never use virtual function for primitives!

never use virtual function for primitives!why?they are memory-consuming!each primitive will contain a table of virtual function pointers, and you will usually have a river of primitives!so, use virtual function for primitive operator instead! this

a test example for eray

       #include "eray.h"    ei_verbose( on );    ei_link( "base" );    ei_options( "opt" );        ei_samples( -1, 1 );        ei_contrast( .1, .1, .1 );        ei_trace_depth( 2, 2 );    ei_end_options();    ei_camera( "cam1" );        ei_frame( 1 )

你們這些盜密碼,放病毒的傢伙,只能用一個賤字來形容!

QQ密碼被盜了N次,電腦一上網就算不開網頁都會中毒,我承認我沒裝殺毒軟體,但是我就不明白乾這些事情對你們有什麼好處?很開心嗎?人生就這樣有意義了?在我看來你們活得毫無意義,做的都是一些低級的罪惡的庸俗的下三濫的事情,只會讓你們的人生更加齷齪!你們這些傢伙,只能用一個賤字來形容!我就不明白了,網路社會裡面,大家和和睦睦和平相處不是很好嗎?既然現實社會那麼骯髒黑暗,為什麼不讓網路社會像我們的夢想一樣純潔一些,理想化一些呢?你們就非要破壞毀滅世界上所有的美好嗎?你們的人生就是這樣虛度?浪費光陰在這種事

試用了ZBrush 3.0和Mudbox 1.0

功能上感覺ZBrush 3.0比Mudbox 1.0要強很多很多……雖然Mudbox 1.0操作類似Maya,容易上手,但是使用以後,會發現局限也很多……ZBrush 3.0的思路比較獨特,雖然上手更困難一點,但是一旦熟悉,就會逐漸發現這個軟體的諸多神奇之處,局限性更小的多……這是我第一次用ZBrush 3.0做的東西,見笑了: 這是第二次用ZBrush 3.0做的圖,不懂怎麼鏡像:

Tips on Hair and Final gathering

When rendering hair with the raytracer, mental ray uses the ray origin to generate a temporary, flat surface which is as ray-facing as possible while lying on the hair axis. A corresponding normal is generated. When rendering with the rasterizer,

a simple test of MemMan

 #include "stdafx.h"#include "memman3_def.h"using namespace std;class Page {    //    16public:    int        author;    int        date;    int        title;    int        text;};class Wiki : public mem::resource {public:    Wiki() : mem::resource( 

《執著》英文版

I don't wanna live without you anymore.I wish within my eyes, there always will be you inside. We are both too young to choose our lives.It's not our faults, but we have to taste the tears. Sometimes I really truely wanna give up myself.Letting me

Quaternion Interpolation and Matrix

在以前涉及的程式中,處理物體的旋轉通常是用的矩陣的形式。由於硬體在紋理映射和光柵化上的加強,程式員可以將更多的CPU周期用於物理類比等工作,這樣將使得程式更為逼真。 一,原文出處: http://www.gamasutra.com/features/19980703/quaternions_01.htm 二,摘錄: 有三種辦法表示旋轉:矩陣表示,歐拉角表示,以及四元組表示。矩陣,歐拉角標記法在處理插值的時候會遇到麻煩。There are many ways to represent the

總結一下近期辦完的事情

這段時間辦完了很多頭疼的事情,總結如下:1. 體能測試通過了,痛哭流涕啊...2. 提交了報告,艱辛啊...3. 完成了論文和答辯,糾結啊...4. 幫某人寫好了論文,我容易麼我...5. 幫某人製作好了配樂,累死我啦...6. 找到領導簽字了,領導真難找啊...7. 賠償了圖書館的書,總共花了將近150塊錢,心痛啊...8. 填好了檔案袋,麻煩哪...總之一直在路上奔忙。。。心力憔悴。。。要感謝某人一直在身邊協助我。。。

Glossy reflections/refractions in large scene

Start rendering...Running process...Approximating time: 0 hours 0 minutes 0.014999 seconds.Running process...BSP construction time: 0 hours 0 minutes 3.067001 seconds.Final gathering time: 0 hours 0 minutes 0.000000 seconds.Running

esl primary code

namespace esl {    class shader {    public:        virtual int query() = 0;        virtual void deletethis() = 0;    };    class surface : public shader {    public:        virtual int query()        {            return default_surface_query;       

MAX SDK Part For Geometry Instancing

int Instance::Update(TimeValue t, View& vw, CJRenderer* pRenderer){    FreeAll();    // Check visibility    vis = pNode->GetVisibility(t);    if (vis < 0.0f) {        vis = 0.0f;        SetFlag(INST_HIDE, 1);        return 1;    }    if (vi

How to compute ray differentials for parametric curves

Assume a parametric curve can be denoted by P(t), any attribute T can be interpolated linearly with: T = (1 - t) * T0 + t * T1  (1) T0 is the attribute at t=0, and T1 is the attribute at t=1. Differentiate equation (1) we have: dTdx = (T1 - T0) *

母校重遊:五中也沒那麼監獄

之前很多人說五中現在變成了一個監獄,說得那麼恐怖,害我一個早晨都在糾結於要不要去逛一逛,十分擔心被攔在門外或者關在裡面出不來或者被抓到校長辦公室去,於是設想出各種辦法來喬裝成在校生,終於還是覺得難度太大不靠譜。若干年前和一群朋友夜訪五中被困並與老師發生爭執的不愉快記憶依稀在目,終究一個早晨都沒有實施這個計劃。下午一覺醒來,終於在空虛寂寞無聊的折磨下不得不硬著頭皮採取行動了,反正無論怎樣我都沒啥損失,於是隻身前往母校。校門前依舊是熟悉的小賣鋪,道路旁依然能望見山坡下透藍的遊泳池,路邊的梧桐依舊凋零

十分不幸的被點名了,無奈的回答一下

我的QQ空間被某人加了密碼,我自己都進不去了,十分無奈,只好寫到這裡了,不算犯規吧?1.如果給你次機會..下輩子做男人還女人還是不做人了?男人2.最希望從朋友(不包括愛人)那裡得到什麼? 支援3.最近最鬱悶的事? 忙 4.你認爲什麽事情最浪漫? 騎單車5.最受不了自己的哪個缺點? 醜6.最近最快樂的事? 騎單車7.怎麼面對另一半的過去曆史? 忽略8.說出點你名的人的3個優點(不可刪除此題)善良,純真,可愛9.最喜歡什麼東西? 藝術10.單身好還是戀愛好?為什麼? 單身好,沒人煩我11. 覺得點你

The major refactoring plan

1. Move depth controlling code out of RayEngine. --Done2. Convert the implementation of RayEngine from FileReader based into DataArray based. --Done3. Use single-linked list to optimize sample_list.push_back for each pixel. --Done4. Implement RC_RAY

The Simplest RT

The Simplest RTData Structure: CodeCode highlighting produced by Actipro CodeHighlighter (freeware)http://www.CodeHighlighter.com/-->class e_RayTriangle {public:    e_RayGPIndex    source_inst;    //      2    e_RayGPIndex    source_prim;    //      

New Single Released: Confessions

Confessions Composed by Len Lyric: verse 1:when you fell apart,i was always the one,who was healing your heart.when you can't find the way,i'll always be there.no matter it's stormy,or somewhere we've never been.we both believe,that we'll finally

Database Module(from miGAPlib)

  Database Module (DB)IntroductionThe database is a common repository for data. The most important application is the scene data, but it can keep auxiliary data such as function declarations and frame buffers. The DB module has calls to create a

開始學習GLSL

There are three types of inputs and outputs in a shader: uniforms, attributes and varyings. Uniforms are values which do not change during a rendering, for example the light position or the light color. Uniforms are available in vertex and fragment

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