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Silverlight C # Game Development: L2 custom Model import

The Geometries of Balder provides many existing models, such as cubes and columns. However, when developing games, we usually use 3D design tools to create custom 3D models, this article describes how to import and display a custom 3D model. First, let's look at the built-in Geometries model. You can view it in the object browser or Geometries. The Heightmap in it will be introduced later. This time we will mainly introduce Mesh (Mesh object) and use it to import custom models. Then, prepare a

Managed DirectX (chapter 5)

cylinder in the z direction; slices indicates the number of segments along the central axis, and stacks indicates the number of "heaps" along the main axis. (Note: similar to the number of blocks in the horizontal and vertical directions divided by longitude and weft.) mesh = mesh. polygon (device, 2.0f, 8); Length indicates the length of each side of the polygon, and sides indicates the number of edges mesh = mesh. sphere (device, 2.0f, 36, 36); radius indicates the sphere radius. The meanings

The frequently used model in computer graphics

, when it was proposed.Test Site: http://www.cc.gatech.edu/~turk/bunny/bunny.html3, Utah teapotUtah teapot. Or Neuville teapot, is widely used in the computer graphics academic reference objects. The styling comes from a simple teapot that is common in life. It is made into a mathematical model with solid, cylindrical and partial surfaces.The

OpenGL cg07-toon shader

This tutorial introducesToon shader)Method,Cartoon rendering is a non-photorealistic rendering or a type. Cartoon rendering an object looks like a cartoon painting. Here is a simple method for rendering cartoon effects. Unlike general light rendering, the color transition between the pixels of objects rendered by cartoon effects is a step function, the color transition of objects rendered by light is a smooth continuous function. Figure 1 compares the cartoon rendering with the pixel-based rende

3D mathematics-matrix and linear transformation

of imagining a matrix in 2D is to imagine the "L" shape composed of row vectors. In this example, we can clearly see that,MIt indicates that the part is rotated 26 degrees counter-clockwise. Of course, all vectors are affected by linear transformation, not just base vectors. The most intuitive impression of transformation can be obtained from the "L" shape, the Complete 2D parallelogram composed of the base vector helps to further see the impact of the transformation on other vectors, as shown

[Graphic image] C ++ implemented software Grating

Gouraud ). Each pixel calculates light separately. 2nd sheets: The colors are flat, Gouraud, and Phong respectively. Compared to the 1st images, the mirror light is added (note that the white spot appears in many places of the teapot ). 3rd sheets: Texture is introduced on the basis of the previous one. Pay attention to the spot on the nozzle. The depth buffer is not enabled for this group of images, so the display is incorrect. 4th sheets: High

OpenGL Zero-based coordinate transformation

,gldouble Centerz,//(Centerx,centery,centerz) The point of gaze, and the connection between the viewpoints to form a gaze direction; //(UPX,UPY,UPZ) upward direction, that is, the direction of the head );Point of view than a person's eyes, when the eyes look at the object, when the head (standing) to see the object and head to the ground (upside down) See the object is not the same. You can also tilt the head left and right to look at objects from different angles. So, Glulookat's upward vec

A small demo of the Development Diary (a)

analysis. Probably... Can make a slime that is growing up. In order to make the leaves look a little better, I hope I can control the calculation of the light myself.and Unity's pbr/gi I don't have the confidence to be stuck on surface. Still ugly. In order to have a good sky and day and night alternating, I hope I can figure out what the whole sky is like.And the stuff in the asset store is too expensive. If you can afford it, write it by yourself (by mistake. ...... (PBR: A r

High-pass AR model operation related

The following FAQs address the most common issues and topics in Vuforia SDK samples and the use of OpenGL ES. How to replace the teapot 3D model: Https://developer.vuforia.com/fo ... do-i-replace-teapot How to rotate the teapot 3D model: Https://developer.vuforia.com/fo ... can-i-rotate-teapot How to move a 3

Interesting code and interesting code

Interesting code and interesting code Package ex01.pyrmont; public class Son extends Father {public void a () {System. out. println ("a from son"); super. a ();} public void B () {System. out. println ("B from son");} public static void main (String [] args) {Son son Son = new son (); son. a ();}} Package ex01.pyrmont; public class Father {public void a () {System. out. println ("a from father"); B ();} public void B () {System. out. println ("B from father ");}} What will be output a

Flash realization of simple virtual reality: Product Display effect

  Effect Demo: Use the mouse to drag on the teapot to see the effect! Forget when in where to see a rotating effect, the brain is hot, just I just learned a little 3DMAX, I imitated such a super simple super naïve effect. I hope we can borrow methods do not borrow effect, or I have become a sinner, fraught may not be good, good, I immediately introduce the general practice: First of all you want to 3DMAX, not too strong, I am also rookie level, but w

The coordinate transformation of OpenGL learning (UP)

) viewpoint; gldouble CenterX, Gldouble centery,gldouble centerz,//(Centerx,centery,centerz) The point of gaze, and the connection between the viewpoints to form a gaze direction; gldouble upx,gldouble Upy , Gldouble Upz//(UPX,UPY,UPZ) upward direction, that is, the direction of the head);Point of view than a person's eyes, when the eyes look at the object, when the head (standing) to see the object and head to the ground (upside down) See the object is not the same. You can also tilt the

How the matrix transforms the vector

imagine an "L" shape consisting of a row vector. In this example, it is clear to see that the partial transformation ofM represents a counterclockwise rotation of 26 degrees. Of course, all vectors are affected by linear transformations, not just the base vectors, from the "L" shape can be transformed the most intuitive impression, the base vector composition of the entire 2D parallelogram painting complete to help further see the effect of the transformation on other vectors, 7.2: Parallelogr

3D mathematics-GEOMETRIC INTERPRETATION OF MATRICES

composed of row vectors. In this example, we can clearly see that,MIt indicates that the part is rotated 26 degrees counter-clockwise. Of course, all vectors are affected by linear transformation, not just base vectors. The most intuitive impression of transformation can be obtained from the "L" shape, the Complete 2D parallelogram composed of the base vector helps to further see the impact of the transformation on other vectors, as shown in Figure 7.2: The parallelogram is called a deflection

DirectX 9.0 (6) Spotlight

the blog that tells reflected Light. Instance parsing Well, the theory is over. Below, we use the spotlight to make a simple demo. Similarly, we use a teapot prototype to do it. We draw a teapot on the x-z plane so that when the spotlight gathers in a certain part, it can be seen clearly. Here is the code that draws a teapot: void Cubedemo::d raw () {//set the

Lost Device)

,// D3dpool_managed, // does not have to be properly released before calling idirect3ddevice9: resetD3dpool_default, // must be released properly before calling idirect3ddevice9: reset G_pvertexbuffer, null );Void * pvertices = NULL;G_pvertexbuffer-> lock (0, sizeof (g_quadvertices), (void **) pvertices, 0 );Memcpy (pvertices, g_quadvertices, sizeof (g_quadvertices ));G_pvertexbuffer-> unlock ();//// Create a mesh object...//// Note: When a device is lost, meshes created using d3dxmesh_dynamic/

Part of the process drawn by OSG (to be modified )????????????

_ camera-> getfinaldrawcallback ()) { // If we have a camera with a final callback invoke it. (* (_ Camera-> getfinaldrawcallback () (renderinfo ); } } ================================ Void renderstage: drawimplementation (OSG: renderinfo Renderinfo, renderleaf * previous) { If (_ clearmask gl_depth_buffer_bit) { Glcleardepth (_ cleardepth ); Gldepthmask (gl_true ); State. haveappliedattribute (OSG: stateattribute: depth ); } If (_ clearmask gl_stencil_buffer_bit) { Glclearstenpencil (_ c

Secret rules on the wine table, men will learn, women will know!

the room, let's sit down and reserve tea. Before brewing tea, you must clean the tea set, especially the unused tea set for a long time. It is inevitable that the tea set will be stained with dust and dirt. You must wash the tea with clear water carefully. Before brewing and pouring tea, it is best to boil the teapot and cup with boiling water. In this way, it is both hygienic and polite. It is impolite to pour tea to the guests regardless of whether

God knows what a d3d device is missing and what it will do after it is lost...

; createvertexbuffer (4 * sizeof (quadvertex ),D3dusage_writeonly,Quadvertex: fvf_flags,// D3dpool_managed, // does not have to be properly released before calling idirect3ddevice9: resetD3dpool_default, // must be released properly before calling idirect3ddevice9: reset G_pvertexbuffer, null );Void * pvertices = NULL;G_pvertexbuffer-> lock (0, sizeof (g_quadvertices), (void **) pvertices, 0 );Memcpy (pvertices, g_quadvertices, sizeof (g_quadvertices ));G_pvertexbuffer-> unlock ();//// Create a

Dinner men must learn what women know

the host has not finished, the guest cannot leave the room first. About toast 1. The master honors the guests.2. Provide guests with respect to the guests.3. Return to the primary guest.4. treat each other with respect. Remember: It is very rude and disrespectful to the master that the guest will never give up on. 4 -- pour tea The tea training mentioned here applies both to customers visiting the company and to business tables. First, clean the tea set. After the guest enters the room, let's

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