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  • 来自专栏GPUS开发者

    DAY18:阅读纹理内存之Layered Textures

    3.2.11.1.3. 16-Bit Floating-Point Textures The 16-bit floating-point or half format supported by CUDA Layered Textures A one-dimensional or two-dimensional layered texture (also known as texture array in Layered textures are only supported on devices of compute capability 2.0 and higher. 本文备注/经验分享: 16-Bit Floating-Point Textures 这部分内容因为我们从来没用过,所以没有好补充的...   Layered Textures—— 这个等于纹理数组(某种意义上),和普通的3D的CUDA Array不同。这个层和层之间是独立的。插值的时候不跨层。

    1.1K50发布于 2018-06-22
  • 来自专栏音视频专栏

    二维纹理映射(2D textures)【转】

    当纹理坐标超出[0,1]范围后,使用不同的选项,输出的效果如下图所示(来自Textures objects and parameters): ? 最近邻滤波和线性滤波的对比效果如下图所示(来自Textures objects and parameters): ? Lesson Six: An Introduction to Texture Filtering www.learnopengl.comTextures Basic Texture Mapping Textures

    1.6K20发布于 2021-02-22
  • 来自专栏壹种念头

    Unity通用渲染管线(URP)系列(十五)——粒子(Color and Depth Textures

    这是有关创建自定义脚本渲染管线的系列教程的第15部分。我们将基于颜色和深度纹理来创建基于深度的淡入和扭曲粒子。

    5.9K20发布于 2021-01-11
  • 来自专栏拂晓风起

    cocos2d-js Shader系列3:多重纹理 multiple textures multiple samplers

    = 128; glnode.anchorX = 0.5; glnode.anchorY = 0.5; var MULTI_TEXTURES_FRAGMENT_SHADER cc.GLProgram(); this.shader.initWithVertexShaderByteArray(DEFAULT_VERTEX_SHADER, MULTI_TEXTURES_FRAGMENT_SHADER

    2.1K40发布于 2018-07-03
  • 来自专栏Android知识点总结

    Android多媒体之GLES2战记第六集--九层之台

    textures[2 * t] = 0.5f;//贴图:p0 textures[2 * t + 1] = 0.5f; textures[2 * t + 2] = 0.5f + 0.5f textures[2 * t + 3] = 0; textures[2 * t + 4] = s;//贴图:p1 textures[2 * t + 5] = 0; textures[2 * t + 6] = s;//贴图:p0 textures[2 * t + 7] = 1; textures textures[2 * t + 3] = 1f; textures[2 * t + 4] = sNext;//p2 textures[2 * t + 5] = 1f; textures[4] = 1;//p3 textures[5] = 1; textures[6] = 1;//p2 textures[7] = 0;

    60540发布于 2019-04-22
  • 来自专栏礼拜八不工作

    Unity3D Application.lowMemory 低内存检测

    System.Collections; using System.Collections.Generic; class LowMemoryTrigger : MonoBehaviour { List<Texture2D> _textures ; private void Start() { _textures = new List<Texture2D>(); Application.lowMemory += OnLowMemory; } private void Update() { // allocate textures until we run out of memory _textures.Add(new Texture2D(256, 256)); } private void OnLowMemory() { // release all cached textures _textures = new List<Texture2D>(); Resources.UnloadUnusedAssets

    35110编辑于 2024-11-01
  • 来自专栏前端漫步

    Threejs进阶之四:在场景中添加天空盒---将摩托车放到大草原

    const loader = new THREE.CubeTextureLoader();loader.setPath( 'textures/cube/pisa/' );const textureCube 传递给onLoadconst scene = new THREE.Scene();scene.background = new THREE.CubeTextureLoader().setPath( 'textures /Right.jpg',//x正方形 'textures/Left.jpg',//x负方向 'textures/Up.jpg',//y正方形 'textures/Down.jpg ',//y负方向 'textures/Front.jpg',//z正方形 'textures/Back.jpg'//z负方形 ] }创建立方纹理加载器 创建数组后,在initScene 首先我们将下载的草坪贴图复制到前面创建的textures文件夹 在initFloor()中创建TextureLoader 在initFloor()中创建TextureLoader加载器,并设置草坪贴图的路径用

    4.8K21编辑于 2023-05-19
  • 来自专栏python3

    Unity3D设置纹理格式

    . // // Modifies all selected textures in the project window and applies the requested modification on  the // textures.  ------------------- static void SelectedChangeIsReadable(bool enabled) { Object[] textures = GetSelectedTextures(); Selection.objects = new Object[0]; foreach (Texture2D texture in textures static void SelectedChangeNonPowerOf2(TextureImporterNPOTScale npot) { Object[] textures

    2.3K20发布于 2020-01-09
  • 来自专栏凌中的锋雨-博客

    Live2D看板娘使用文档

    后端构建说明 接口调用方法 Add(添加/更新缓存接口) 调用方式: http(s)://live2d.xiaolfeng.top/add/ 后无特殊值 返回值: XXX / textures.cache / Create #创建 XXX / textures.cache / Update #更新 XXX / textures.cache / No Update #无更新 Get(获取接口) 调用方式: /rand_textures/? id=0-1 #获取22娘与琪露诺的随即参数,后面参数1为获取皮肤参数 可用参数 0,1,2等 返回值: 对应模型数据 Switch_textures(根据上皮肤顺序切换接口) 调用方式: http(s )://live2d.xiaolfeng.top/switch_textures/?

    62930编辑于 2022-03-16
  • 来自专栏ADAS性能优化

    Android’s Font Renderer Efficient text rendering with OpenGL ES

    Glyphs are packed in the textures in columns. This means that glyphs are stored transformed in the cache textures. The obvious thing to do is to destroy the largest cache textures. On Android, the large textures are considered to be all the cache textures but the first one ever created Textures also get flushed when no space can be found in any of the caches.

    85610编辑于 2022-05-13
  • 来自专栏python3

    unity3d纹理格式设置

    . // // Modifies all selected textures in the project window and applies the requested modification on the // textures. = GetSelectedTextures(); Selection.objects = new Object[0]; foreach (Texture2D texture in textures = GetSelectedTextures(); Selection.objects = new Object[0]; foreach (Texture2D texture in textures = GetSelectedTextures(); Selection.objects = new Object[0]; foreach (Texture2D texture in textures

    1.1K10发布于 2020-01-08
  • 来自专栏CreateAMind

    合成动态视频效果及声音合成

    Synthesizing Dynamic Textures and Sounds by Spatial-Temporal Generative ConvNet 左面是原始视频,右面是合成的效果。 ? Abstract Dynamic textures are spatial-temporal processes that exhibit statistical stationarity or stochastic In this paper, we study the problem of modeling and synthesizing dynamic textures using a generative multiple layers of spatial-temporal filters to capture the spatial-temporal patterns in the dynamic textures We show that such spatial-temporal generative ConvNet can synthesize realistic dynamic textures.

    1.1K20发布于 2018-07-24
  • 来自专栏用户10004205的专栏

    Unity & CityEngine 根据地图中建筑矢量数据批量建模

    Center Zurich */ version "2014.0" @Hidden(Usage,BuildingHeight,UpperfloorHeight) import Facade_Textures :"/ESRI.lib/rules/Facades/Facade_Textures.cga" (BuildingHeight=Eave_Ht,UpperfloorHeight=Floor_Ht*unitScale :"/ESRI.lib/rules/Roofs/Roof_Textures.cga" ################################### # Attributes # @Group ","schematic facades","solid color") attr Representation = "realistic with facade textures" @Order(2) with facade textures": Facade_Textures.Generate case Representation == "schematic facades":

    1.3K20编辑于 2022-08-29
  • 来自专栏字节流动

    NDK OpenGL ES 3.0 开发(二十一):3D 模型加载和渲染

    Public: vector<Vertex> vertices;//一组顶点 vector<GLuint> indices;//顶点对应的索引 vector<Texture> textures Mesh(vector<Vertex> vertices, vector<GLuint> indices, vector<Texture> textures) { this->vertices = vertices; this->indices = indices; this->textures = textures; this->initMesh(); } void (textures.end(), diffuseMaps.begin(), diffuseMaps.end()); ... } return Mesh(vertices , indices, textures); } 在 Native 层加载纹理的时候,我们使用 OpenCV 对图片进行解码,然后生成纹理对象: unsigned int TextureFromFile

    1.2K30发布于 2020-06-02
  • 来自专栏前端之攻略

    three.js 场景切换 原

    /dist/textures/cube/Bridge2/posx.jpg') var texture2 = new THREE.TextureLoader().load('.. /dist/textures/cube/Bridge2/negx.jpg') var texture3 = new THREE.TextureLoader().load('.. /dist/textures/cube/Bridge2/posy.jpg') var texture4 = new THREE.TextureLoader().load('.. /dist/textures/cube/Bridge2/negy.jpg') var texture5 = new THREE.TextureLoader().load('.. /dist/textures/cube/Bridge2/posz.jpg') var texture6 = new THREE.TextureLoader().load('..

    9.5K20发布于 2019-05-15
  • 来自专栏贤羽的前端小栈

    PixiJS 修炼指南 - 04. 资源加载(下)

    /public/pack/test.json') as Spritesheet; 其中,精灵表对象内的纹理素材都在 sheet.textures 字段下,以文件名和对应素材 Texture 的键值对形式存在 : // 假如 test.json 的 frames 内有名为 minion.png 素材 const minion = new Sprite(sheet.textures['minion.png']) 因为其中 animations 和 textures 成员的类型分别为 Dict<Texture[]> 和 Dict<Texture>,IDE 只能知道它们是 Dict<> 却并不能推断出其中具体有哪些动画 , newAssets.textures); } // 将 json 内的文件名和动画名,转换为定义的 key const mapKeyToResource = { private static async loadSheet(jsonList: string[], keyRemap: { textures?

    1.5K40编辑于 2023-07-20
  • 来自专栏hank

    【分享】在MPSoC上运行基于eglfs_kms的QT应用程序

    默认测试程序 PetaLinux编译出的文件系统,在目录/usr/share/examples/opengl下,有很多opengl的测试程序,比如cube和textures。 /usr/share/examples/opengl/cube/cube /usr/share/examples/opengl/textures/textures 3.5.2. qt5everywheredemo root@xilinx-zcu106-2020_2:/usr/share/examples/opengl/textures# ls /dev/dri/by-path/ platform-fd4a0000 ^C root@xilinx-zcu106-2020_2:/usr/share/examples/opengl/textures# modetest -D fd4a0000.zynqmp-display ^C root@xilinx-zcu106-2020_2:/usr/share/examples/opengl/textures# uname -a Linux xilinx-zcu106-2020_

    7.1K31发布于 2020-12-16
  • 来自专栏GPUS开发者

    DAY19:阅读纹理内存之Texture Gather

    Cubemap Textures A cubemap texture is a special type of two-dimensional layered texture that has six Cubemap textures are fetched using the device function described in texCubemap() and texCubemap(). Cubemap textures are only supported on devices of compute capability 2.0 and higher. 3.2.11.1.6.  Cubemap Layered Textures A cubemap layered texture is a layered texture whose layers are cubemaps of (扫描二维码查看Table 14) 本文备注/经验分享: Cubemap Textures和Cubemap Layered Textures 这部分我们也不常用。

    3.9K40发布于 2018-06-22
  • 来自专栏hank

    【分享】eglfs_kms的QT程序,如何同时支持两个显示器

    QT_QPA_EGLFS_KMS_CONFIG="/run/kms-ps-dp.conf" /usr/share/examples/opengl/textures/textures QT_QPA_EGLFS_KMS_CONFIG ="/run/kms-pl-hdmi-tx.conf" /usr/share/examples/opengl/textures/textures

    2.7K20发布于 2021-09-26
  • 来自专栏米扑专栏

    典型开源3D引擎分类比较

    ·   Use some other professional engines to achieve other features Scripting Materials & Textures material ·   Material LOD ·   Multi-texture and multi-pass blending ·   Projective texturing ·   Textures    add new materials to Irrlicht at runtime, without the need of modifying/recompiling the engine Textures Supported Formats textures file formats ·   PNG, JPEG, TGA, BMP or DDS ·   1D textures, volumetric textures, cubemaps and compressed textures (DXT/S3TC) ·   PSD,JPG,PNG,TGA,BMP,PCX  mesh file formats

    7.7K30发布于 2019-02-19
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