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Mobile 3D Graphics with OpenGL ES and M3G

Mobile 3D Graphics with OpenGL ES and M3G

Ngày tải lên : 03/11/2012, 11:23
... input values The next stage operates on geometric primitives described by vertices: points, line segments, and polygons In this stage vertices are transformed and lit, and primitives are clipped ... first triangle, while in (c) the order of each triangle’s edges is independent of the other triangles Separate Triangles Separate triangles are specified by placing vertices between Begin and End ... boolean Table 2.4: Vertex array sizes (values per vertex) and data types present) For type the values BYTE, SHORT, INT, FLOAT, and DOUBLE indicate types byte, short, int, float, and double, respectively;...
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Báo cáo khoa học: Secondary structure assignment of mouse SOCS3 by NMR defines the domain boundaries and identifies an unstructured insertion in the SH2 domain pdf

Báo cáo khoa học: Secondary structure assignment of mouse SOCS3 by NMR defines the domain boundaries and identifies an unstructured insertion in the SH2 domain pdf

Ngày tải lên : 16/03/2014, 14:20
... Arg163 and therefore matches almost exactly the predicted PEST region Residues from Met128–Arg163 showed no inter-residue NOEs other than sequential connectivities, did not have restrained / ⁄ w angles ... restrained / ⁄ w angles according to TALOS, had amide resonances in the random coil region of the 15N-HSQC spectrum and showed significantly narrower line-widths than any other residues in the protein ... NOEs, chemical shift deviations and TALOS predictions, residues Glu29–Ser44 form a single a-helix, whilst residues 22–28 are unstructured The helix encompasses the entire ESS and the four residues...
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borsellino lewis 2001 - trading es and nq futures course

borsellino lewis 2001 - trading es and nq futures course

Ngày tải lên : 23/04/2014, 16:20
... (Contracting triangles can also be ascending triangles – as the market contracts and moves higher and descending triangles – where the market contracts and moves lower.) The question, however, ... well But in the S&Ps, these air balls usually account for moves of just two to six handles In the NASDAQ, an air ball can be as many as 20 handles, and sometimes 30 handles – or even more What ... what I mean: In this financial universe of the Market, there are countless indexes, sectors, issues and derivatives There are derivatives of derivatives! We have stocks, futures, indexes, options...
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opengl es android

opengl es android

Ngày tải lên : 28/04/2014, 15:48
... visión no es perfecta: se le pueden aplicar dos planos de corte La escena captada será la que esté DENTRO de esos dos planos de corte Se representan como Znear y Zfar, dos número que representan la ... Z, se escala a la mitad (una cuarta parte del primero) Resultado: En este ejemplo se visualiza una pantalla cuadrados rotando respecto a distintos ejes de coordenadas 20 Polígonos: Vértices Vértice ... en 3D en nuestro modelo: ¿qué se necesita saber para visualizarlo? ¿Desde donde lo observamos.? ¿Con qué orientación lo observamos? ¿A qué distancia estamos del objeto? ¿Cual es nuestro ángulo...
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morgan kaufmann mobile 3d graphics with opengl es and m3g - morgan kaufmann

morgan kaufmann mobile 3d graphics with opengl es and m3g - morgan kaufmann

Ngày tải lên : 28/04/2014, 15:49
... content files Any property of any object can be keyframe-animated, and there are special types of meshes that support skinning (e.g., for character animation), and morphing (e.g., for facial animation) ... entire range of embedded devices from wristwatches to smart phones, modern games consoles, and beyond All OpenGL ES 2.x devices are expected to ship with ES 1.1 drivers Details of the 2.x standard ... CATEGORIES Mobile phones today can be grouped roughly into three categories (see Figure 1.2): basic phones, the more advanced feature phones, and the high-end smart phones There is significant variance...
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3D Graphics with OpenGL ES and M3G- P1 pps

3D Graphics with OpenGL ES and M3G- P1 pps

Ngày tải lên : 03/07/2014, 11:20
... OXFORD • PARIS • SAN DIEGO SAN FRANCISCO • SINGAPORE • SYDNEY • TOKYO Morgan Kaufmann is an imprint of Elsevier Acquisitions Editor Tiffany Gasbarrini Publishing Services Manager George Morrison ... CONTENTS Textures 6.7.1 PART II Texture Storage 152 152 OPENGL ES AND EGL CHAPTER INTRODUCING OPENGL ES 157 7.1 Khronos Group and OpenGL ES 157 7.2 Design Principles 158 7.3 Resources 159 7.3.1 ... Profiles and Versions OpenGL ES 1.0 in a Nutshell New Features in OpenGL ES 1.1 Extension Mechanism OpenGL ES Extension Pack Utility APIs Conventions Hello, OpenGL ES! CHAPTER OPENGL ES TRANSFORMATION...
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3D Graphics with OpenGL ES and M3G- P2 pps

3D Graphics with OpenGL ES and M3G- P2 pps

Ngày tải lên : 03/07/2014, 11:20
... Static Properties 13.2 Image2D 297 13.3 Matrices and Transformations 300 13.3.1 Transform 13.3.2 Transformable 13.4 Object3D 13.4.1 Animating 13.4.2 Iterating and Cloning 13.4.3 Tags and Annotations ... Timing and Speed: AnimationController 374 16.4 Animation Execution 377 16.5 Advanced Animation 378 16.5.1 16.5.2 16.5.3 16.5.4 PART IV Deformable Meshes Animation Blending Creating Discontinuities ... Connor, and Remi Arnaud were important contributors for OpenGL ES, and Claude Knaus created the first OpenGL ES conformance tests Jyri Huopaniemi chaired the first M3G (JSR 184) expert group Sean Ellis...
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3D Graphics with OpenGL ES and M3G- P3 pps

3D Graphics with OpenGL ES and M3G- P3 pps

Ngày tải lên : 03/07/2014, 11:20
... application performance and limited access to platform capabilities Isolating applications from the underlying software and hardware blocks access to native system libraries and rules out any low-level ... running code and the hardware They also can have access to all device capabilities and the functionality provided by system libraries Therefore these applications can get all the performance out ... The baseband processor takes care of the fundamental real-time operations of the device, such as processing the speech and radio signals In basic phones and feature phones, the baseband CHAPTER...
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3D Graphics with OpenGL ES and M3G- P4 doc

3D Graphics with OpenGL ES and M3G- P4 doc

Ngày tải lên : 03/07/2014, 11:20
... content files Any property of any object can be keyframe-animated, and there are special types of meshes that support skinning (e.g., for character animation), and morphing (e.g., for facial animation) ... entire range of embedded devices from wristwatches to smart phones, modern games consoles, and beyond All OpenGL ES 2.x devices are expected to ship with ES 1.1 drivers Details of the 2.x standard ... presentation graphics, and features such as smooth curves, precise rules for line caps, line joins, and line dashes are much more important than they are for 3D content Indeed, these features...
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3D Graphics with OpenGL ES and M3G- P5 pptx

3D Graphics with OpenGL ES and M3G- P5 pptx

Ngày tải lên : 03/07/2014, 11:20
... coordinates The latter definition is geometric, and is based on the lengths of the two vectors (||a|| and ||b||), and the smallest angle between them (θ) An important property related to the angle ... COMPOUND TRANSFORMATIONS Transformation matrices can be compounded If Mow transforms a vertex from object coordinates to world coordinates, and Mwe transforms from world coordinates to eye ... right-hand orientation and perpendicular to both vectors CHAPTER SECTION 2.2 MATRICES 31 2.1.3 HOMOGENEOUS COORDINATES Representing both points and direction vectors with three coordinates can be...
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3D Graphics with OpenGL ES and M3G- P6 pot

3D Graphics with OpenGL ES and M3G- P6 pot

Ngày tải lên : 03/07/2014, 11:20
... modeling transformations is rigid motion, which changes the location and orientation of an object, but retains its shape and size Rigid motion consists of an arbitrary sequence of rotations and translations, ... angle_2 it is possible to move and animate the crane (x,y) moves everything, angle_1 rotates both the upper arm and the lower arm attached to it, while angle_2 only rotates the lower arm 2.4 EYE COORDINATE ... again in XYZ coordinates: T Mew [ 0 ]T = [ a e i ]T = xx xy xz , and the second and third columns are y and z, respectively, expressed in XYZ coordinates T Now we can take an arbitrary point v...
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3D Graphics with OpenGL ES and M3G- P7 ppsx

3D Graphics with OpenGL ES and M3G- P7 ppsx

Ngày tải lên : 03/07/2014, 11:20
... and therefore cannot store all depths between zero and infinity Instead, we define two planes, the near and far camera planes, and quantize the depths between the planes Any objects between these ... n, far distance f, and the extent of the window on the near plane with left and right edges at l and r and bottom and top edges at b and t, as shown in Figure 2.12 The trick is to transform the ... defined by the near and far distances, and a window on the near plane defined by the window top, bottom, left, and right edges The bottom row illustrates the operations needed to transform a general...
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3D Graphics with OpenGL ES and M3G- P8 doc

3D Graphics with OpenGL ES and M3G- P8 doc

Ngày tải lên : 03/07/2014, 11:20
... primitives such as points, lines, and triangles, as well as the 2D image primitives The geometric primitives can have materials that interact with light, and they can be affected by fog The primitives ... defined and changes continuously as we zoom in or zoom out Points and lines are mathematically even simpler than triangles The problem is that a mathematical point does not have any extent, nor does ... a regular triangle mesh You can see that all the internal vertices are adjacent to six triangles, that is, every vertex is responsible for two triangles (see the grayed out triangles on the right...
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3D Graphics with OpenGL ES and M3G- P9 pptx

3D Graphics with OpenGL ES and M3G- P9 pptx

Ngày tải lên : 03/07/2014, 11:20
... the plane it is If it does intersect the plane, the clipping may shave off two vertices and an edge, resulting in a smaller triangle, or shave off just one vertex and yield a smaller quadrangle ... dark triangle which enters the viewport and exits the guard band needs to be clipped Clipping to an arbitrary plane Finally, the user can define arbitrary clip planes (supported in OpenGL ES 1.1) ... x, y, or z coordinates being either −w or w When a triangle is clipped by a plane, there are several possible outcomes If the triangle does not intersect the plane, the triangle is either completely...
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3D Graphics with OpenGL ES and M3G- P10 docx

3D Graphics with OpenGL ES and M3G- P10 docx

Ngày tải lên : 03/07/2014, 11:20
... texture coordinates of the unit 3.4.2 INTERPOLATING GRADIENTS The simplest way to spread the values at vertices across triangles is to choose the values at one of the vertices and assign the same ... pixels, and linearly interpolates the associated values such as colors and texture coordinates to the pixels between the vertices We can express this using so-called barycentric coordinates If ... of them are given, say s and t, r is set to and q to The texture coordinates can be transformed using a × texture matrix, and for 2D texture mapping s and t of the result are divided by q, while...
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3D Graphics with OpenGL ES and M3G- P11 potx

3D Graphics with OpenGL ES and M3G- P11 potx

Ngày tải lên : 03/07/2014, 11:20
... edges, edge antialiasing does not work, and the jaggies are fully visible Full-scene antialiasing Edge antialiasing only works at the edges of primitives, but jaggies can happen also at intersections ... the fragment regardless of the outcome of the comparison Scissor test The scissor test simply determines whether the fragment lies within a rectangular scissor rectangle, and discards fragments ... drawing to the stencil buffer can be triggered by a failed stencil test, a failed depth test, or a passed depth test Some more advanced uses of stencil test include guaranteeing that each pixel is...
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3D Graphics with OpenGL ES and M3G- P12 pps

3D Graphics with OpenGL ES and M3G- P12 pps

Ngày tải lên : 03/07/2014, 11:20
... 0.5 · 0.5 = 0.75 These two interpretations can also be combined For example, when drawing transparent, edge-antialiased lines, the alpha is less than one due to transparency, and may be further ... cycle of an application and a frame In the beginning of an application, resources have to be obtained The most important resource is the frame buffer This includes the color buffer, how many bits ... bits per channel Having too few bits available can lead to banding Let us say you calculate a color channel at bits where values range from to 255, but can only store bits with a range from to...
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3D Graphics with OpenGL ES and M3G- P13 pot

3D Graphics with OpenGL ES and M3G- P13 pot

Ngày tải lên : 03/07/2014, 11:20
... classes of curves and splines used in computer graphics One type of spline commonly used in animation and modeling tools is an extension of Catmull-Rom splines called Kochanek-Bartels splines [KB84] ... important “key” frames describing the main poses within an animation sequence The in-between frames or “tweens” could then be filled in to complete the animation, based on those defining features ... coordinates) for one keyframe The mesh topology or list of primitives is only specified once To interpolate between the mesh keyframes, we can just lerp between any two of them if the keyframes represent...
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3D Graphics with OpenGL ES and M3G- P14 pptx

3D Graphics with OpenGL ES and M3G- P14 pptx

Ngày tải lên : 03/07/2014, 11:20
... connecting vertices into triangles, as shown in Figure 5.2 OpenGL ES defines three ways to form triangles from consecutive indices—triangle strips, lists, and fans—but M3G only supports triangle strips ... indices T1 triangles T2 3 T3 T4 F i g u r e 5.2: Triangle meshes are formed by indexing a set of vertex arrays Here the triangles are organized into a triangle list, i.e., every three indices ... modelview matrix The mesh can be animated and instantiated by changing the modelview matrix between frames (for animation) or between draw calls (for instantiation) Texture coordinates are also subject...
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3D Graphics with OpenGL ES and M3G- P15 pptx

3D Graphics with OpenGL ES and M3G- P15 pptx

Ngày tải lên : 03/07/2014, 11:20
... only triangle meshes Some scene graphs support a wide variety of renderables that are not ordinary triangle meshes, at least not from the user’s point of view Such renderables include spheres, cylinders, ... box (AABB), an oriented bounding box (OBB), or any arbitrary shape as long as it encloses all vertices contained in that node and its descendants The most common types of bounding volumes are shown ... 12.5 for how a SkinnedMesh is structured Note that regardless of the type of mesh, the vertex buffers and other mesh components in M3G can be shared between multiple meshes This allows, for example,...
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