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计算几何c语言实现 第二版 的源代码。对于计算机图形学的学习有一定的益处。-computational geometry c language second edition of the source code. For the study computer graphics have certain benefits.
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天津大学的ACM队的计算几何的资料合集,有兴趣的人看看吧,有点帮助的就好,c++写的-Tianjin University of ACM team computational geometry Collection of information, those who are interested in and watch it. like a bit of help, write c
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Good C++ computational geometry libraries to date have been hideously over-designed and incorporate usage patterns that in most cases require extensive redesigns and rewrites of code in order to functionally integrate within an existing project.
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This code is described in \"Computational Geometry in C\" (Second Edition),
Chapter 4. It is not written to be comprehensible without the
explanation in that book.
Input: 3n integer coordinates for the points.
Output: the 3D convex hull,
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This code is described in \"Computational Geometry in C\" (Second Edition),
Chapter 7. It is not written to be comprehensible without the
explanation in that book.
This program reads a polygon P followed by query points from stdin.
The in
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Int Conv Poly
This code is described in \"Computational Geometry in C\" (Second Edition),
Chapter 7. It is not written to be comprehensible without the
explanation in that book.
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Mink Convolve
This code is described in \"Computational Geometry in C\" (Second Edition),
Chapter 8. It is not written to be comprehensible without the
explanation in that book.
Compile: gcc -o mink mink.c (or simply: make)
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C code for \"Computational Geometry in C (Second Edition)\": Code function Chapter pointer directory ----------------------------------------------------- Triangulate Chapter 1, Code 1.14 /tri Convex Hull(2D) Chapter 3, Code 3.8 /graham Convex Hull(
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君主和殖民者们所成功运用的分而治之策略也可以运用到高效率的计算机算法的设计过程中。本章将首先介绍怎样在算法设计领域应用这一古老的策略,然后将利用这一策略解决如下问题:最小最大问题、矩阵乘法、残缺棋盘、排序、选择和一个计算几何问题——找出二维空间中距离最近的两个点。
本章给出了用来分析分而治之算法复杂性的数学方法,并通过推导最小最大问题和排序问题的复杂性下限来证明分而治-monarchy and colonialists who have successfully used the divid
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c语言计算几何
三角化 Ch1, Code 1.14
凸形外壳[2D] Ch3, Code 3.8
凸形外壳[3D] Ch4, Code 4.8
球 Chapter 4, Fig. 4.15
德劳内类型 Ch5, Code 5.2
...See *English version.-\Computational Geometry in C\ the book s recipe
Triangulate Chapter 1, Code 1.14 /tri
Convex
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《3D数学基础:图形与游戏开发》专业培训机构指定教学参考书,多家游戏开发企业共同推荐,游戏业界权威,探索游戏开发背后的核心秘密。《3D数学基础:图形与游戏开发》主要介绍了基本的3D数学概念,这对电脑游戏开发人员和编程人员来说尤为重要。作者详尽地讨论了数学理论,并在必要时提供几何说明,帮助读者形成直观的3D感。书中还提供了将理论应用于实践的C++类,并且在每章结尾处提供练习。《3D数学基础:图形与游戏开发》介绍了基础概念,如向量、坐标空间、矩阵、变换、欧拉角、齐次坐标空间、几何图元、相交性检测和三
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《3D数学基础:图形与游戏开发》专业培训机构指定教学参考书,多家游戏开发企业共同推荐,游戏业界权威,探索游戏开发背后的核心秘密。《3D数学基础:图形与游戏开发》主要介绍了基本的3D数学概念,这对电脑游戏开发人员和编程人员来说尤为重要。作者详尽地讨论了数学理论,并在必要时提供几何说明,帮助读者形成直观的3D感。书中还提供了将理论应用于实践的C++类,并且在每章结尾处提供练习。《3D数学基础:图形与游戏开发》介绍了基础概念,如向量、坐标空间、矩阵、变换、欧拉角、齐次坐标空间、几何图元、相交性检测和三
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用VC++语言实现Delaunay三角化的算发,对于图形图像学,计算几何学习者有一定帮助-Delaunay triangulation algorithm in C++ language, image graphics, computational geometry learners
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