Bump mapping is very much like Texture mapping. However, where Texture Mapping added colour to a polygon, Bump Mapping adds, what appears to is surface roughness. This can has a dramatic effect on the look of a polygonal object. Bump Mapping can add minute detail to an object which would otherwise require a large number of polygons. Note that the polygon was stil
The safety introduction of bump bar:
First into the bump bar of friends, registration requires the user to face recognition, because the bump bar has extremely strict privacy protection: strict user privacy protection, users of all the chat information system will be automatically deleted after 1 hours; and for high-end users to provide the stealth func
1. The following is a simple introduction to what is called bump Mapping.Bump mapping is also called bump mapping, in the current graphics processing and games are very popular (we should have played Halflife-2 or doom it? )。 The biggest difference between a bump map and a normal map is that each pixel in the bump map
Bump mapping is a illumination technique used to disturb the surface vector of an object at the pixel level. It simulates the object's "bumps" by changing the light calculation ". A paper first published by Jim BlinN named "simulation of wrinkled surfaces" by bump mapping. blinN uses a grayscale height map to simulate the disturbance of the surface normal vector of an object. so what is
I_dovelemonDate: 2014/9/7Source: Csdn BlogTopics: Bump Mapping, Tangent Space, Normal map, Height mapIntroductionWe know that in the real world, the surface of any object is not very smooth, this rough surface effect, the light source will be illuminated by the feeling of darkness. So how do you simulate this effect in 3D graphics? Is the modeling method used to build a rough surface for the surface of the model? This method is difficult to make real
The purpose of this tutorial is to help those who are interested in graphic rendering technology but suffer from finding free Chinese learning materials. None of my colleagues engaged in computer science have learned the basic operations of WINDOWS, and my computer technology has been completely self-taught step by step, the programming history of computing has been nearly five years. I often spend more than half of my learning time querying learning materials (I remember that it took nearly two
First look at the final effect:Our original artwork is a 3D model:This effect is achieved through shader:(Shader code from foreign blogs: http://www.thomas-joncorpuz.com/blog/2014/11/30/custom-unity-2d-sprite-shader)Shader "Custom/spritenormal" {Properties {[perrendererdata] _maintex ("Sprite Texture", 2D) = "White" {} _normalstex ("Sprite Normals", 2D) = "Bump" {} _ramp ("Shading Ramp", 2D) = "White" {} _color ("Tint", Col OR) = (1,1,1,1) [Materialt
Release date:Updated on:
Affected Systems:Squid 3.xDescription:--------------------------------------------------------------------------------Bugtraq id: 66112CVE (CAN) ID: CVE-2014-0128
Squid is an efficient Web Cache and proxy program.
An error exists in the status management implementation of SSL-Bump in versions earlier than Squid 3.3.12 and 3.4.4, which can be maliciously exploited to cause assertion failure through specially crafted HTTPS re
I_dovelemonDate: 2014/9/13Source: CSDNTopics: Bump Mapping, Tangent Space, Normal map, Height mapIntroductionIn the previous article, I described how to create a normal map from a height diagram. And promises to tell you about the important tools in 3D geometry, tangent space, in the background. Today, we are here to tell you about the next part of the work.Tangent SpaceAs we know, in the previous article, the normals in the described normal map are i
Source code: http://yanonsoftware.googlepages.com/ShaderSimpler.zip
Generate normal map from textureNormal map must be generated from the height map corresponding to a color map. In order to calculate the I, J point's normal, we can first calculate the S, T direction Tangent Vector Based on the height difference:S (I, j) = T (I, j) = A is a scaling factor. Normal can be obtained from the two tangent vectors.N (I, j) = normalize (Cross (S, T) = cross (S, T)/length (Cross (S, T) = You can then sto
ArticleDirectory
1. Use redis as a message queue
2. Use redis as the log collector
3. Store social relationships
4. Used as the cache Layer
5. About persistence
6. Problems with using MongoDB
Here, bump is the app that can exchange information when a mobile phone is touched. This article is fromBumpDeveloper blog, they described their own useRedisMethods, as well as some experience in the use process, includingMongoDB
First look at the effect:Watermark/2/text/ahr0cdovl2jsb2cuy3nkbi5uzxqv/font/5a6l5l2t/fontsize/400/fill/i0jbqkfcma==/dissolve/70/gravity /center ">Our original artwork is a 3D model:Watermark/2/text/ahr0cdovl2jsb2cuy3nkbi5uzxqv/font/5a6l5l2t/fontsize/400/fill/i0jbqkfcma==/dissolve/70/gravity /center ">This effect is achieved through shader:(Shader code from foreign blogs: http://www.thomas-joncorpuz.com/blog/2014/11/30/custom-unity-2d-sprite-shader)Shader "Custom/spritenormal" {Properties {[perre
Original document: Http://docs.diladele.com/administrator_guide_3_4/installation_and_removal/filtering_https.htmlFeel squid configuration messy, different version parameters, configuration methods are not the same, so I want to test https+icap function, I found this 3.3.8 version of the configuration method, but there are still some parameters missing. So if you do not set the ACL, I should be able to use this configuration. I have added this configuration on the original configuration:Ssl_bump
everythingAll of the are left are to render everything. For this example we "interested in animations" or anything so we can make a "a" to the renderer:Renderer. Render (scene, camera); And the result is as a saw in the beginning. The following image shows a different example. This time we once again show the population density, and now the height of represents the land area of the municipality.I ' m currently creating a new set of Geojson data, but this time for the whole of Europe. So in the
;Head>Body> Div> H1class= "Convex">Moral sutraH1> Div> Div> H1class= "Sunken">Diamond SutraH1> Div>Body>HTML>EffectCSS3 excellent, worth learning.Learning resources: www.w3cschool.cn + itcast and Itheima video library + Pure Heart.If you have public resources, can share to me, with your resources to learn also can.Blog post is to watch the video, into thinking written. It's good that the teacher speaks well. Blog bad, is to give the most bitter not serious.CSS3 Basic Te
35 _ Zhang Xiaoxiang Java high-tech _ adding various attributes for annotation, Zhang Xiaoxiang high-tech
The reason why annotations are so powerful is that they have attributes.
Annotations are similar to interfaces, and attributes are similar to methods.
What are annotation attributes?
An annotation is equivalent to a badge. If you have a badge on your chest, it is the students of th
Front-end questions of chinansoft high-tech WEB and front-end questions of chinansoft high-tech web
For a friend's interview question, Baidu once looked at this soft high-tech seems to be a training institution... The answer below is my understanding and is for reference only.
HTML + CSS
1. Can you explain the css box model?
There are two types of box models: IE
reprinted from the Wind Yu Chong Unity3d Tutorial CollegeThis lecture is divided into two partsOne: PrincipleTwo: Realize One: Principle(1) Eyes and lightLet's take a look at a rough surface. from a distance, the only evidence that you can judge this object to be rough is that the brightness on its surface changes. Your brain can get these light and dark patterns, and then determine that they are part of the surface that has a bump. This is illustrat
The BitmapEffect bitmap effect is a simple pixel processing operation. It can present several special effects.
Bevelbitmapeffect Bump Effectblurbitmapeffect Blur effectDropshadowbitmapeffect Projection Effectembossbitmapeffect emboss effectouterglowbitmapeffect Color Glow Effect
Bevelbitmapeffect
Bevelwidth= "20"Edgeprofile= "Curvedin"lightangle= "330"relief= "0.4"smoothness= "0.5"/>
Bevelbitmapeffect Property Bevelwidth
Set
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