Shader "UnderStandPRR" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100   Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag   #include &quo…
1. 2. In Tutorial 15 we learnt how to create lightmaps, which encompasses(包含) static lighting. While it produces very nice shadows, it doesn’t deal with animated(动画) models. Shadow maps are the current (as of 2016) way to make dynamic shadows. The gr…
原文:丢失,十分抱歉,这篇是在笔记上发现的.SmaEngine 阴影和级联部分是模仿UE的结构设计   This tutorial will cover how to implement shadow mapping in DirectX 11 using C++ and HLSL. Before proceeding with this tutorial you should first have a clear understanding of the following concepts:…
原文:Introduction to 3D Game Programming with DirectX 12 学习笔记之 --- 第六章:在Direct3D中绘制 代码工程地址: https://github.com/jiabaodan/Direct12BookReadingNotes 学习目标 熟悉Direct3D接口的定义,保存和绘制几何数据 : 学习编写基本的顶点和像素着色器: 学习使用渲染流水线状态对象来配置渲染流水线: 理解如何创建常数缓存数据(constant buffer data…
https://www.quora.com/How-do-I-learn-mathematics-for-machine-learning   How do I learn mathematics for machine learning? Promoted by Time Doctor Software for productivity tracking. Time tracking and productivity improvement software with screenshots…
这两天勉勉强强把一个shadowmap的demo做出来了.参考资料多,苦头可不少.Shadow Map技术是目前与Shadow Volume技术并行的传统阴影渲染技术,而且在游戏领域可谓占很大优势.本篇是第一辑.——ZwqXin.comShadow Map的原理很简单,但是实现起来到处是雷.当然这只是我的体会.恩,不过就是“从光源处看场景,那些看不见的区域全部都该是阴影”.很容易看出,与针对 特定模型的Shadow Volume不同,Shadow Map是针对场景的.这就是说,对一个光源应用一次…
1.ambient light 之前的shader里面, 方向光会加上ambient 的计算. 但是如果没有方向光, 就没有ambient. 这是把全局方向光改为点光源之后发现的, 因为透明物体的forward shading是正常的, 其他的全是黑的. 解决方法: 如果没有方向光, 就专门画一个单独quad来计算ambient lighting. //GBuffer color float2 colorUV = UV * colorUVSpace.zw + colorUVSpace.xy; f…
Introductory guide to Generative Adversarial Networks (GANs) and their promise! Introduction Neural Networks have made great progress. They now recognize images and voice at levels comparable to humans. They are also able to understand natural langua…
转自:http://blog.csdn.net/panda1234lee/article/details/60960846 算法较简单,首先来看 Base color 部分: 就是将对事先准备好的三张纹理进行线性插值,其中 Mask 为遮罩纹理 接着再来看 Emissive Color 部分: 算法也很简单,即随着时间的变化,经过变化的常量颜色和遮罩纹理进行线性插值,然后结果传入 Emissive Color(基于物理的渲染中,Emissive Color 决定了这个材质有多亮) 总览图 附:基…
Puppet's Commands Puppet’s command line interface consists of a single puppet command with many subcommands. Puppet’s companion utilities, Facter and Hiera, have their own command line interfaces, which differ slightly from Puppet’s. Core Services Th…
原文地址:http://techblog.netflix.com/2016/09/zuul-2-netflix-journey-to-asynchronous.html We recently made a major architectural change to Zuul, our cloud gateway. Did anyone even notice!?  Probably not... Zuul 2 does the same thing that its predecessor d…
The Rise of Meta Learning 2019-10-18 06:48:37 This blog is from: https://towardsdatascience.com/the-rise-of-meta-learning-9c61ffac8564 Connor Shorten Follow Oct 16 · 9 min read   https://openai.com/blog/solving-rubiks-cube/ Meta-Learning describes th…
Welcome back. This time we’re actually gonna see triangles being rasterized – finally! But before we can rasterize triangles, we need to do triangle setup, and before I can discuss triangle setup, I need to explain what we’re setting things up for; i…
By now almost everyone has heard of so-called zero-copy functionality under Linux, but I often run into people who don't have a full understanding of the subject. Because of this, I decided to write a few articles that dig into the matter a bit deepe…
// How iOS app MVC works View, Window, AppDelegate ViewController, RootViewController // On Pixel VS Point The 'point' (pt) on the other hand is a unit of length, commonly used to measure the height of a font, but technically capable of measuring any…
As the role of the CISO continues to evolve within organizations towards that of an executive level position, we see a growing emphasis on traditional business administration skills over the more technical skills that previously defined the top secur…
An Attempt to Understand Boosting Algorithm(s) WELCOME! Here you will find daily news and tutorials about R, contributed by over 573 bloggers. There are many ways tofollow us - By e-mail:  On Facebook: If you are an R blogger yourself you are invited…
由于semantic的使用,我们有理由相信 vertex shader的output 和 pixel shader的input是按照semantic来匹配的,而跟传入顺序无关.印象dx9时代是这样. 虽然习惯上使用共用的sruct (VS_OUTPUT)来保证senamtic修改的同步,便于维护,但这个不是必须的. 但是最近工作中,在UE4的dx11上写自定义shader,因为VS和PS分开两文件,所以干脆没有用struct,而是直接写到parameter 里,但是遇到一个诡异的问题:参数的值不…
======================Barycentric interpolation====================================== <1>2d/3d Check point in triangle test float areas(vector p1;vector p2;vector p3) { return length(cross(p1-p2,p3-p2)) * 0.5f; } int ptInTri(vector inpt;vector p1;ve…
原文地址:http://colah.github.io/posts/2014-07-Conv-Nets-Modular/ Conv Nets: A Modular Perspective Posted on July 8, 2014 neural networks, deep learning, convolutional neural networks, modular neural networks Introduction In the last few years, deep neura…
Verilog-1995中规定的数据类型有:变量(reg), 线网(wire), 32位有符号数(integer), 64位无符号数(time), 浮点数(real). SV扩展了reg类型为logic,除了reg类型的功能外,可以用在连续赋值,门单元和模块所驱动.但是不能用在双向总线建模,不能有多点驱动. 其他数据类型:无符号双状态  bit, 有符号双状态32位   int, 有符号双状态8位     byte,                            //可以用内置函数  $…
Converting a fisheye image into a panoramic, spherical or perspective projection Written by Paul Bourke November 2004 The source code implementing the projections below is only availableon request for a small fee. It includes a demo application and a…
TPO-13 C1 Understand the assignment in psychology course 第 1 段 1.listen to a conversation between a student and his psychology professor 听一个学生和他的心理学教授之间的对话. 第 2 段 1.Good afternoon, Alex, can I help you with something? 下午好,亚历克斯. 我可以帮助您吗? 第 3 段 1.Well,…
http://xboxforums.create.msdn.com/forums/t/61448.aspx I'm currently porting a number of custom MFC CStatic-derived controls from GDI+ to Direct2D. I've noticed when drawing horizontal and vertical lines with a 1 pixel wide stroke that the lines are i…
perspective 属性定义 3D 元素距视图的距离,以像素计.该属性允许改变 3D 元素查看 3D 元素的视图.当为元素定义 perspective 属性时,其子元素会获得透视效果,而不是元素本身.当perspective:none/0;时,相当于没有设perspective(length).比如要建立一个小立方体,长宽高都是200px.如果perspective < 200px ,那就相当于站在盒子里面看的结果,如果perspective 非常大那就是站在非常远的地方看(立方体已经成了小…
perspective字面意思是:透视. 在w3school中它的解释为:设置元素被查看位置的视图:通俗讲,就是我们看看一个物体的所处的视角,近大远小.就比如我们正对着电脑:当我无限贴近电脑屏幕的时候,电脑的屏幕就无限大:当我们站起来远离电脑的时候,电脑的屏幕就无限变小. 如果我们不要perspective这个属性的话,那么你看到的就不再是一个矩形的旋转,而是一个矩形逐渐变窄,然后逐渐变宽,因为他没有透视(perspective). perspective属性的值是一个数字,他有2种实现方法:…
Opengl中矩阵和perspective/ortho的相互转换 定义矩阵 Opengl变换需要用四维矩阵.我们来定义这样的矩阵. +BIT祝威+悄悄在此留下版了个权的信息说: 四维向量 首先,我们定义一个四维向量vec4. /// <summary> /// Represents a four dimensional vector. /// </summary> public struct vec4 { public float x; public float y; public…
Atitit  图像处理Depixelizing Pixel Art像素风格画的矢量化 在去年的时候,偶然看到hqx算法. 一个高质量的插值放大算法. 与双线性插值等插值算法相比,这个算法放大后对人眼保护相对比较好. 没有双线性插值看起来模糊,固然,也抽空把算法简单优化了一下. 常规的图像填充采样放大 "经典"的图像填充采样放大,应用线性滤波器,或导出于分析插值理论.或导出于信号处理理论.使用滤波器的实例,比如"最近邻,Bicubic和Lancosz [ Wolberg 19…
To see data in the SQL Server Utility dashboard, select the top node in the Utility Explorer tree - labeled "Utility<UCP_Name>\(ComputerName\UCP)."  The dashboard includes summary and detail data from all managed instances of SQL Server an…
片元着色器(Fragment Shader)被称为像素着色器(Pixel Shader),但片元着色器是一个更合适的名字, 因为此时的片元并不是一个真正意义上的像素.…