搜索资源列表
ArsWood-src
- This program demonstrates a procedurally generated 3D wood texture lit with per-pixel correct lighting.
VolumeFog
- The Volume Fog sample shows the per-pixel density volumetric rendering technique. The fog volume is modeled as a polygonal mesh, and the density of the fog at every pixel is computed by subtracting the front s
CSharpFiltersProject
- The purpose of the series will be to build a class that allows any C# programmer access to common, and not so common, image processing functionality. The reason we are doing it in C# is simply that I want to learn it, bu
ArsWood-src
- This program demonstrates a procedurally generated 3D wood texture lit with per-pixel correct lighting.
VolumeFog
- The Volume Fog sample shows the per-pixel density volumetric rendering technique. The fog volume is modeled as a polygonal mesh, and the density of the fog at every pixel is computed by subtracting the front s
24BMP256ColorGray
- 本代码实现的功能:24位位图(BMP)的灰度化。具体实现过程:打开图像文件,找到数据区(每3个字节代表一个象素的R,G,B值),循环扫描,根据RGB的权重,计算出灰度值. 如果要得到256色灰度图,则要新建一个调色板,修改信息头和文件头.-Realize the function of the code: 24-bit bitmap (BMP) of the gray. Concrete realization of the proce
CSharpFiltersProject
- The purpose of the series will be to build a class that allows any C# programmer access to common, and not so common, image processing functionality. The reason we are doing it in C# is simply that I want to learn it, bu
avicap
- Purpose: --- -- This component is used for capturing staff from AVI to BMP. Installation: ------------- Extract the compiled units into your Lib directory or into another directory that is liste
AlphaFormTransformer
- This a Windows Forms control that works with Win32 APIs and without WPF. The control allows you to layout a 32 bit image with an alpha channel in the Forms designer and arrange additional controls within user specified a
backgroundSubtraction_v0
- 基于graphcut的背景建模程序,其中具备阴影去除功能,建模时对rgb三个颜色通道进行了高斯模型训练。程序需要OpenCV 1.0 的支持。-This is a C implementation of background subtraction given a set of background fr a mes as a training set.The background model is per-pixel RGB spac
chap1-1
- 函数名称: * readBmp() * *函数参数: * char *bmpName -文件名字及路径 * *返回值: * 0为失败,1为成功 * *说明:给定一个图像文件名及其路径,读图像的位图数据、宽、高、颜色表及每像素 * 位数等数据进内存,存放在相应的全局变量中//位图读写程序-Function name:* readBmp ()** Function parameters:* char*
STK2RAS
- 模式识别的一些预处理知识源程序,初学者在编制程序时可以参考- Two programs are included in this directory: STK2RAS takes a stroke file as input and converts it into a bit-per-pixel representation (along with some header information, see RASHE
ShaderX_CharacterAnimation
- 角色动画在d3d的顶点向量的实现方法,下面的英文描述是文章内的,就不做中文描述了。-With the introduction of vertex shaders to modern graphics hardware, we are able to move a large portion of the character animation processing from the CPU to the graphics hardwa
32bBMP_to_data_converter
- 32位bmp提取出16位数据:每个16位像素的字节的数据用逗号隔开,保持为txt文件。-32-bit bmp extract 16-bit data: 16 bits per pixel of data bytes separated by commas, to keep the txt file.
bmpdisplay
- 读取BMP文件信息和显示,读取文件头信息,包括大小,长宽,水平和垂直分辨率,彩色数目,实际用到的彩色数目,关键颜色数目,压缩方式,每像素用到的bit数等-to read and display bmp file. output the header information, includnig file size, image width and height, horizontal and verticular resolution,
3
- 找一幅24位图,作出二位直方图(彩色),凭良心说,我当时网上找到的都不是这样做的,都没达到要求,主要是找rg或rb或gb来显示彩色图的二位直方图-read an color image which is 24bits per pixel and show it s two dimensions histogram
calcAngularDerivative
- This function calculates the radial derivative of an input image. Input parameters: inputImage - the image to calculate the derivative from radialFilterLength - the length of the filter to use, total length w
Gray_Scale_MATLAB
- Reads a Gray-scale image (8 bits per pixel, namely goruntu_adi) and Writes the pixel values of the image. If the pixel value of the image is less than the threshold_val, it will be 0. If the pixel value of the image is
pixel-shading
- GLSL实现vertex shading 和 per-pixel shading,通过两个茶壶实现对比-GLSL implementation vertex shading and per-pixel shading, contrast achieved through two teapot
per-pixelper-vertex--lighting
- directX使用HLSL实现每像素光照和每顶点光照,包含FX文件以及程序加载使用-The implement of per-pixel lighting and per-vertex light in DirectX with HLSL.