develop a more dynamic structure that has the same advantages as the BSP-tree.

2009-01-16

【MySQL电子书】MySQL: Essential Skills

有关mysql的电子书 英文版 以下是目录 MySQL—Essential Skills Introduction Module 1 - Installing MySQL Module 2 - Defining a Database Module 3 - Manipulating the Database Module 4 - Basic Reporting Module 5 - Advanced Reporting Module 6 - GUIs for Data Handling and Administration Module 7 - Interfacing with Programs Module 8 - Basic Administration and Backups Appendix A - Answers to Mastery Checks Appendix B - Reserved Words Appendix C - PHP Installation and Basic Syntax Index List of Figures List of Tables List of Sidebars

2009-01-15

OpenGL基础(含大量例子)

OpenGL基础,含大量例子,比较简单,适合初学者。

2008-12-26

地形渲染的论文(Terrain Rendering Using Geometry Clipmaps)

一篇有关地形渲染的论文,以下是摘要: A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time frame rates. The brute force approach is usually too complex for real-time frame rates to be achieved. Several terrain-rendering techniques have been proposed that use Level of Detail (LOD) to generate a simplified representation of a terrain. The geometry clipmap is a recently proposed approach that utilises the potential of modern graphics hardware. It stores vertex data on the graphics card, that is updated incrementally as the viewpoint moves. LOD is achieved using regular nested grids of increasing size and decreasing detail, centred around the viewpoint. We implemented the geometry clipmaps algorithm, and present aspects of our implementation, such as the maximum number of clipmap levels that are possible, and constraints on the extent of each level. We also performed a comparative analysis with other terrain- rendering techniques. Geomipmapping outperformed geometry clipmaps on a mid- range graphics card, but geometry clipmaps had the greatest rendering throughput on high-end graphics hardware.

2008-12-21

设计一个并行游戏引擎(Designing a Parallel Game Engine)

讲述如何设计一个多线程游戏引擎,来自Intel

2008-12-21

数值分析程序doc版

变步长梯形公式.doc 分段插值法.doc 复化求积公式.doc 改进的欧拉格式.doc 高斯-赛德尔迭代.doc 高斯消去法.doc 拉格朗日插值法.doc 龙贝格积分公式(2).doc 龙贝格求积公式.doc 牛顿插值法.doc 数值分析程序.doc 约当消去法.doc

2008-12-05

PSP开发工具for Visual Studio

PSP自制软件的开发工具,适用于Visual C++ 6.0,更高版本的没找到..

2008-12-05

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