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[OpenGL programtest9

Description: Welcome to Tutorial 9. By now you should have a very good understanding of OpenGL. You ve learned everything from setting up an OpenGL Window, to texture mapping a spinning object while using lighting and blending. This will be the first semi-advanced tutorial. You ll learn the following: Moving bitmaps around the screen in 3D, removing the black pixels around the bitmap (using blending), adding color to a black & white texture and finally you ll learn how to create fancy colors and simple animation by mixing different colored textures together. We ll be modifying the code from lesson one for this tutorial. We ll start off by adding a few new variables to the beginning of the program. I ll rewrite the entire section of code so it s easier to see where the changes are being made.
Platform: | Size: 18541 | Author: mwb | Hits:

[OtherT6

Description: For advanced geometry, most apps will prefer to load pre-authored meshes from a file. Fortunately, when using meshes, D3DX does most of the work for this, parsing a geometry file and creating vertx buffers for us. This tutorial shows how to use a D3DXMESH object, including loading it from a file and rendering it. One thing D3DX does not handle for us is the materials and textures for a mesh, so note that we have to handle those manually.
Platform: | Size: 52396 | Author: spider | Hits:

[OpenGL programtest9

Description: Welcome to Tutorial 9. By now you should have a very good understanding of OpenGL. You ve learned everything from setting up an OpenGL Window, to texture mapping a spinning object while using lighting and blending. This will be the first semi-advanced tutorial. You ll learn the following: Moving bitmaps around the screen in 3D, removing the black pixels around the bitmap (using blending), adding color to a black & white texture and finally you ll learn how to create fancy colors and simple animation by mixing different colored textures together. We ll be modifying the code from lesson one for this tutorial. We ll start off by adding a few new variables to the beginning of the program. I ll rewrite the entire section of code so it s easier to see where the changes are being made. -Welcome to Tutorial 9. By now you should have a very good understanding of OpenGL. You ve learned everything from setting up an OpenGL Window, to texture mapping a spinning object while using lighting and blending. This will be the first semi-advanced tutorial. You ll learn the following: Moving bitmaps around the screen in 3D, removing the black pixels around the bitmap (using blending), adding color to a black
Platform: | Size: 1304576 | Author: mwb | Hits:

[OtherT6

Description: For advanced geometry, most apps will prefer to load pre-authored meshes from a file. Fortunately, when using meshes, D3DX does most of the work for this, parsing a geometry file and creating vertx buffers for us. This tutorial shows how to use a D3DXMESH object, including loading it from a file and rendering it. One thing D3DX does not handle for us is the materials and textures for a mesh, so note that we have to handle those manually.
Platform: | Size: 69632 | Author: spider | Hits:

[Software Engineeringzuidashang

Description: 一种基于最大熵和部件的物体检测方法。在人脸检测上的应用取得了很大的准确率提升。-This paper presents a probabilistic part-based approach for texture and object recognition. Textures are represented using a part dictionary found by quantizing the appearance of scale- or affine-invariant keypoints. Object classes are represented using a dictionary of composite semi-local parts, or groups of neighboring keypoints with stable and distinctive appearance and geometric layout. A discriminative maximum entropy framework is used to learn the posterior distribution of the class label given the occurrences of parts from the dictionary in the training set. Experiments on two texture and two object databases demonstrate the effectiveness of this framework for visual classification.
Platform: | Size: 2328576 | Author: 刘馨惠 | Hits:

[OpenGL programVisualization_Library_SDK

Description: Visualization Library 是一个 C++ 的中间件用来开发基于 OpenGL 2.1 的 2D/3D 应用程序,支持高级特性包括 OpenGL Shading 语言、帧缓冲对象、多目标渲染、Vertex 以及点阵缓冲对象、KdTree/AABB frustum culling 等等。提供一个基于 Unicode 的多语言文本引擎、高级纹理、DDS cubemaps, mipmaps, compressed textures, 等等。特别适合用来开发 3D/2D 的可视化、虚拟现实、可视化模拟、数据展现、多媒体程序以及具有特效的三维和两维的游戏。-Visualization Library is a C++ middleware for high-performance 2D and 3D graphics applications based on the industry standard OpenGL 1.x-4.x, designed to develop portable applications for the Windows, Linux and Mac OS X operating systems. Visualization Library is currently used by professionals, researchers and students to develop all sorts of 2D and 3D applications. Visualization Libray has been designed to be a fine-grained platform upon which a wide variety of highly-specialized 3D graphics applications can be effectively developed. Instead of abstracting the user from the underlying OpenGL API, Visualization Library stays as close as possible to it and defines a thin high-performance layer on top of it. The result is that many OpenGL functions and features have a 1 to 1 mapping to Visualization Library s classes. You can think of Visualization Library as a toolkit that provides you with the power and flexibility of OpenGL within a light and user friendly C++ object orie
Platform: | Size: 22465536 | Author: 李学艺 | Hits:

[OpenGL programRoom4

Description: 生成一个带纹理的房间,并且使用了纹理对象。其中天花板和墙壁的纹理为图片纹理,地板纹理为自己生成的数字图像纹理,且墙壁,天花板,地面纹理各不相同。屋内有一个点光源。可以点击鼠标右键弹出菜单,在菜单中可以选择开启或者关闭场景光照和纹理,也可以设置纹理环境。-Generate a textured room and use the texture object. Where the ceiling and walls of the texture of the picture textures, floor textures for their digital images generated textures, and the walls, ceiling, floor texture varies. The house has a point source. You can click the right mouse button pop-up menu in the menu, you can choose to open or close the scene lighting and texture, you can also set the texture environment.
Platform: | Size: 9209856 | Author: psy | Hits:

[JSP/Javapatch-inpainting-master

Description: A new algorithm is proposed for removing large objects from digital images. The challenge is to fill in the hole that is left behind in a visually plausible way. In the past, this problem has been addressed by two classes of algorithms: (i) “texture synthesis” algorithms for generating large image regions sample textures, and (ii) “inpainting” techniques for filling in small image gaps. The former has been demonstrated for “textures” – repeating two-dimensional patterns with some stochasticity the latter focus on linear “structures” which can be thought of as one-dimensional patterns, such as lines and object contours.-A new algorithm is proposed for removing large objects from digital images. The challenge is to fill in the hole that is left behind in a visually plausible way. In the past, this problem has been addressed by two classes of algorithms: (i) “texture synthesis” algorithms for generating large image regions sample textures, and (ii) “inpainting” techniques for filling in small image gaps. The former has been demonstrated for “textures” – repeating two-dimensional patterns with some stochasticity the latter focus on linear “structures” which can be thought of as one-dimensional patterns, such as lines and object contours.
Platform: | Size: 1841152 | Author: stary | Hits:

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