派博傳思國際中心

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作者: 瘦削    時間: 2025-3-21 17:56
書目名稱Graphics Programming in C++影響因子(影響力)




書目名稱Graphics Programming in C++影響因子(影響力)學科排名




書目名稱Graphics Programming in C++網絡公開度




書目名稱Graphics Programming in C++網絡公開度學科排名




書目名稱Graphics Programming in C++被引頻次




書目名稱Graphics Programming in C++被引頻次學科排名




書目名稱Graphics Programming in C++年度引用




書目名稱Graphics Programming in C++年度引用學科排名




書目名稱Graphics Programming in C++讀者反饋




書目名稱Graphics Programming in C++讀者反饋學科排名





作者: pacifist    時間: 2025-3-21 22:36

作者: 無可非議    時間: 2025-3-22 04:20

作者: 自戀    時間: 2025-3-22 08:01
Pens and Brushes, to support such an application now need to be investigated a little more deeply. This chapter introduces the Graphics Device Interface (GDI) and discusses how it may be applied to the creation of graphical images. The following topics are covered in some detail:
作者: 注射器    時間: 2025-3-22 09:19
Bitmaps, of bitmaps is required. A bitmap represents a graphical image — the structure and colour information for the image are encoded by the bitmap as a collection of bits. Bitmaps are fundamental to practically all the graphical techniques presented throughout the remainder of this book (whether they inv
作者: indicate    時間: 2025-3-22 16:22
Palettes,ted — with enough bits per pixel a computer image can encode its colour information directly into the image bits and no palette is required. Nowadays computer displays provide a variety of colour modes, some that work with a palette and some that do not — to achieve the best performance a graphics a
作者: indicate    時間: 2025-3-22 19:50
Sprite Animation,hese building blocks. In particular the chapter discusses the 2D images known as ‘sprites’ which move independently about the screen — later chapters will develop techniques for generating the computer representation of an entire 3D virtual world. Nonetheless, the essential animation techniques cove
作者: nitric-oxide    時間: 2025-3-23 00:52
Wire-Frame Graphics,exploration of new graphical algorithms by creating wire-frame images of 3D objects. Indeed this is the first step in producing a graphical representation of an entire virtual world — the remaining chapters in the book continue to develop this idea. The key topics covered here include:
作者: 露天歷史劇    時間: 2025-3-23 04:54

作者: deforestation    時間: 2025-3-23 06:24
Assembly Language Programming,x images which must be updated in real-time it may be necessary to replace some of the C++ code with an assembly language equivalent. The assembly language instruction set is closely connected to the actual machine code executed by the computer — it is therefore possible to approach the optimum util
作者: transdermal    時間: 2025-3-23 13:31

作者: Engaging    時間: 2025-3-23 17:41
Projection of the Viewing Volume,d — this chapter shows how to integrate the 3D representations with the 2D drawing code by detailing the 3D-to-2D projection process. The ‘viewing volume’ describes a region of space which contains all the points from the virtual world that will appear in the projected 2D image. Once the projection
作者: 星球的光亮度    時間: 2025-3-23 21:19

作者: 紋章    時間: 2025-3-24 02:04

作者: Allure    時間: 2025-3-24 04:34
In Motion,e the viewpoint from which the scene is observed. Each virtual object or observer may be assigned its own independent frame of reference defined by a local coordinate system — the local coordinate frames move rigidly through the 3D world by tracking the motion of the associated object or observer. T
作者: 不能平靜    時間: 2025-3-24 09:56
Multi-media Document Translations. A Windows 98 program must operate by processing the messages that it is sent — these messages originate with user input and are subsequently translated by the operating system before being passed to the program. The message-based approach contrasts strongly with the more traditional technique of
作者: Cabg318    時間: 2025-3-24 14:41

作者: 動機    時間: 2025-3-24 17:54
https://doi.org/10.1007/978-1-4419-8837-9 communicate by passing messages from one object to another — each object only has to concern itself with handling the messages it receives and then sending out suitable replies. The process is very similar to the way in which windows operate under Windows 98 and so it is natural to associate each w
作者: licence    時間: 2025-3-24 20:20
https://doi.org/10.1007/978-0-85729-652-8 to support such an application now need to be investigated a little more deeply. This chapter introduces the Graphics Device Interface (GDI) and discusses how it may be applied to the creation of graphical images. The following topics are covered in some detail:
作者: GRIEF    時間: 2025-3-25 02:37

作者: fertilizer    時間: 2025-3-25 06:32
Massimiliano‘Caramia,Paolo Dell′Olmoted — with enough bits per pixel a computer image can encode its colour information directly into the image bits and no palette is required. Nowadays computer displays provide a variety of colour modes, some that work with a palette and some that do not — to achieve the best performance a graphics a
作者: Mindfulness    時間: 2025-3-25 10:29
https://doi.org/10.1007/978-3-319-91204-2hese building blocks. In particular the chapter discusses the 2D images known as ‘sprites’ which move independently about the screen — later chapters will develop techniques for generating the computer representation of an entire 3D virtual world. Nonetheless, the essential animation techniques cove
作者: NICHE    時間: 2025-3-25 14:24

作者: 膝蓋    時間: 2025-3-25 17:43
Multi-sensor Fusion for Autonomous Drivingl build on this foundation to create images which contain polygons filled with solid colour. The line-drawing code of the previous chapter is used here to calculate the outline of a polygon — this outline can be filled with coloured pixels in an efficient manner. The essential topics include:
作者: Phonophobia    時間: 2025-3-25 20:30

作者: majestic    時間: 2025-3-26 02:22

作者: apiary    時間: 2025-3-26 07:39

作者: Veneer    時間: 2025-3-26 08:42
David Everitt,Michael Rumsewiczes overlap. In the real world nearby objects will obscure those in the distance — modelling this effect in projected images of the virtual world requires that pixels projected from obscured portions of an object do not appear in the final image. This is the process of ‘hidden pixel removal’ and it f
作者: 發(fā)炎    時間: 2025-3-26 14:53

作者: colony    時間: 2025-3-26 19:09
https://doi.org/10.1007/978-1-4615-5607-7e the viewpoint from which the scene is observed. Each virtual object or observer may be assigned its own independent frame of reference defined by a local coordinate system — the local coordinate frames move rigidly through the 3D world by tracking the motion of the associated object or observer. T
作者: 剛開始    時間: 2025-3-26 21:16
Multi-media Document Translationallowing the program to dictate step-by-step the range of acceptable inputs — the Windows 98 operating system gives the user much more control. This chapter describes the following essential concepts:
作者: Meander    時間: 2025-3-27 04:18

作者: BIDE    時間: 2025-3-27 08:59
Message-Based Programming,allowing the program to dictate step-by-step the range of acceptable inputs — the Windows 98 operating system gives the user much more control. This chapter describes the following essential concepts:
作者: Facet-Joints    時間: 2025-3-27 11:53

作者: Gyrate    時間: 2025-3-27 15:08

作者: galley    時間: 2025-3-27 17:53

作者: Suppository    時間: 2025-3-28 01:05

作者: Abbreviate    時間: 2025-3-28 02:44

作者: 騷擾    時間: 2025-3-28 10:09

作者: obnoxious    時間: 2025-3-28 10:35
Anatoly Lisnianski,Ilia Frenkel,Yi Dingume’ describes a region of space which contains all the points from the virtual world that will appear in the projected 2D image. Once the projection operation is implemented it will be possible to generate realistic 3D images automatically just by calling the WORLD class Draw ( ) function. The key topics in this chapter include:
作者: outer-ear    時間: 2025-3-28 17:46
David Everitt,Michael Rumsewiczres that pixels projected from obscured portions of an object do not appear in the final image. This is the process of ‘hidden pixel removal’ and it forms the subject of this chapter — the essential topics include:
作者: annexation    時間: 2025-3-28 22:05
https://doi.org/10.1007/978-1-4757-5918-1sp but an efficient implementation can introduce a fair degree of complexity — this chapter breaks up the process of designing a shading or texturing algorithm into a sequence of easy steps. The following topics are included:
作者: Accord    時間: 2025-3-29 01:43

作者: projectile    時間: 2025-3-29 07:07

作者: 責難    時間: 2025-3-29 07:42

作者: 入會    時間: 2025-3-29 11:23

作者: 交響樂    時間: 2025-3-29 16:34

作者: jovial    時間: 2025-3-29 20:38
Assembly Language Programming,guage instruction set is closely connected to the actual machine code executed by the computer — it is therefore possible to approach the optimum utilization of processor resources by rewriting selected sections of a graphics application in assembly language. The main topics covered by this chapter include:
作者: Malaise    時間: 2025-3-30 03:23
Projection of the Viewing Volume,ume’ describes a region of space which contains all the points from the virtual world that will appear in the projected 2D image. Once the projection operation is implemented it will be possible to generate realistic 3D images automatically just by calling the WORLD class Draw ( ) function. The key topics in this chapter include:
作者: 設施    時間: 2025-3-30 07:41
Hidden Pixel Removal,res that pixels projected from obscured portions of an object do not appear in the final image. This is the process of ‘hidden pixel removal’ and it forms the subject of this chapter — the essential topics include:
作者: 加強防衛(wèi)    時間: 2025-3-30 11:12

作者: 天然熱噴泉    時間: 2025-3-30 12:34
In Motion,local coordinate system — the local coordinate frames move rigidly through the 3D world by tracking the motion of the associated object or observer. This chapter is principally concerned with describing various coordinate system transformations — the essential topics include:
作者: 下垂    時間: 2025-3-30 18:36

作者: 繁忙    時間: 2025-3-31 00:21

作者: Fallibility    時間: 2025-3-31 01:05

作者: analogous    時間: 2025-3-31 07:13





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