几种变换的几何意义说明

http://blog.csdn.net/onafioo/article/details/22094247

变换的执行顺序问题

正常顺序

1 视图(观察)变换

2 模型变换

3 投影变换

4 视口变换

变换相关OpenGL函数说明

glViewport(GLint x,GLint y,GLsizei width,GLsizei height)
设置视口

glMatrixMode (GLenum mode)
指定哪一个矩阵堆栈是下一个矩阵操作的目标
可选值
GL_MODELVIEW,对模型视景矩阵堆栈应用随后的矩阵操作.

GL_PROJECTION,对投影矩阵应用随后的矩阵操作.

GL_TEXTURE,对纹理矩阵堆栈应用随后的矩阵操作.

glLoadIdentity();
清空glMatrixMode 指定的类型的矩阵(变成单位矩阵),相当于复位

gluPerspective(GLdouble fovy,GLdouble aspect,GLdouble zNear,GLdouble zFar)
设置视景体,在glMatrixMode(GL_PROJECTION)下使用
fovy:视角
aspect:屏幕纵宽比
zNear:近裁剪面z值
zFar:远裁剪面z值

gluLookAt(GLdoble eyex,GLdouble eyey,GLdouble eyez,GLdouble centerx,GLdouble centery,GLdouble centerz,GLdouble upx,GLdouble upy,GLdouble upz);
设置摄像机朝向
9个参数分别代表,摄像机位置xyz,摄像机看向的目标位置xyz,摄像机朝向xyz(摄像机和这个向量的关系类似人眼和人站立的方向),一般设置为(0,1,0),代表人正常站立,眼睛朝前看

glTranslatef (GLfloat x, GLfloat y, GLfloat z);
平移


glScalef (GLfloat x, GLfloat y, GLfloat z);
缩放


glRotatef (GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
angle:旋转角度
xyz:旋转轴

代码中几种变换出现的顺序

//视口变换

glViewport(0,0,width,height);

//投影变换

glMatrixMode(GL_PROJECTION);

glLoadIdentity();

gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

//模型视图变换

glMatrixMode(GL_MODELVIEW);

glLoadIdentity();

//摄像机位置,观察点,摄像机方位

gluLookAt();

后面跟模型变换的平移,旋转,缩放

原因

Opengl让矩阵和顶点做左乘操作

例如C*B*A*v,实际是先乘A矩阵,然后B,然后C,所以变换顺序上,代码出现的顺序是反序。

所以下面代码意思为,先缩放,在旋转,然后再移动(下面代码在执行前已经)

glLoadIdentity();//清空模型观察矩阵(之前已经执行了glMatrixMode(GL_MODELVIEW)切换到了模型观察矩阵,并且已经对矩阵做过平移旋转等操作,所以要清空)

glTranslatef(8.0f,0.0f,-18.9f);//移动
glRotatef(rotateAngle,0.0f,1.0f,0.0f);//旋转
glScalef(1.5f,1.5f,1.5f);//缩放 glBegin(GL_TRIANGLES);
glColor3f(1.0f,0.0f,1.0f);// 设置当前色为紫色
glVertex3f( 0.0f, 1.0f, 0.0f);//对象绕自身的轴旋转,必须让对象的中心坐标总是(0.0f,0,0f,0,0f)
glVertex3f(-1.0f,-1.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
rotateAngle+=0.1;
glEnd();

完整代码及效果

#include "stdafx.h"
#include "Nehe_Base.h" #include "GL.H" // Header File For The OpenGL32 Library
#include "GLU.H" // Header File For The GLu32 Library
#include "GLAUX.H" // Header File For The Glaux Library HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default GLfloat rotateAngle; LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
} glViewport(0,0,width,height); // Reset The Current Viewport glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix } int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return TRUE; // Initialization Went OK
} int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix gluLookAt(0.0f,0.0f,10.0f,0.0f,0.0f,0.0f,0.0f,1.0f,0.0f);
//移动是相对当前位置移动(第一次移动相对与屏幕中心0,0,0下一次再移动时相对的就是本次移动后的位置了)
//向屏幕内移动18.9个单位,这样1个单位(1米)对应480/(2*tan(22.5)*(18.9+0.1)= 30像素
glTranslatef(0.0f,0.0f,-18.9f); // 绘制不连续线段,把屏幕分成9部分
glBegin(GL_LINES);
glColor3f(1.0f,1.0f,1.0f);// 设置当前色为红色
// 横线
glVertex3f( -21.0f, 3.0f, 0.0f);
glVertex3f(21.0f, 3.0f, 0.0f);
glVertex3f( -21.0f, -3.0f, 0.0f);
glVertex3f( 21.0f, -3.0f, 0.0f);
// 竖线
glVertex3f( -3.0f, 8.0f, 0.0f);
glVertex3f(-3.0f, -8.0f, 0.0f);
glVertex3f( 3.0f, 8.0f, 0.0f);
glVertex3f( 3.0f, -8.0f, 0.0f);
glEnd(); // 绘制点
glBegin(GL_POINTS);
glColor3f(1.0f,0.0f,0.0f);// 设置当前色为红色
glVertex3f( -8.0f, 5.5f, 0.0f);
glVertex3f( -7.5f, 5.5f, 0.0f);
glVertex3f( -7.0f, 5.5f, 0.0f);
glEnd(); // 绘制不闭合折线
glBegin(GL_LINE_STRIP);
glColor3f(1.0f,1.0f,0.0f);// 设置当前色为黄色
glVertex3f( -2.0f, 5.5f, 0.0f);
glVertex3f( 2.0f, 5.5f, 0.0f);
glVertex3f( -2.0f, 4.0f, 0.0f);
glVertex3f( 2.0f, 4.0f, 0.0f);
glEnd(); // 绘制闭合折线
glBegin(GL_LINE_LOOP);
glColor3f(0.0f,0.0f,1.0f);// 设置当前色为蓝色
glVertex3f( 6.0f, 6.0f, 0.0f);
glVertex3f( 4.0f, 4.0f, 0.0f);
glVertex3f( 8.0f, 4.0f, 0.0f);
glEnd(); // 绘制多组独立填充三角形(以下绘制2个三角形)
glBegin(GL_TRIANGLES);
glColor3f(1.0f,0.0f,0.0f);// 设置当前色为红色
glVertex3f( -9.0f, 1.0f, 0.0f);
glVertex3f(-8.0f,-1.0f, 0.0f);
glVertex3f( -10.0f,-1.0f, 0.0f); glVertex3f( -6.0f, 1.0f, 0.0f);
glVertex3f(-5.0f,-1.0f, 0.0f);
glVertex3f( -7.0f,-1.0f, 0.0f);
glEnd(); // 绘制三角形带
glBegin(GL_TRIANGLE_STRIP);//(以下绘制3个连续三角形)
//第一个三角形由点123逆时针构成
//第二个三角形由点324逆时针构成
//第三个三角形由点345逆时针构成
glColor3f(1.0f,0.0f,0.0f);// 设置当前色为红色
glVertex3f( -2.0f,-1.0f, 0.0f);//点1
glVertex3f(0.0f,-1.0f, 0.0f);//点2
glVertex3f( -1.0f, 1.0f, 0.0f);//点3
glColor3f(0.0f,1.0f,0.0f);// 设置当前色为绿色
glVertex3f( 1.0f,1.0f, 0.0f);//点4
glColor3f(0.0f,0.0f,1.0f);// 设置当前色为蓝色
glVertex3f(2.5f,2.5f, 0.0f);//点5
glEnd(); //旋转
//glLoadIdentity();
glTranslatef(0.0f,0.0f,18.9f);
glTranslatef(8.0f,0.0f,-18.9f);
glRotatef(rotateAngle,0.0f,1.0f,0.0f);
//glScalef(1.5f,1.5f,1.5f);
glBegin(GL_TRIANGLES);
glColor3f(1.0f,0.0f,1.0f);// 设置当前色为紫色
glVertex3f( 0.0f, 1.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 0.0f);
rotateAngle+=0.1;
glEnd(); return TRUE; // Everything Went OK
} GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
} if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
} if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL
} if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL
} if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL
} if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL
}
} /* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
//当我们要求Windows为我们寻找相匹配的象素格式时,Windows寻找结束后将模式值保存在变量PixelFormat中。
GLuint PixelFormat; // Holds The Results After Searching For A Match WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height fullscreen=fullscreenflag; // Set The Global Fullscreen Flag hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
} if (fullscreen) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
} if (fullscreen) // Are We Still In Fullscreen Mode?
{
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
dwStyle=WS_POPUP; // Windows Style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
} AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size // Create The Window
if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
"OpenGL", // Class Name
title, // Window Title
dwStyle | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Window Width
WindowRect.bottom-WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
} //像素格式明确了OpenGL绘制平面的特性,如象素缓冲区是单缓冲还是双缓冲,数据是 RGBA方式还是Color Index方式等。
//每个OpenGL显示设备一般用名为PIXELFORMATDESCRIPTOR的结构来表示某个的像素格式
static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
}; if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
} if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
} if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
} if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
} if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
} ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
} return TRUE; // Success
} LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
} return 0; // Return To The Message Loop
} case WM_SYSCOMMAND: // Intercept System Commands
{
switch (wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
} case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
} case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
} case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
} case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
} // Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
} int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done = FALSE; // Bool Variable To Exit Loop // Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen = FALSE; // Windowed Mode
} // Create Our OpenGL Window
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
} while(!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
{
done=TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if (active) // Program Active?
{
if (keys[VK_ESCAPE]) // Was ESC Pressed?
{
done=TRUE; // ESC Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
DrawGLScene(); // Draw The Scene
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}
} if (keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
} // Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}



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