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BACKGROUND Today's graphic processing units (GPUs) host all of the computations necessary to generate high-quality graphics on computer screens, leaving a computing device's central processing unit (CPU) available for other tasks. Specifically, GPUs…
Milan Ikits University of Utah Joe Kniss University of Utah Aaron Lefohn University of California, Davis Charles Hansen University of Utah This chapter presents texture-based volume rendering techniques that are used for visualizing three-dimensional…
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https://en.wikipedia.org/wiki/Unified_shader_model In the field of 3D computer graphics, the Unified Shader Model (known in Direct3D 10 as "Shader Model 4.0") refers to a form ofshader hardware in a graphical processing unit (GPU) where all of t…
Graphics processing units (GPUs) are specialized hardware units used to render 2-dimensional (2-D) and/or 3-dimensional (3-D) images for various applications such as video games, graphics, computer-aided design (CAD), simulation and visualization too…
BACKGROUND A graphics processing unit (GPU) is a specialized electronic device that is specifically designed to perform operations related to graphics processing. GPUs are often built with a highly parallel structure that provides more efficient proc…
BACKGROUND OF THE INVENTION  1. Field of the Invention  The present invention relates generally to heterogeneous computer systems.  2. Background Art  Computers and other such data processing devices have at least one control processor that is genera…
BACKGROUND 1. Field of the Invention The present invention relates generally to a programming model for a heterogeneous processor system. 2. Background Art With the success of programming models such as OpenCL and CUDA, heterogeneous computing platfo…
今天工作中需要做一个事情: 在shader内部做一些空间距离上的计算,而且需要对所有的点进行计算,符合条件的显示,不符合条件的点不显示. 思路很简单,在vertex shader内知道顶点坐标,进行计算,算好以后判断是否需要显示,例如设置alpha值,那么再将alpha值传给fragment shader,在里面设置alpha的值就好了. 基本代码如下 // vertex shader #version 300 es in vec4 vPosition; in vec2 vTexCoord; o…
+BIT祝威+悄悄在此留下版了个权的信息说: CSharpGL(14)用geometry shader渲染模型的法线(normal) +BIT祝威+悄悄在此留下版了个权的信息说: 2016-08-13 由于CSharpGL一直在更新,现在这个教程已经不适用最新的代码了.CSharpGL源码中包含10多个独立的Demo,更适合入门参考. 为了尽可能提升渲染效率,CSharpGL是面向Shader的,因此稍有难度. 问题 在处理光照效果等问题时,模型的顶点的法线是必不可少的数据.但是法线并不直接显示…