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1down votefavorite   I'm implementing ominidirectional shadow mapping for point lights. I want to use a linear depth which will be stored in the color textures (cube map). A program will contain two filtering techniques: software pcf (because hardwar…
问题汇总 1.Light support for Editor编辑器加入了灯光工具, 可以添加和修改灯光. 问题1. light object的用户互交.point light可以把对应的volume (wireframe sphere/cone)画出来用于用户选中, 但是光源太多的时候, 球就有点凌乱了. 所以使用了HUD, 只要选中HUD就会选中灯光, 只有灯光被选中的时候才显示volume. 另外, 编辑器里面的很多"不可见"的逻辑对象都有这种需求, 虽然现在还没有. 另外, 可…
STA无疑是数字集成电路设计实现方法学中最『漂亮』的模型之一,但是随意着工艺进步,local varition 的随机性及重要性增加,传统STA 的局限性日渐突出.大概在十五年前,SSTA成了一个研究热点,相较于传统的STA,SSTA 不再是针对单一的timing 进行分析,它的分析结果是一个统计分布,通过这个统计分布结果,可得到电路处在某个timing 点的概率. "Statistical timing is a great approach," Keller said. "…
为什么要引入AOCV 为了精确性,为了剔除悲观度.用set_timing_derate来设置OCV,对于一个固定的corner,只能对data/clock, cell/net, late/early分别设不同的值,由下图可知,这个值是个trade off的结果,在保证yield的前提下,尽量不那么悲观,但由于其『固定天性』,这个值既不能cover最悲观的部分,而对另一部分又过于悲观. 什么是AOCV AOCV是一种用伪统计(pseudo-statistical )来模拟variation的方法,…
题目链接:http://poj.org/problem?id=1986 Farmer John's cows refused to run in his marathon since he chose a path much too long for their leisurely lifestyle. He therefore wants to find a path of a more reasonable length. The input to this problem consists…
Today we will learn how to get depth data from a kinect and what the format of the data is kinect code kinect Initialization To get the depth data from the kinect, simply change the argument to NuiImageStreaOpen(). The First argument is now NUI_IMAGE…
POJ 1986 Distance Queries / UESTC 256 Distance Queries / CJOJ 1129 [USACO]距离咨询(最近公共祖先) Description Farmer John's cows refused to run in his marathon since he chose a path much too long for their leisurely lifestyle. He therefore wants to find a path…
signed distance field https://kosmonautblog.wordpress.com/2017/05/09/signed-distance-field-rendering-journey-pt-2/ mesh distance field https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/MeshDistanceFields http://advances.realtime…
Up until now there is only one type of output buffer you've made use of, the color buffer. This chapter will discuss two additional types, the depth buffer and the stencil buffer. For each of these a problem will be presented and subsequently solved…
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