文件名称:AdaptiveTransparency_Source

  • 所属分类:
  • 界面编程
  • 资源属性:
  • [Windows] [Visual.Net] [源码]
  • 上传时间:
  • 2012-11-26
  • 文件大小:
  • 29.99mb
  • 下载次数:
  • 1次
  • 提 供 者:
  • eric *****
  • 相关连接:
  • 下载说明:
  • 别用迅雷下载,失败请重下,重下不扣分!

介绍说明--下载内容均来自于网络,请自行研究使用

一種新的方法可以即時處理無須排序的重疊半透明三角形,比A-buffer方法的效率更高。-We introduce a new technique for real-time order independent transparency called Adaptive Transparency (AT) that closely approximates the ground-truth results obtained from A-buffer compositing but is 5x to 40x faster. The key contribution of Adaptive Transparency is the introduction of an adaptively compressed visibility representation that can be efficiently constructed and queried during rendering. It can be applied to a widerange of transparent geometry (e.g., foliage, windows, hair, and smoke). AT closely matches the ground-truth A-buffer solution and is both higher quality and faster than other approximate OIT techniques.


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下载文件列表

aoit_dx11\ABuffer_Resolve.hlsl

.........\AOIT.hlsl

.........\AOIT.sln

.........\AOIT.vcxproj

.........\AOIT.vcxproj.filters

.........\AOIT64.exe

.........\AOIT_def.h

.........\AOIT_Resolve.hlsl

.........\App.cpp

.........\App.h

.........\AppShaderConstants.h

.........\AVSM.hlsl

.........\AVSM_def.h

.........\AVSM_Resolve.hlsl

.........\Camera.cpp

.........\Camera.h

.........\CameraHairCapture.hlsl

.........\Common.hlsl

.........\ConstantBuffers.hlsl

.........\cyHairFile.h

.........\Debug.h

.........\Debug.hlsl

.........\Docs

.........\....\DirectX SDK EULA.txt

.........\....\Hair Sample BSD License.txt

.........\....\Intel Source Code License Agreement-2011.pdf

.........\....\ReadMe.txt

.........\DrawTransmittance.hlsl

.........\DXUT

.........\....\Core

.........\....\....\DXUT.cpp

.........\....\....\DXUT.h

.........\....\....\DXUTDevice11.cpp

.........\....\....\DXUTDevice11.h

.........\....\....\DXUTDevice9.cpp

.........\....\....\DXUTDevice9.h

.........\....\....\DXUTmisc.cpp

.........\....\....\DXUTmisc.h

.........\....\Optional

.........\....\........\directx.ico

.........\....\........\DXUTcamera.cpp

.........\....\........\DXUTcamera.h

.........\....\........\DXUTgui.cpp

.........\....\........\DXUTgui.h

.........\....\........\DXUTguiIME.cpp

.........\....\........\DXUTguiIME.h

.........\....\........\DXUTLockFreePipe.h

.........\....\........\DXUTres.cpp

.........\....\........\DXUTres.h

.........\....\........\DXUTsettingsdlg.cpp

.........\....\........\DXUTsettingsdlg.h

.........\....\........\DXUTShapes.cpp

.........\....\........\DXUTShapes.h

.........\....\........\ImeUi.cpp

.........\....\........\ImeUi.h

.........\....\........\SDKmesh.cpp

.........\....\........\SDKmesh.h

.........\....\........\SDKmisc.cpp

.........\....\........\SDKmisc.h

.........\....\........\SDKsound.cpp

.........\....\........\SDKsound.h

.........\....\........\SDKwavefile.cpp

.........\....\........\SDKwavefile.h

.........\fps.cpp

.........\fps.h

.........\fps.hlsl

.........\FragmentList.hlsl

.........\Hair.cpp

.........\Hair.h

.........\HairCommon.hlsl

.........\HairStrand.cpp

.........\HairStrand.h

.........\ListTexture.h

.........\ListTexture.hlsl

.........\main.cpp

.........\MathUtils.cpp

.........\MathUtils.h

.........\Media

.........\.....\fps_font.png

.........\.....\GroundPlane

.........\.....\...........\GroundPlane.sdkmesh

.........\.....\hair

.........\.....\....\dark.hair

.........\.....\ParticleNoise

.........\.....\.............\Noise01.dds

.........\.....\.............\Noise01.tga

.........\.....\.............\Noise02.dds

.........\.....\.............\Noise02.tga

.........\.....\powerplant

.........\.....\..........\basket_map.dds

.........\.....\..........\command_a.dds

.........\.....\..........\container_grn_num.dds

.........\.....\..........\container_gry_num.dds

.........\.....\..........\container_hab_num.dds

.........\.....\..........\container_orn_num.dds

.........\.....\..........\con_edge.dds

.........\.....\..........\crane_light.dds

.........\.....\..........\crane_wheel.dds

.........\.....\..........\crn_clamp_a.dds

.........\.....\..........\crn_pan_a.dds

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