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In computer graphics we build models out of triangles, and we interpolate texture coordinates (and other vertex attributes) across surfaces using a method appropriate for triangles: linear interpolation, which allows each triangle in 3D model space to be mapped to an arbitrary triangle in texture space. While linear interpolation works well most of the time, there are situations in which it doesn’
March 3, 2017 · Coding · Comments Unicode! 🅤🅝🅘🅒🅞🅓🅔‽ 🇺🇳🇮🇨🇴🇩🇪! 😄 The very name strikes fear and awe into the hearts of programmers worldwide. We all know we ought to “support Unicode” in our software (whatever that means—like using wchar_t for all the strings, right?). But Unicode can be abstruse, and diving into the thousand-page Unicode Standard plus its dozens of supplementar
January 12, 2013 · Coding, GPU, Graphics · Comments Note: please see the 2021 update to this post, here. In games and graphics one often needs to generate pseudorandom numbers. Needless to say, PRNGs are an extremely well-researched topic; however, the majority of the literature focuses on applications with very exacting quality requirements: cryptography, high-dimensional Monte Carlo simulations,
September 29, 2012 · Coding, Graphics · Comments I’m no expert on raytracing, but I do try to keep up somewhat with research in that field. In the past few years there have been a couple of big new ideas floated that I’m quite intrigued by: stochastic progressive photon mapping (SPPM), and divide-and-conquer raytracing (DACRT). These two ideas are quite different, and are orthogonal to each other,
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