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culling
- 检查某一点是否位于平截头体内,并据此决定是否显示。用dev-c++编译。-check whether a certain point in the first-cut body, and accordingly decide whether to show. With dev - c compiler.
Textures2
- Texture Mapping and Backface Culling
culling
- 检查某一点是否位于平截头体内,并据此决定是否显示。用dev-c++编译。-check whether a certain point in the first-cut body, and accordingly decide whether to show. With dev- c compiler.
Textures2
- Texture Mapping and Backface Culling
frustum
- 基于opengl实现的三维视锥裁减的一个小示例。由这个示例可以看出视锥体裁减对于提高显示速度的重要性。-on opengl achieve 3D cone reduction of a small sample. From this example can be seen as the cone reduction in the rate of increase shows importance.
mysf
- 地形漫游在仿真、模拟、虚拟现实等领域中有着广泛应用. 大规模地形的实时漫游算法一般采用视见体裁剪和与视点相关的连续细节层次等技术来减少实际绘制的地形数据量. 通过地形分块和视见体投影三角形扫描算法实现快速裁剪, 通过调整顶点的高度值消除裂缝, 通过基于三角形的四叉分割实现连续细节层次地形简化, 简化了算法实现, 提高了算法效率. 在没有利用帧连贯性的情况下, 算法可以在PC 机上实现较大规模地形的快速交互式漫游.-Roaming ter
xnafrustumculling
- 基于XNA的可见性剔除测试(Frustum View Culling)源代码-Based on the XNA removed visibility test (Frustum View Culling) source code
assignment3
- 實做z-buffer,depth-cue,backface-culling 很不錯唷-Really do z-buffer, depth-cue, backface-culling is pretty good唷
Occlusion-Culling
- 现在的HSR算法基本上可以分为四种:backface culling、frustum culling、portal culling、occlusion culling。-HSR algorithm is basically divided into four: backface culling, frustum culling, portal culling, occlusion culling.
Textures1
- OpenGL Texture Mapping and Backface Culling -OpenGL Texture Mapping and Backface Culling
frustumculling
- frustum culling helper class for opengl vison volume plane extraction
FrustumCulling_OGL
- opengl 视锥裁剪算法。对OpENGL加速适时渲染的最基本算法。-OPENGL frustum culling
fsource
- Engine Introduction Many people have asked me for the DirectX demo C++ source code, so here it is. The Demo fr a mework I ve build for creating the demos consist of the following components: * Kernel system, with
svgvml3d
- 矩阵变换,投影,消隐,渲染(只是由光线与平面的夹角来确定平面的亮度).最后分别通过FLASH,CANVAS(FF),VML(IE)显示出来. -Matrix transformation, projection, culling, rendering (only by the light and the angle between the plane to determine the brightness of the plane).
data_arrange
- 数据结构排序算法,透视投影是3D固定流水线的重要组成部分,是将相机空间中的点从视锥体(frustum)变换到规则观察体(Canonical View Volume)中,待裁剪完毕后进行透视除法的行为。在算法中它是通过透视矩阵乘法和透视除法两步完成的。 透视投影变换是令很多刚刚进入3D图形领域的开发人员感到迷惑乃至神秘的一个图形技术。其中的理解困难在于步骤繁琐,对一些基础知识过分依赖,一旦对它们中的任何地方感到陌生,立刻导致理解
FrustumCulling
- 以OpenGL作api的视锥剪裁,对初学图形的很有帮助-frustum culling
frustum_culling_with_fps
- 用frustum實現performance improving 用"N"(no culling)或"C"(culling)鍵切換有無culling,可看fps於console window-implement frustum culling
frustum_culling
- 用frustum實現performance improving 用"N"(no culling)或"C"(culling)鍵切換有無culling,可看fps於console window-implement frustum culling
Culling-Test
- culling test 源码, 可用于3D渲染的场景管理,提高渲染速度。-the source code of culling test
gl_occlusion_culling
- only simple occlusuon culling