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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
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
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
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
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