搜索资源列表
ImproveDDA
- 改进的DDA算法,不论方向输出像素点,即给出线段两端点,就得到唯一的线段像素值-improved algorithm, regardless of the direction of the output pixel, which is given segment ends, on the line is the only value of the pixel
kmedfilter
- K近邻中值(均值)滤波器 1) 以待处理像素为中心,作一个m*m的作用模板。 2) 在模板中,选择K个与待处理像素的灰度差为最小的像素。 3) 将这K个像素的灰度均值(中值)替换掉原来的像素值。 -K-nearest neighbor median (mean) a filter) for the pixel to be addressed, for a m * m role template. 2) In the template, select and K-pending p
PVEInterpolation
- Partial volume correction method using reverse diffusion interpolation This function implements a reverse diffusion scheme to interpolate images to correct for partial volume effect. Under the assumption that the pdf is about the size of the pix
ZoomingandShrinkingImagesbyPixelReplication
- Zooming and Shrinking Images by Pixel Replication-Zooming and Shrinking Images by Pixel Repl ication
rgb_picker
- 基于wtl的屏幕象素拾取器,显示当前鼠标下象素的r,g,b值-based wtl pick up the pixels on the screen, showing the current pixel mouse under the r, g, b value
latlong2spherical
- Environment map conversion procedure using generic pixel-to-ray and ray-to-pixel primitives. You need this equirectangular environment map image: latlong.ppm. The output is a spherical mirror ball image spherical.ppm that you can also use in the form
如何对象素点着色java
- 如何对象素点着色java-how to point pixel shader java
zsfk
- 如果顺序选取像素点进行信息隐藏,势必会造成图象各部分统计特征的不一致,而导致了严重的安全问题。载体的第一部分和第二部分,也就是修改的部分和没有修改的部分,具有不同的统计特性,增大了攻击者对秘密通信的可能性。为了解决这个问题,可以随机间隔选取像素序列。此嵌入与提取算法与前面一小节所描述的顺序隐秘的算法基本相同,只是在选取像素序列时不再顺序而是随机间隔的选取。-order if selected pixel information hidden, it is bound to be part of
BundleAdjustment
- 立体影像对的光束法严密解求外方位元素:已知控制点的左右影像像点坐标和物方空间坐标,解求左右影像的外方位元素。-three-dimensional images of the bundle closely to Solve exterior orientation elements : known control points around the image pixel coordinates and objects to space coordinates solution for image
linegradual
- 通过循环实现线条的渐变,实现方法是一个像素一个像素地画线-cycle through the gradual realization of lines to achieve a pixel is a pixel Draw Line
BumpMap
- Direct3D 9 Pixel shader Bump map模擬地球
Coloewatershed
- Cooperation of Color Pixel Classification Schemes and Color Watershed: A Study for Microscopic Images
clouds
- 基于direx对云的模拟The procedural clouds sample demonstrates the use of vertex and pixel shaders to generate realistic, moving cloud layers. The sample uses dependant texture reads to perturb a cloud texture map.
OceanWater
- 海面的模拟The OceanWater sample demonstrates the use of vertex and pixel shaders to create the effect of a shiny oscillating ocean surface with multiple waves moving in different directions.
ProceduralFire
- 一个模拟火焰的例子The ProceduralFire sample demonstrates the use of pixel shaders to procedurally generate natural phenomena such as fire.
spline-basedImageRegistration
- The problem of image registration subsumes a number of problems and techniques in multifr a me image analysis, including the computation of optic flow (general pixel-based motion), stereo correspondence, structure from motion, and feature trackin
pixel
- 像素光影跟踪示例:支持128位Z缓冲,深度测试/排序、Alpha混合、环境光、材质、图像过滤、反锯齿等等!加载TestCube.txt文件然后渲染看看,效果非常漂亮
houghcircle
- Function uses Standard Hough Transform to detect circles in a binary image. According to the Hough Transform for circles, each pixel in image space corresponds to a circle in Hough space and vise versa. upper left corner of image is the origin
ogl_arb_shader_simple_vs2ps
- Demonstrates how to write both a simple vertex and pixel shader using ARB_vertex_program and ARB_fragment_program.
ArsWood-src
- This program demonstrates a procedurally generated 3D wood texture lit with per-pixel correct lighting.