VideoMan is a very easy image acquisition library. It is able to manage many video inputs at the same time, such as WDM Firewire and USB cameras, PointGrey cameras and video files. It can also render the inputs using OpenGL. Suitable for computer vision
标签: acquisition VideoMan library inputs
上传时间: 2013-12-25
上传用户:xlcky
VideoMan is a very easy image acquisition library. It is able to manage many video inputs at the same time, such as WDM Firewire and USB cameras, PointGrey cameras and video files. It can also render the inputs using OpenGL. Suitable for computer vision
标签: acquisition VideoMan library inputs
上传时间: 2014-01-11
上传用户:xsnjzljj
VideoMan is a very easy image acquisition library. It is able to manage many video inputs at the same time, such as WDM Firewire and USB cameras, PointGrey cameras and video files. It can also render the inputs using OpenGL. Suitable for computer vision
标签: acquisition VideoMan library inputs
上传时间: 2017-05-18
上传用户:xauthu
A few years ago I became interested in first person shooter games and in particular how the world levels are created and rendered in real time. At the same time I found myself in between jobs and so I embarked on an effort to learn about 3D rendering with the goal of creating my own 3D rendering engine. Since I am a developer and not an artist I didn’t have the skills to create my own models, levels, and textures. So I decided to attempt to write a rendering engine that would render existing game levels. I mainly used information and articles I found on the web about Quake 2, Half Life, WAD and BSP files. In particular I found the Michael Abrash articles that he wrote for Dr. Dobbs magazine while working at Id to be very illuminating.
标签: interested particular shooter became
上传时间: 2013-12-13
上传用户:hanli8870
Implementation of GPU (Graphics Processing Unit) that rendered triangle based models. Our goal was to generate complex models with a movable camera. We wanted to be able to render complex images that consisted of hundreds to thousands of triangles. We wanted to apply interpolated shading on the objects, so that they appeared more smooth and realisitc, and to have a camera that orbitted around the object, which allowed us to look arond the object with a stationary light source. We chose to do this in hardware, because our initial implementation using running software on the NIOS II processor was too slow. Implementing parallelism in hardware is also easier to do than in software, which allows for more efficiency. We used Professor Land s floating point hardware, which allowed us to do calculations efficiency, which is essential to graphics.
标签: Implementation Processing Graphics rendered
上传时间: 2014-11-22
上传用户:shawvi