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这是一个用vc++编写的室内三维环境程序,包括球,多面体等基本实体元素,有全局光照效果,可供初学者参考-vc prepared with the three-dimensional indoor environmental procedures, including football, polyhedrons and other basic elements entities, a global illumination effects, the reference for beginners
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用C++,使用openGL实现全局光照模型,算法参照经典教科书实现,With C++, Use openGL to achieve global illumination model, the algorithm with reference to the realization of the classic textbook
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设计一个室内三维环境, 并利用OPEN GL展示它的三维效果。
要求:
(1)包含基本的实体元素:球、多面体、锥体、柱体、曲面等;
(2)有全局光照效果和纹理功能;
(3)程序具有交互功能.
-Three-dimensional design of an indoor environment, and demonstrate its use OPEN GL the three-dimensional effect. Requirements: (1) contains the
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RISE global illumination raytracing
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球的光照模型算法,计算机图形学,C++源代码-Global illumination model algorithm, computer graphics, source code
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球的光照模型算法,绘制球体,给球体施加环境光、漫反射光和镜面反射光-Global illumination model algorithm, drawn ball to ball to impose environmental light, diffuse light and specular reflection of light
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计算机图形学,opernGL展示三维效果:包含基本的实体元素:球、多面体、锥体、柱体、曲面等;有全局光照效果和纹理功能; 程序具有交互功能.-Computer graphics, opernGL display three-dimensional effects: the entity that contains the basic elements: ball, polyhedron, cone, cylinder, surface, etc. a global illumination e
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图形学的作业
试设计一个室内三维环境, 并利用OPEN GL展示它的三维效果。要求:
(1)包含基本的实体元素:球、多面体、锥体、柱体、曲面等;
(2)有全局光照效果和纹理功能;
(3)程序具有交互功能.
-Graphics design an indoor three-dimensional operating environment for test and demonstrate its use OPEN GL three-dimensional effect. Req
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整体光照模型,光线跟踪算法。直接编译运行即可。
三维物体为两个球。实现了高光、阴影、消隐。-Global illumination model, ray tracing algorithms. Can directly compile and run. Three-dimensional objects into two balls. To achieve a high light, shadow, blanking.
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lucille is a open source parallel global illumination renderer.
Note that lucille is currently in early develop, so I do NOT recommand you to use the binary release as a usual RenderMan renderer. The binary release is currently for the demonstra
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直接光照的全局光照模拟Global illumination simulation of direct sunlight-Global illumination simulation of direct sunlight
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计算机图形学实验 球的光照模型算法 vc-Computer graphics algorithm for illumination model experimental ball vc++
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基于预计算的交互式全局光照明研究 摘要 全局光照明效果为用户提供了虚拟场景中的物体形状、材质以及相互位置关系的重要信息,从而能够大大提高计算机生成图像的真实感。尽管在很多交互应用中都需要全局光照明效果,但过高的计算代价还是使得其一直局限于离线应用中。近年来,很多研究都试图将全局光照明集成到交互式应用中,例如光照明设计、虚拟现实系统以及电子游戏等等。为了降低运行时的计算开销,以提供交互级的绘制速度,一条主要的思路是引入预计算,并将一部分运行时的计算量前移到预计算阶段执行。 本学位论文研究通过预计算
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切线空间计算,里面有相应的demo可以运行试验,可直接运行,有源码。-TangentSpaceCalculation,a popular demo used in global illumination.you can run it directly.
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可变材质的实时全局光照明绘制,可以帮助我们合成照片级真实感的图像。pdf文档,中文版-Variable real-time global illumination texture mapping, you can help us to photo-realistic image synthesis. pdf documents, the Chinese version
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只需要99行就能实现GI,亲测可用,场景问基本康奈尔盒-global illumination in 99 lines of c++
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CVPR2012_oral
Micro Phase Shifting-We consider the problem of shape recovery for real
world scenes, where a variety of global illumination (in-
terreflections, subsurface scattering, etc.) and illumi-
nation defocus effects are present. These
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StencilRoutedKBuffer 实现快速全局光照,需要dx10-StencilRoutedKBuffer achieve rapid global illumination, you need dx10
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光线追踪算法的C++实现,在VS2013上编译通过,用光线追踪算法实现全局光照模型,包括反射。-C++ ray tracing algorithm implemented in the VS2013 compiler, using ray tracing algorithm global illumination models, including reflections.
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:基于背景建模的运动目标分割是智能视频监控的重要任务,模型的质量直接影响到检测、跟踪、识别等运动分析的准确性.当前的建模方法多是单层的,忽略了像素特征在时域和空域上的联系,模型描述不够准确,对于背景扰动、全局光照变化及复杂的室内外场景等多种情况鲁棒性不强,导致了分割中出现空洞和噪声点.针对这些问题提出了一种双层建模的方法,在第一层提取时域上的像素亮度特征采用码本建模,第二层提取邻域纹理特征采用基于中心对称的局部二值模式建模.实验证明该方法在用于运动分割时,比常用方法具有更好的准确性和鲁棒性.-M
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