java游戏开发教程 英文版 Copyright Preface About the Author About the Contributing Authors About the Technical Reviewers Acknowledgments Introduction Why Java? What You Need What Is in Thi s Book What's Not in This Book About the Code in This Book Using Ant S
This book describes the Direct3D graphics pipeline, from presentation of scene data to pixels appearing on the screen. The book is organized sequentially following the data °ow through the pipeline from the application to the image displayed on the
Physically Based Rendering from Theory to Implementation 一共3部分~~~~~~~~~, 源码下载to h t t p ://www.p b r t . o r g /downloads.php /////////////////////////////////// CHAPTER 01. INTRODUCTION Literate Programming Indexing and Cross-Referencing Photoreali
While texture synthesis on surfaces has received much attention in computer graphics, the ideal solution that quickly produces high-quality textures with little user intervention has remained elusive. The algorithm presented in this paper brings us
Maya is a character animation and visual effects systemdesigned for the professional animator. Built on a proceduralarchitecture called theDependency graph, Maya offersincredible power and flexibility for generating digital imagesof animated charact
Maya is a character animation and visual effects systemdesigned for the professional animator. Built on a proceduralarchitecture called theDependency graph, Maya offersincredible power and flexibility for generating digital imagesof animated charact
Maya is a character animation and visual effects systemdesigned for the professional animator. Built on a proceduralarchitecture called theDependency graph, Maya offersincredible power and flexibility for generating digital imagesof animated charact
1. GlobalIlluminationRendering.................................................1 1.1 Materials................................................................6 1.2 Rendering Equation......................................................8 1.3 Local I
Preface xv Introduction xvii Mathematical Notation xix Pseudo-Code xxi Contributors xxvi 1 2D GEOMETRY Useful 2D Geometry 3 Trigonometry Summary 12 Useful Trigonometry 13 Trigonometric Functions at Select Points 18 Triangles 20 Generating Random Poi
1. An Introduction to WebGL. 1 WebGL—A Technical Definition 2 3D Graphics—A Primer 4 3D Coordinate Systems 4 Meshes, Polygons, and Vertices 4 Materials, Textures, and Lights 5 Transforms and Matrices 6 Cameras, Perspective, Viewports, and Projection
Animals from Images. We generate 3D textured articulated models of animals from images. Starting from an initial coarse shape obtained with the SMAL model , we refine the animal shape from multiple uncalibrated images and varying poses and capture a
这是关于Joint 3D Face Reconstruction and Dense的相关论文Joint 3D Face Reconstruction and Dense Alignment
9 &ms. All of these are achieved by the elaborate design of the 2D representation
of 3d facial structure and the corresponding loss function Specifically.
Accounting that the traditional stereo matching is easily affected by the scenes with weak texture and the occluded area, an algorithm is proposed for econstructing the high precision depth map by combining the advantages of stereo matching and depth