Srand((unsigned)time(NULL))详解 is a project mainly written in , based on the .版权声明:本文为博主原创文章,未经博主允许不得转载。 https://blog.csdn.net/jx232515/article/details/51510336 srand函数是随机数发生器的初始化函数。原型:void srand(unsigned seed); 用法:它初始化随机种子,会提供一个种子,这个种子会对应一个随...
C++11之final关键字 is a project mainly written in , based on the .一、禁用继承 C++11中允许将类标记为final,方法时直接在类名称后面使用关键字final,如此,意味着继承该类会导致编译错误。 实例如下: class Super final {//...... }; 二、禁用重写 C++中还允许将方法标记为fianal,这意味着无法再子类中重写该方法。这时final关键字至于方...
球面贴图,立方体贴图的比较 is a project mainly written in , based on the .因为要设计AR系统,但是纠结是用cube还是Sphere mapping,cube mapping比较熟悉,但是网上关于sphere mapping的资料少之又少,只怪智商太低太原理的又看不懂,所以花了很长时间,主要是靠下面几个链接和那篇论文理解透的。总之,还是用Cube吧。。。。 参考资料: http://www.twinkli...
简单的平衡二叉树 is a project mainly written in , based on the .已知一个长度为11的线性表List=(12, 24, 36, 90, 52, 30, 41, 8, 10, 38, 61),试回答下面问题 (1)将线性表元素依次插入一个空的平衡二叉树,画出所得平衡二叉树,如果假设每个元素查找概率相同,则平均查找长度为多少? (1) 插入12, 这是第一个结点,是根结点. (2) 插入...
C++ to_string用法 is a project mainly written in , based on the .在C++11标准库中,string.h已经添加了to_string方法,方便从其他类型(如整形)快速转换成字面值。 例如: for (size_t i = 0; i < texArrSize; i++)RTX_Shader.SetInt(string("TexArr[") + to_string(i) + "]", 7 + i);...
如何理解马尔科夫链 is a project mainly written in , based on the .https://www.zhihu.com/question/26665048/answer/406461411?utm_source=wechat_session&utm_medium=social&utm_oi=616624175046070272...
OpenGL Transformation is a project mainly written in , based on the .http://www.songho.ca/opengl/gl_transform.html https://blog.csdn.net/wangdingqiaoit/article/details/51531002...
Path Tracing is a project mainly written in , based on the .Path Tracing 懒得翻译了,相信搞图形学的人都能看得懂,2333 Path Tracing is a rendering algorithm similar to ray tracing in which rays are cast from a virtual camera and traced through a s...
如何理解Nyquist采样定理? is a project mainly written in , based on the .假设一条正弦曲线为sin(2*pi/t),频率为1Hz。我们以2Hz的频率对该曲线进行采样(每隔0.5s),可以得到3个红色采样数据,如下图 对于这三个点,我们不能确定它对应的正弦曲线是sin(2*pi/t),因为sin(4*pi/t)等倍频曲线也会穿过这三个红色采样点。 你想象一个白色的圆盘,有一条沿着半径的...
Monte Carlo methods for improved rendering is a project mainly written in , based on the .http://smerity.com/montelight-cpp/...
Hololens Unity 开发入门 之 Hello HoloLens is a project mainly written in , based on the .Hololens Unity 开发入门 之 Hello HoloLens~ 本文主要记录 HoloLens Unity 开发入门 ~ 一、说在前面的话 Unity 对 VR AR 甚至 将来的 MR 来说,的确是一个相当不错的开发引擎 ~ (这里就不辩论UE4了~) 经过过去一年的Unity和移动设备的混合开发,总结出了下...
傅里叶频域,复数域,冲激函数,香农采样(不介绍公式-只介绍是啥)另一种思维 is a project mainly written in , based on the .https://blog.csdn.net/a6333230/article/details/81666563...
傅里叶变换之看不懂就掐死我教程 is a project mainly written in , based on the .原文出处: 韩昊 1 2 3 4 5 6 7 8 9 10 作 者:韩 昊 知 乎:Heinrich 微 博:@花生油工人 知乎专栏:与时间无关的故事 谨以此文献给大连海事大学的吴楠老师,柳晓鸣老师,王新年老师以及张晶泊老师。 转载的同学请保留上面这句话,谢谢。如果还能保留文章来源就更感激不尽了。 我保证这篇文章...
强大的矩阵奇异值分解(SVD)和特征值及其应用 is a project mainly written in , based on the .https://www.cnblogs.com/jins-note/p/9637006.html...
图像复原与重建(含傅里叶切片定理推导) is a project mainly written in , based on the .https://blog.csdn.net/kevinoop/article/details/79871723...
利用最小二乘法求解仿射变换参数 is a project mainly written in , based on the .仿射变换的定义 仿射变换(Affine Transformation或 Affine Map),是指在几何中,一个向量空间进行一次线性变换并接上一个平移,变换为另一个向量空间。 仿射变换可以由以下基本变换复合而成:平移(Translation)、缩放(Scale)、翻转(Flip)、旋转(Rotation)和错切(She...
ORB特征原理(浅显易懂) is a project mainly written in , based on the .特征点的检测 图像的特征点可以简单的理解为图像中比较显著的点,如轮廓点,较暗区域中的亮点,较亮区域中的暗点等。 原图 轮廓线(可能的特征点) ORB采用FAST(features from accelerated segment test)算法来检测特征点。FAST核心思想就是找出那些卓尔不群的点,即拿一个点跟它周围的...
CV_8UCV_32FCV_32S is a project mainly written in , based on the .转自:http://stackoverflow.com/questions/8377091/what-are-the-differences-between-cv-8u-and-cv-32f-and-what-should-i-worry-about CV_8U is unsigned 8bit/pixel - ie a pixel...
最小二乘矩阵推导 is a project mainly written in , based on the ....
OpenGl的glMatrixMode()函数理解 is a project mainly written in , based on the .https://blog.csdn.net/jiangdf/article/details/8460012 glMatrixMode()函数的参数,这个函数其实就是对接下来要做什么进行一下声明,也就是在要做下一步之前告诉计算机我要对“什么”进行操作了,这个“什么”在glMatrixMode的“()”里的选项(参数)有3种模式: GL...