Description: 用Quartus II 设计的3级流水CPU,指令采用二次重叠执行方式-Quartus II design with three-stage pipeline CPU, instruction execution overlaps with the second time Platform: |
Size: 3028992 |
Author:kevin |
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Description: The OpenCV "Video Surveillance" facility, also called "blob tracker" through much of the code, is a simple but practical facility intended to track moving foreground objects against a relatively static background. Conceptually it consists of a three-stage video processing pipeline:
1. A foreground/background discriminator which labels each pixel as either foreground or background.
2. A blob detector which groups adjacent "foreground" pixels into blobs, flood-fill style.
3. A blob tracker which assigns ID numbers to blobs and tracks their motion frame-to-frame. -The OpenCV "Video Surveillance" facility, also called "blob tracker" through much of the code, is a simple but practical facility intended to track moving foreground objects against a relatively static background. Conceptually it consists of a three-stage video processing pipeline:
1. A foreground/background discriminator which labels each pixel as either foreground or background.
2. A blob detector which groups adjacent "foreground" pixels into blobs, flood-fill style.
3. A blob tracker which assigns ID numbers to blobs and tracks their motion frame-to-frame. Platform: |
Size: 6922240 |
Author:dams |
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Description: QUARTUSII 9.0 下的三级流水线中值滤波工程,vhdl源程序等。可用于fpga做图像预处理。-the three stage pipeline median filter project under QUARTUSII 9 , VHDL source program. which can be used by FPGA to do image preprocessing.
Platform: |
Size: 970752 |
Author:王伟 |
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Description: Introduction To 3D Game Programming With DirectX 10
学习Direct3D的经典好书。是英文版,2008出版。-Introduction to 3D Game Programming with DirectX 10 provides an introduction to programming interactive computer graphics, with an emphasis on game development, using DirectX 10. The book is divided into three main parts. Part I explores basic mathematical tools, Part II shows how to implement fundamental tasks in Direct3D, and Part III demonstrates a variety of techniques and special effects. With this book understand how vectors, matrices, and transfomations are used in the creation of computer games discover how to implement lighting, texture mapping, blending, and stenciling to increase the realism of your scenes explore techniques for creating special effects, including terrain rendering, shadow mapping, particle systems, and reflections learn about new Direct3D 10 features such as geometry shaders, the stream out pipeline stage, texture arrays, and primitive IDs test your knowledge and programming skills with the end-of-chapter exercises. Platform: |
Size: 21229568 |
Author:沈成浩 |
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