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HLSL2zhangwenlihunhe
- HLSL语言实现2张纹理混合和镜面反射,shader语言-HLSL language two texture blending, and specular reflection, shader language
StencilMirrorShadow
- DIRECT9.0C 光影镜面简单实现代码-Specular lighting DIRECT9.0C easy implementation code
HLSLSpecular
- 使用HLSL顶点渲染器实现镜面反射光照的功能!有详细的注释和可执行文件-HLSL vertex renderer to use to achieve the function of specular reflection light! Detailed comments and executable files
chgmat1
- 程序运行结果是绘制12个球(3行4列)。第一行的球材质都没有环境反射光,第二行的都有一定的环境反射光,第三行的都有某种颜色的环境光。而第一列的球材质仅有蓝色的漫反射光;第二列的不仅有蓝漫反射光,而且还有镜面反射光,较低的高光;第三列的不仅有蓝漫反射光,而且还有镜面反射光,很亮的高光;第四列的还包括辐射光,但无镜面光。 -The result is drawn to run the ball 12 (3 line 4). The first line of the ball material
DXtest
- DX中的光照效果,包括点光源,炬光源的设置和镜面反射及漫反射的实现,适合初学者。-DX in the lighting effects, including the point light source, torch light set-up and specular reflection and diffuse reflection of the realization, suitable for beginners.
exam4-10
- 12个球体,其中每个球体的材料参数各不相同。第一列球体的材料散射颜色为蓝色,但没有镜面属性。第二列添加了具有较小光泽度指数的白色镜面反射。第三列使用了很大的光泽度指数第四列使用了蓝色的散射颜色。-12 spheres, each sphere of the material parameters vary. The first column of the material sphere scattering color is blue, but there is no mirror proper
ball
- 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
Tutorial3_Specular
- 镜面反射的简单实现,XNA里HLSL经典操作 值得学习-Specular process in HLSL
DSalphaDX9
- Deferred rendering -- draw all lights using depth, normal, and shininess textures (in specular Alpha) DirectX9
cv3d
- html5 canvas 3d and vector/matrices-math library. supports diffuse, specular light, quads and triangles, lines and points, calculates normals automatically. some performance improvements possible. does not use webgl!
DX-Project-7
- 《DirectX 8 教程》及配套代码 第七章:灯光与材质 Introduction (序) DirectX Lighting vs. Real World Lighting (DX光照 对 真实世界光照) Attributes of a light (光的属性): Position (位置) Direction (方向) Range (范围) Attenuation (衰减) Diffuse Light (漫反射) Ambient Li
kirchhoff--scattering
- 计算基尔霍夫近似下镜面与非镜面的反射系数,同时得到距离散射点2米的接收功率-Calculation Kirchhoff approximation of specular and non-specular reflection coefficient, while the reception power obtained from the scattering points of 2 meters
code-
- 添加按键处理,移动场景中的光源,并能改变光源的颜色;修改茶壶的镜面反射系数,使之对光源呈现高光;在场景中添加一个聚光光源,其照射区域正好覆盖茶壶,并能调整改聚光光源的照射角度和朝向。-Add keys, move the light source in the scene, and change the color of the light source modify teapot specular reflection coefficient, making it appear bright
MirrorReflection
- unity 3d很容易的实现镜面反射实时反射超级好用-unity 3d easily achieve real-time reflection specular reflection super easy to use
Specular-map-of-tree
- 树的镜面映射 北京大学 数据结构与算法 作业题-The mirror map of the tree, the data structure and algorithm of the data structure of Peking University
OpenGL多个镜面的反射效果
- OpenGL特效:多个镜面的反射效果,可以产生多个镜面产生反射效果-OpenGL effects : the number of specular reflection effects could have produced a number of specular reflection effects
highlight
- 基于单幅图像的图像表面高光去除程序,亲测可用,附带了实例图像。(Real-time Specular Highlight Removal Using Bilateral)