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Graphics Gems I-III
一本全面的图形学基础的资料合集,压缩包里有前3卷。
Graphics Gems
图形图像编程精粹,内容有点老,但是作为参考还算不错
Graphics Gems (Vol.2)
Foreword By Andrew Glassner xvii Preface xix Mathematical Notation xxi Pseudo-Code xxiii Contributors xxix I I I I I 2 2 2 2 2D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS Introduction 3 1. The Area of a Simple Polygon 5 Jon Rokne 2. Intersection of Line Segments C 7 Mukesh Prasad 3. Distance from a Point to a Line 10 Jack C. Morrison 4. An Easy Bounding Circle 14 Jon Rokneviii 5. The Smallest Circle Containing the Intersection C of Two Circles 17 Jon Rokne 6. Appolonius’s 10th Problem 19 Jon Rokne 7. A Peano Curve Generation Algorithm C 25 Ken Musgrave 8. Space-Filling Curves and a Measure of Coherence C 26 Douglas Voorhies 9. Scanline Coherent Shape Algebra 31 Jonathan E. Steinhart II II II II II I I I I IMAGE PROCESSING MAGE PROCESSING MAGE PROCESSING MAGE PROCESSING MAGE PROCESSING Introduction 49 1. Image Smoothing and Sharpening by Discrete Convolution 50 Dale A. Schumacher 2. A Comparison of Digital Halftoning Techniques C 75 Dale A. Schumacher 3. Color Dithering C 72 Spencer W. Thomas and Rod G. Bogart 4. Fast Anamorphic Image Scaling 78 Dale A. Schumacher 5. Real Pixels 80 Greg Ward 6. A Fast 90-Degree Bitmap Rotator C 84 Sue-Ken Yap CONTENTSix CONTENTS 7. Rotation of Run-Length Encoded Image Data C 86 Jeff Holt 8. Adaptive Run-Length Encoding 89 Andrew S. Glassner 9. Image File Compression Made Easy 93 Alan W. Paeth 10. An Optimal Filter for Image Reconstruction 101 Nelson Max 11. Noise Thresholding in Edge Images 105 John Schlag 12. Computing the Area, the Circumference, and the Genus of a Binary Digital Image C 107 Hanspeter Bieri and Andreas Kohler III III III III III F F F F FRAM RAM RAM RAM RAME E E E E BUFFER TECH BUFFER TECH BUFFER TECH BUFFER TECH BUFFER TECHN N N N NIQUES IQUES IQUES IQUES IQUES Introduction 115 1. Efficient Inverse Color Map Computation C 116 Spencer W. Thomas 2. Efficient Statistical Computations for Optimal Color Quantization 126 Xiaolin Wu 3. A Random Color Map Animation Algorithm C 134 Ken Musgrave 4. A Fast Approach to PHIGS PLUS Pseudo Color 138 Mapping James Hall and Terence Lindgren 5. Mapping RGB Triples onto 16 Distinct Values 143x 6. Television Color Encoding and “Hot” Broadcast Colors C 147 David Martindale and Alan W. Paeth 7. An Inexpensive Method of Setting the Monitor White Point 159 Gary W. Meyer 8. Some Tips for Making Color Hardcopy 163 Ken Musgrave IV IV IV IV IV 3 3 3 3 3D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS D GEOMETRY AND ALGORITHMS Introduction 169 1. Area of Planar Polygons and Volume of Polyhedra 170 Ronald N. Goldman 2. Getting Around on a Sphere 172 Clifford A. Shaffer 3. Exact Dihedral Metrics for Common Polyhedra 174 Alan W. Paeth 4. A Simple Viewing Geometry 179 Andrew S. Glassner 5. View Correlation C 181 Rod G. Bogart 6. Maintaining Winged-Edge Models 191 Andrew S. Glassner 7. Quadtree/Octree-to-Boundary Conversion 202 Claudio Montani and Roberto Scopigno 8. Three-Dimensional Homogeneous Clipping of Triangle Strips C 219 Patrick-Gilles Maillot CONTENTSxi 9. InterPhong Shading C 232 Nadia Magnenat Thalmann, Daniel Thalmann, and Hong Tong Minh V V V V V R R R R RAY TRACING AY TRACING AY TRACING AY TRACING AY TRACING Introduction 245 1. Fast Ray–Convex Polyhedron Intersection C 247 Eric Haines 2. Intersecting a Ray with an Elliptical Torus C 251 Joseph M. Cychosz 3. Ray–Triangle Intersection Using Binary Recursive Subdivision 257 Douglas Voorhies and David Kirk 4. Improved Ray Tagging for Voxel-Based Ray Tracing 264 David Kirk and James Arvo 5. Efficiency Improvements for Hierarchy Traversal in Ray Tracing 267 Eric Haines 6. A Recursive Shadow Voxel Cache for Ray Tracing C 273 Andrew Pearce 7. Avoiding Incorrect Shadow Intersections for Ray Tracing 275 Andrew Pearce 8. A Body Color Model: Absorption of Light through Translucent Media 277 Mark E. Lee and Samuel P. Uselton 9. More Shadow Attenuation for Ray Tracing Transparent or Translucent Objects 283 Mark E. Lee and Samuel P. Uselton CONTENTSxii CONTENTS Vl Vl Vl Vl Vl R R R R RADIOSITY ADIOSITY ADIOSITY ADIOSITY ADIOSITY Introduction 293 1. Implementing Progressive Radiosity with User- Provided Polygon Display Routines C 295 Shenchang Eric Chen 2. A Cubic Tetrahedral Adaptation of the Hemi-Cube Algorithm 299 Jeffrey C. Beran-Koehn and Mark J. Pavicic 3. Fast Vertex Radiosity Update C 303 Filippo Tampieri 4. Radiosity via Ray Tracing 306 Peter Shirley 5. Detection of Shadow Boundaries for Adaptive Meshing in Radiosity 311 François Sillion Vll Vll Vll Vll Vll M M M M MATRIX TECHNIQUES ATRIX TECHNIQUES ATRIX TECHNIQUES ATRIX TECHNIQUES ATRIX TECHNIQUES Introduction 319 1. Decomposing a Matrix into Simple Transformations C 320 Spencer W. Thomas 2. Recovering the Data from the Transformation Matrix 324 Ronald N. Goldman 3. Transformations as Exponentials 332 Ronald N. Goldman 4. More Matrices and Transformations: Shear and Pseudo-Perspective 338 Ronald N. Goldmanxiii 5. Fast Matrix Inversion C 342 Kevin Wu 6. Quaternions and 4 × 4 Matrices 351 Ken Shoemake 7. Random Rotation Matrices C 355 James Arvo 8. Classifying Small Sparse Matrices C 357 James Arvo Vlll Vlll Vlll Vlll Vlll N N N N NUMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING T T T T TECHNIQUES ECHNIQUES ECHNIQUES ECHNIQUES ECHNIQUES Introduction 365 1. Bit Picking 366 Ken Shoemake 2. Faster Fourier Transform 368 Ken Shoemake 3. Of Integers, Fields, and Bit Counting C 371 Alan W. Paeth and David Schilling 4. Using Geometric Constructions to Interpolate Orientation with Quaternions 377 John Schlag 5. A Half-Angle Identity for Digital Computation: 381 The Joys of the Halved Tangent Alan W. Paeth 6. An Integer Square Root Algorithm C 387 Christopher J. Musial 7. Fast Approximation to the Arctangent 389 Ron Capelli CONTENTSxiv CONTENTS 8. Fast Sign of Cross Product Calculation C 392 Jack Ritter 9. Interval Sampling 394 Ken Shoemake 10.A Recursive Implementation of the Perlin Noise Function C 396 Greg Ward I I I I IX X X X X C C C C CURVES AN URVES AN URVES AN URVES AN URVES AND D D D D SURFACES SURFACES SURFACES SURFACES SURFACES Introduction 405 1. Least-Squares Approximations to Bézier Curves and Surfaces 406 Doug Moore and Joe Warren 2. Beyond Bézier Curves 412 Ken Shoemake 3. A Simple Formulation for Curve Interpolation with Variable Control Point Approximation 417 John Schlag 4. Symmetric Evaluation of Polynomials 420 Terence Lindgren 5. Menelaus’s Theorem 424 Hans-Peter Seidel 6. Geometrically Continuous Cubic Bézier Curves 428 Hans-Peter Siedel 7. A Good Straight-Line Approximation of a Circular Arc C 435 Christopher J. Musial 8. Great Circle Plotting 440 Alan W. Paeth 9. Fast Anti-Aliased Circle Generation 446 Xiaolin Wu
Graphics Gems V
Graphics_Gems_V 图形图像编程精粹
Graphics Gems (Vol.4)
Graphics Gems (Vol.4) Graphics Gems (Vol.4) Graphics Gems (Vol.4) scaner version
Graphics Gems 1.pdf
Graphics Gems 1 as his name
Graphics Gems IV.part3.rar
The Graphics Gems Series IV A Collection of Practical Techniques for the Computer Graphics Programmer.此为分卷压缩之三。
Graphics Gems (Vol.5)
Graphics Gems (Vol.5) Graphics Gems (Vol.5) Graphics Gems (Vol.5) scan version
Graphics Gems IV
Graphics Gems IV 图形图像编程精粹系列共有五卷,这是第5卷
Graphics Gems II
图形精粹系列图书之二,pdf格式
Graphics Gems (Vol.1)
Preface xv Introduction xvii Mathematical Notation xix Pseudo-Code xxi Contributors xxvi 1 2D GEOMETRY Useful 2D Geometry 3 Trigonometry Summary 12 Useful Trigonometry 13 Trigonometric Functions at Select Points 18 Triangles 20 Generating Random Points in Triangles (649) 24 Fast Line–Edge Intersections on a Uniform Grid (651) 29GRAPHICS GEMS I Edited by ANDREW S. GLASSNER viii CONTENTS Anti-Aliasing Summary 37 Area of Intersection: Circle and a Half-Plane 38 Area of Intersection: Circle and a Thick Line 40 Area of Intersection: Two Circles 43 Vertical Distance from a Point to a Line 47 A Fast 2D Point-on-Line Test (654)49 Fast Circle–Rectangle Intersection Checking (656)51 2 2D RENDERING Circles of Integral Radius on Integer Lattices 57 Nice Numbers for Graph Labels (657)61 Efficient Generation of Sampling Jitter Using Look-up Tables (660)64 Scan Conversion Summary 75 Fast Anti-Aliasing Polygon Scan Conversion (662)76 Generic Convex Polygon Scan Conversion and Clipping (667)84 ConcavePolygon Scan Conversion (681)87 Fast Scan Conversion of Arbitrary Polygons 92 Line-Drawing Summary 98 Digital Line Drawing (685)99 Symmetric Double Step Line Algorithm (686) 101 Rendering Anti-Aliased Lines (690) 105 An Algorithm for Filling in 2D Wide Line Bevel Joints 107 Rendering Fat Lines on a Raster Grid 114GRAPHICS GEMS I Edited by ANDREW S. GLASSNER ix CONTENTS Two-Dimensional Clipping: A Vector-Based Approach (694) 121 Periodic Tilings of the Plane on a Raster 129 3 IMAGE PROCESSING Anti-Aliasing Filters Summary 143 Convenient Anti-Aliasing Filters That Minimize “Bumpy” Sampling 144 Filters for Common Resampling Tasks 147 Smoothing Enlarged Monochrome Images 166 Median Finding on a 3 × 3 Grid (711) 171 Ordered Dithering (713) 176 A Fast Algorithm for General Raster Rotation 179 Useful 1-to-1 Pixel Transforms 196 Alpha Blending 210 4 FRAME BUFFER TECHNIQUES Frame Buffers and Color Maps 215 Reading a Write-Only Write Mask 219 A Digital “Dissolve” Effect (715) 221 Mapping RGB Triples onto Four Bits (718) 233 What Are the Coordinates of a Pixel? 246 Proper Treatment of Pixels as Integers (719) 249 Normal Coding 257 Recording Animation in Binary Order for Progressive Temporal Refinement (720) 265GRAPHICS GEMS I Edited by ANDREW S. GLASSNER x CONTENTS 1-to-1 Pixel Transforms Optimized through Color-Map Manipulation 270 A Seed Fill Algorithm (721) 275 Filling a Region in a Frame Buffer 278 Precalculating Addresses for Fast Fills, Circles, and Lines 285 A Simple Method for Color Quantization: Octree Quantization 287 5 3D GEOMETRY Useful 3D Geometry 297 An Efficient Bounding Sphere (723) 301 Intersection of Two Lines in Three-Space 304 Intersection of Three Planes 305 Mapping Summary 306 Digital Cartography for Computer Graphics 307 Albers Equal-Area Conic Map Projection. (726) 321 Boxes and Spheres Summary 326 Spheres-to-Voxels Conversion 327 A Simple Method for Box-Sphere Intersection Testing (730) 335 6 3D RENDERING 3D Grid Hashing Function (733) 343 Backface Culling 346GRAPHICS GEMS I Edited by ANDREW S. GLASSNER xi CONTENTS Fast Dot Products for Shading 348 Scanline Depth Gradient of a Z-Buffered Triangle 361 Simulating Fog and Haze 364 Interpretation of Texture Map Indices 366 Multidimensional Sum Tables 376 7 RAY TRACING A Simple Ray Rejection Test 385 Ray−Object Intersection Summary 387 Intersection of a Ray with a Sphere 388 An Efficient Ray−Polygon Intersection (735) 390 Fast Ray−Polygon Intersection 394 Fast Ray−Box Intersection (736) 395 Shadow Attenuation for Ray Tracing Transparent Objects 397 8 NUMERICAL AND PROGRAMMING TECHNIQUES Root Finding Summary 403 Cubic and Quartic Roots (738) 404 A Bézier Curve-Based Root-Finder (787) 408 Using Sturm Sequences to Bracket Real Roots of Polynomial Equations (743) 416 Distance Measures Summary 423GRAPHICS GEMS I Edited by ANDREW S. GLASSNER xii CONTENTS A High-Speed, Low Precision Square Root (756) 424 A Fast Approximation to the Hypotenuse (758) 427 A Fast Approximation to 3D Euclidean Distance 432 Full-Precision Constants 434 Converting between Bits and Digits 435 Storage-free Swapping 436 Generating Random Integers 438 Fast 2D−3D Rotation 440 Bit Patterns for Encoding Angles 442 Bit Interleaving for Quad- or Octrees (759) 443 A Fast HSL-to-RGB Transform (763) 448 9 MATRIX TECHNIQUES Matrix Identities 453 Rotation Matrix Methods Summary 455 Transforming Axes 456 Fast Matrix Multiplication 460 A Virtual Trackball 462 Matrix Orthogonalization (765) 464 Rotation Tools 465 Matrix Inversion (766) 470 Matrices and Transformations 472 Efficient Post-Concatenation of Transformation Matrices (770) 476GRAPHICS GEMS I Edited by ANDREW S. GLASSNER xiii CONTENTS 10 MODELING AND TRANSFORMATIONS Transformation Identities 485 Fixed-Point Trigonometry with CORDIC Iterations (773) 494 Using Quaternions for Coding 3D Transformations (775) 498 3D Viewing and Rotation Using Orthonormal Bases (778) 516 The Use of Coordinate Frames in Computer Graphics 522 Forms, Vectors, and Transforms (780) 533 Properties of Surface-Normal Transformations 539 Transforming Axis-Aligned Bounding Boxes (785) 548 Constructing Shapes Summary 551 Defining Surfaces from Sampled Data 552 Defining Surfaces from Contour Data 558 Computing Surface Normals for 3D Models 562 Calculation of Reference Frames along a Space Curve 567 11 CURVES AND SURFACES Planar Cubic Curves 575 Explicit Cubic Spline Interpolation Formulas 579 Fast Spline Drawing 585 Some Properties of Bézier Curves 587 Tutorial on Forward Differencing 594 Integration of Bernstein Basis Functions 604GRAPHICS GEMS I Edited by ANDREW S. GLASSNER xiv CONTENTS Solving the Nearest-Point-on-Curve Problem (787) 607 An Algorithm for Automatically Fitting Digitized Curves (797) 612 References 808 Index
Graphics Gems[1-3]
Graphics Gems 1-3 合集 跳樓大甩賣啦
Graphics Gems (Vol.3)
Foreword By Andrew Glassner xvii Preface xix Mathematical Notation xxi Pseudo-Code xxiii Contributors xxviii I I I I I I I I I IMAGE PROCESSING MAGE PROCESSING MAGE PROCESSING MAGE PROCESSING MAGE PROCESSING Introduction 3 1. Fast Bitmap Stretching C 4 Tomas Möller 2. General Filtered Image Rescaling C 8 Dale Schumacher 3. Optimization of Bitmap Scaling Operations 17 Dale Schumacher 4. A Simple Color Reduction Filter C 20 Dennis Braggviii CONTENTS 5. Compact Isocontours from Sampled Data 23 Douglas Moore and Joseph Warren 6. Generating Isovalue Contours from a Pixmap C 29 Tim Feldman 7. Compositing Black-and-White Bitmaps 34 David Salesin and Ronen Barzel 8. 2 1 2 -D Depth-of-Field Simulation for Computer 36 Animation Cary Scofield 9. A Fast Boundary Generator for Composited 39 Regions C Eric Furman II II II II II N N N N NUMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING UMERICAL AND PROGRAMMING T T T T TECHNIQUES ECHNIQUES ECHNIQUES ECHNIQUES ECHNIQUES Introduction 47 1. IEEE Fast Square Root C 48 Steve Hill 2. A Simple Fast Memory Allocator C 49 Steve Hill 3. The Rolling Ball C 51 Andrew J. Hanson 4. Interval Arithmetic C 61 Jon Rokne 5. Fast Generation of Cyclic Sequences C 67 Alan W. Paeth 6. A Generic Pixel Selection Mechanism 77 Alan W. Paethix CONTENTS 7. Nonuniform Random Points Sets via Warping 80 Peter Shirley 8. Cross Product in Four Dimensions and Beyond 84 Ronald N. Goldman 9. Face-Connected Line Segment Generation in an n-Dimensional Space C 89 Didier Badouel and Charles A. Wüthrich III III III III III M M M M MODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS ODELING AND TRANSFORMATIONS Introduction 95 1. Quaternion Interpolation with Extra Spins C 96 Jack Morrison 2. Decomposing Projective Transformations 98 Ronald N. Goldman 3. Decomposing Linear and Affine Transformations 108 Ronald N. Goldman 4. Fast Random Rotation Matrices C 117 James Arvo 5. Issues and Techniques for Keyframing Transformations 121 Paul Dana 6. Uniform Random Rotations C 124 Ken Shoemake 7. Interpolation Using Bézier Curves C 133 Gershon Elber 8. Physically Based Superquadrics C 137 A. H. Barrx CONTENTS I I I I IV V V V V 2-D 2-D 2-D 2-D 2-D GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS Introduction 163 1. A Parametric Elliptical Arc Algorithm C 164 Jerry Van Aken and Ray Simar 2. Simple Connection Algorithm for 2-D Drawing C 173 Claudio Rosati 3. A Fast Circle Clipping Algorithm C 182 Raman V. Srinivasan 4. Exact Computation of 2-D Intersections C 188 Clifford A. Shaffer and Charles D. Feustel 5. Joining Two Lines with a Circular Arc Fillet C 193 Robert D. Miller 6. Faster Line Segment Intersection C 199 Franklin Antonio 7. Solving the Problem of Apollonius and Other 203 Related Problems Constantina Sevici V V V V V 3-D 3-D 3-D 3-D 3-D GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS GEOMETRY AND ALGORITHMS Introduction 213 1. Triangles Revisited 215 Fernando J. López-López 2. Partitioning a 3-D Convex Polygon with an 219 Arbitrary Plane C Norman Chin 3. Signed Distance from Point to Plane C 223 Príamos Georgiadesxi CONTENTS 4. Grouping Nearly Coplanar Polygons into Coplanar Sets C 225 David Salesin and Filippo Tampieri 5. Newell’s Method for Computing the Plane Equation of a Polygon C 231 Filippo Tampieri 6. Plane-to-Plane Intersection C 233 Príamos Georgiades 7. Triangle-Cube Intersection C 236 Douglas Voorhies 8. Fast n-Dimensional Extent Overlap Testing C 240 Len Wanger and Mike Fusco 9. Subdividing Simplices C 244 Doug Moore 10.Understanding Simploids 250 Doug Moore 11. Converting Bézier Triangles into Rectangular Patches C 256 Dani Lischinski 12.Curve Tesselation Criteria through Sampling 262 Terence Lindgren, Juan Sanchez, and Jim Hall Vl Vl Vl Vl Vl R R R R RAY TRACING AND RADIOSITY AY TRACING AND RADIOSITY AY TRACING AND RADIOSITY AY TRACING AND RADIOSITY AY TRACING AND RADIOSITY Introduction 269 1. Ray Tracing with the BSP Tree C 271 Kelvin Sung and Peter Shirley 2. Intersecting a Ray with a Quadric Surface C 275 Joseph M. Cychosz and Warren N. Waggenspack, Jr.xii CONTENTS 3. Use of Residency Masks and Object Space Partitioning to Eliminate Ray-Object Intersection Calculations 284 Joseph M. Cychosz 4. A Panoramic Virtual Screen for Ray Tracing C 288 F. Kenton Musgrave 5. Rectangular Bounding Volumes for Popular Primitives C 295 Ben Trumbore 6. A Linear-Time Simple Bounding Volume Algorithm 301 Xiaolin Wu 7. Physically Correct Direct Lighting for Distribution Ray Tracing C 307 Changyaw Wang 8. Hemispherical Projection of a Triangle C 314 Buming Bian 9. Linear Radiosity Approximation Using Vertex-to-Vertex Form Factors 318 Nelson L. Max and Michael J. Allison 10. Delta Form-Factor Calculation for the Cubic Tetrahedral Algorithm C 324 Jeffrey C. Beran-Koehn and Mark J. Pavicic 11. Accurate Form-Factor Computation C 329 Filippo Tampieri VII VII VII VII VII R R R R RENDERING ENDERING ENDERING ENDERING ENDERING Introduction 337 1. The Shadow Depth Map Revisited 338 Andrew Wooxiii CONTENTS 2. Fast Linear Color Rendering C 343 Russell C. H. Cheng 3. Edge and Bit-Mask Calculations for Anti-Aliasing C 349 Russell C. H. Cheng 4. Fast Span Conversion: Unrolling Short Loops C 355 Thom Grace 5. Progressive Image Refinement Via Gridded Sampling C 358 Steve Hollasch 6. Accurate Polygon Scan Conversion Using Half-Open Intervals C 362 Kurt Fleischer and David Salesin 7. Darklights 366 Andrew S. Glassner 8. Anti-Aliasing in Triangular Pixels 369 Andrew S. Glassner 9. Motion Blur on Graphics Workstations C 374 John Snyder, Ronen Barzel and Steve Gabriel 10. The Shader Cache: A Rendering Pipeline Accelerator 383 James Arvo and Cary Scofeld References 611 Index
Graphics Gems IV.part2.rar
The Graphics Gems Series IV A Collection of Practical Techniques for the Computer Graphics Programmer.此为分卷压缩之二
Graphics Gems V.part3.rar
The Graphics Gems Series V A Collection of Practical Techniques for the Computer Graphics Programmer.此为分卷压缩之三。
Graphics Gems IV.part4.rar
The Graphics Gems Series IV A Collection of Practical Techniques for the Computer Graphics Programmer.此为分卷压缩之四。
Graphics Gems 图形几何学
Graphics Gems 图形几何学 高深的几何学
Graphics Gems V.part1.rar
he Graphics Gems Series V A Collection of Practical Techniques for the Computer Graphics Programmer.此为分卷压缩之一。
Graphics Gems 5
非常有名图形学的书籍!
Graphics Gems IV.part1.rar
The Graphics Gems Series IV A Collection of Practical Techniques for the Computer Graphics Programmer.此为分卷压缩之一。
Graphics Gems I
一本关于游戏技术中图形图像的技术的书,外国人写的,很不错。
Graphics Gems 4 part2
Publication Date: May 20, 1994 Graphics Gems IV is the newest volume in the Graphics Gems series. All of the books in the series contain practical solutions for <em>graphics</em> problems using the latest techniques in the field. The books in this series have become essential, time saving tools for many programmers. Volume IV is a collection of carefully crafted <em>gems</em> which are all new and innovative. All of the <em>gems</em> are immediately accessible and useful in formulating clean, fast, and elegant programs. The C programming language has been used for most of the program listings, although several of the <em>gems</em> have C++ implementations. *IBM version Includes one 3 1/2" high-density disk. System Requirements: 286 or higher IBM PC compatible, DOS 4.0 or higher
Graphics Gems 4 part1
Publication Date: May 20, 1994 Graphics Gems IV is the newest volume in the Graphics Gems series. All of the books in the series contain practical solutions for <em>graphics</em> problems using the latest techniques in the field. The books in this series have become essential, time saving tools for many programmers. Volume IV is a collection of carefully crafted <em>gems</em> which are all new and innovative. All of the <em>gems</em> are immediately accessible and useful in formulating clean, fast, and elegant programs. The C programming language has been used for most of the program listings, although several of the <em>gems</em> have C++ implementations. *IBM version Includes one 3 1/2" high-density disk. System Requirements: 286 or higher IBM PC compatible, DOS 4.0 or higher
Graphics Gems V.part2.rar
The Graphics Gems Series V A Collection of Practical Techniques for the Computer Graphics Programmer.此为分卷压缩之二。
[Graphics Gems V][EN] part3
[Graphics Gems V][EN],图形学精粹第5版,英文版,学习图形学的好书,该书为系列书,因为文件太大,所以压缩成多个文件了
[Graphics Gems V][EN] part2
[Graphics Gems V][EN],图形学精粹第5版,英文版,学习图形学的好书,该书为系列书,因为文件太大,所以压缩成多个文件了
[Graphics Gems V][EN] part4
[Graphics Gems V][EN],图形学精粹第5版,英文版,学习图形学的好书,该书为系列书,因为文件太大,所以压缩成多个文件了
[Graphics Gems V][EN] part1
[Graphics Gems V][EN],图形学精粹第5版,英文版,学习图形学的好书,该书为系列书,因为文件太大,所以压缩成多个文件了
图形图像编程精粹(Graphics Gems)第二与第三卷
这是《图形编程精粹系列》的第二卷,对图形编程讲得非常详细,分类也非常细,英文也比其他电子书晦涩难懂多了,英文没准备好就先别<em>下载</em>了 该系列中的第三部,主要讲解建模、着色、局部照明和阴影处理,并涵盖了影像处理,数学和编程技术,建模转换,2D 和 3D 几何算法,光线跟踪和散射,以及其他很多图形编程方面的技巧。
Graphics Gems (6 books + source code).zip
Welcome to Graphics Gems: a collection of algorithms, programs, and mathematical techniques for the computer <em>graphics</em> programmer. I have wanted a book like this for a long time. I have written tens of thousands of lines of computer <em>graphics</em> code in the last few years, and I know that much of it could have been better. I even knew that when I wrote it. But often I didn’t have the time to find the best data structure or design the most elegant or robust algorithm. Sometimes I only realized how to do something well after doing it the wrong way first. As time went on I found myself sharing my experiences and tricks with friends and colleagues, who offered their insights in return. Though we were trading our hard-earned lessons with each other, there was no more general or public forum where we could document.these ideas permanently. And I sometimes wondered what insights I was missing simply because I couldn’t talk with everyone in the field. Thus Graphics Gems was born. This book was created for the working <em>graphics</em> programmer. Its production concludes one turn of a cycle of discovery, document.tion, editing, publishing, and reading, which will lead to new discoveries. The articles in this book are not research papers. The formal publication process in journals and conferences works well for disseminating the architecture of large, new ideas. Rather, this book focuses on the nuts-and-bolts of programming and implementation, supplying the details often left out of technical papers
(AP) Graphics Gems (Vol.1,2,3).pdf.rar
图形精粹系列图书之1,2,3,pdf格式.另有4,5,由于体积太大,如有需要,等处理后再上传。
Graphics Gems图形图像编程精粹所有源代码
Graphics Gems图形图像编程精粹所有源代码
Analysis I-III 文字版
Birkhauser出版的三卷本的分析学《Analysis I-III》 整本书从概念到叙述都十分的现代化,综合性强。作为进阶读物是非常好的 知乎 罗旻杰 推荐
[动态规划]数字三角形(版本I-III)
level 11.1题目1.1.1题目描述考虑在下面被显示的数字金字塔。 写一个程序来计算从最高点开始在底部任意处结束的路径经过数字的和的最大。每一步可以走到左下方的点也可以到达右下方的点。 在上面的样例中,从7 到 3 到 8 到 7 到 5 的路径产生了最大和:301.1.2输入第1行:1个整数R(1&lt;= R&lt;=1000),表示行的数目。 接下来共R行,第i行有i个整数。所有的数均非负的
Gems
Wealthy alsomagic! nSupernatural alsomagic! nBut also poor alsomagic! nBecause he is now puzzled by a problem, and will go crazy if you can��t help him.nnalsomagic has a lot of <em>gems</em> with different colors and shapes. His supernatural power provides him the ability of transforming some <em>gems</em>' shape and color! Now he wants to give some of <em>gems</em> to his darling girlfriend as gift. But a problem came with him. His girlfriend dislikes too many <em>gems</em> with the same color! And alsomagic, will also be disgusted with lots of <em>gems</em> with the same shape.nnSo he attempts to change some <em>gems</em> to solve this problem.nnInputnnThe first line of a multiple input is an integer T, followed by T input blocks. The first line of each input block are two integers N, M (1 =< N,M < R1, R2 < N, 0 < M) indicating one kind of transfor way, by which he can change some of shape R1, color C1 <em>gems</em> to shape R2, color C2, and VICE VERSA. But each way of transform can only be used ONCE!nnThen N integers, the K-th integer is the number of <em>gems</em> with SHAPE K that alsomagic can tolerance.nThen M integers. The K-th integer is the number of <em>gems</em> with COLOR K that alsomagic��s girlfriend can tolerance!nnOutputnnOne line percase, with ��Yes�� if there is a way to solve this problem, otherwise ��No��.nnSample Inputnn2nn1 3n3 2 6n1n0 1 0 2n5n1 3 2nn1 3n3 2 6n1n0 1 0 2n4n1 3 2nSample OutputnnYesnNonSpecial thanks to:nSHEN, Guanghao nWU, Jiazhinn
graphics,h下载
C语言头文件<em>下载</em>,可以随便<em>下载</em>,安全无毒,<em>下载</em>后解压即可
【2017沈阳网络赛】1006 hdu6199 gems gems gems 动态规划
Problem Description Now there are n <em>gems</em>, each of which has its own value. Alice and Bob play a game with these n <em>gems</em>. They place the <em>gems</em> in a row and decide to take turns to take <em>gems</em> from le
GPU GEMS
NVIDA gpu编程
Gems of Geometry
This book is based on lectures given several times at Reading University in England at their School of Continuing Education, from about 2002. One might wonder why I gave these lectures. I had been attending a few lectures on diverse subjects such as Music, Latin and Greek and my wife suggested that perhaps I should give some lectures myself. I was somewhat taken aback by this but then realised that I did have some useful material lying around that would make a starting point. When I was a boy (a long time ago) I much enjoyed reading books such as Mathematical Snapshots by Steinhaus and Mathematical Recreations and Essays by Rouse Ball. Moreover, I had made a few models such as the minimal set of squares that fit together to make a rectangle, some sets of Chinese Rings, and 31 coloured cubes and these items were still around. This starting point was much enhanced by some models that my daughter Janet had made when at school. A junior class had been instructed to make some models for an open day but had made a mess instead. Janet (then in the sixth form) was asked to save the day. Thus I also had available models of many regular figures including the Poinsot- Kepler figures and the compound of five tetrahedra and that of five cubes.
gems tutorial
introduction to <em>gems</em> simulator.
GEMS测试用例
里面包括测试用例,有关ruby、opcl等一系列东西,能够跟simics一起使用
Graphics
我咋看不到效果?rnrnrnForm ss = new Form();rnImage imageFile = new Bitmap(100, 400);rn System.Drawing.Pen pen =new Pen(Color.FromArgb(200, Color.Yellow), 1);rn Graphics gd = Graphics.FromImage(imageFile);rn Graphics gd = Graphics.FromHwnd(ss.Handle);rn gd.DrawLine(pen, 1, 50, 150, 50);rn gd.DrawLine(pen, 50, 1, 50, 150);rn gd.DrawLine(pen, 1, 100, 150, 100);rn gd.DrawLine(pen, 100, 1, 100, 150);rn
graphics ??
我在表单上用两个<em>graphics</em> 对象单独的画自已的东西,可是我对其中的一个对象用clear方法,另外的也对象也受影响了。rn我不想另外一个也受影响。rn谢谢,我没分,我是刚加入的。
Graphics 。。。
[code=csharp]rn private void panel1_MouseMove(object sender, MouseEventArgs e)rn rn panel1.BackColor = Color.Black;rn Graphics G = panel1.CreateGraphics();rn G.Clear(panel1.BackColor);rnrn G.DrawString(e.X + " " + e.Y, new Font("楷体", 13), new SolidBrush(Color.Red), new PointF(5, 5));rn G.DrawLine(new Pen(Brushes.Red, 1), new PointF(e.X, 0), new PointF(e.X, panel1.Height));rn G.DrawLine(new Pen(Brushes.Red, 1), new PointF(0, e.Y), new PointF(panel1.Width, e.Y));rn rnrn private void button1_Click(object sender, EventArgs e)rn rn Graphics G = panel1.CreateGraphics();rn G.Clear(panel1.BackColor);rn G.DrawString(DateTime.Now.ToString(), new Font("楷体",13), Brushes.Red, new PointF(10, 10));rn rn [/code]rn[color=#FF0000]我先点及按钮 button1 ,在panel1中绘制显示现在时间的字符串,然后我想当鼠标在 panel1上移动时 ,在panel1上绘制鼠标在panel1的坐标。但这样之前在button1_Click()中绘制的 显示时间的字符串会消失,请问怎样解决这个问题?使在两个事件中绘制的字符串同时存在。[/color]
Graphics!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Graphics g = Graphics.FromImage(bitmap);rn以下这两个有什么用呀!!!那位大哥帮帮忙rng.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.High;rng.SmoothingMode= System.Drawing.Drawing2D.SmoothingMode.HighQuality;
graphics
那位知道那里有rn《Java 2D 绘图技术》免费<em>下载</em>吗?rn
Game Programming Gems 6
游戏编程精粹系列之游戏编程精粹6的英文原版。
Game Programming Gems 8
Game Programming Gems 8
Graphic Gems 1
Graphic Gems1英文电子版PDF格式,不是Gpu Gems1,请注意,特此更正!
Graphic Gems 2
Graphic Gems2英文电子版PDF格式,不是Gpu Gems2,请注意,特此更正!
GPU GEMS 3 part3
GPU GEMS 3 part 3
GPU Gems 2
本书由引领全球计算机图形芯片技术发展的NVIDIA公司组稿,汇集当今国际上前沿开发者们经多年研究和实践得出的实用的实时图形技术成果。本书主要基于当今图形处理器(GPU)的可编程图形管线,除了讲述创建高级视觉效果的基础知识和性能优化技术外,还着重介绍了前沿开发者们总结出来的快速技巧。
Game Programming Gems 6.part2
Game Programming Gems 6英文版PDF格式。共分两部分,此为第二部分
gems使用手册ruby on rails
<em>gems</em>使用手册ruby on rails,真的很好很好很好用啊
GPU Gems(CHM)
根据nvidia网上整理的CHM版,比起扫描版应该看起来会方便一些。
rails need gems
rails need <em>gems</em>
Practical Ruby Gems
Practical Ruby Gems 今天刚下的
GPU Gems 3 part2
真正的GPU Gems 3,英文CHM版 第二部分
GPU gems 3 part2
GPU <em>gems</em>系列之三
Lua Programming Gems
This collection of articles record some of the existing wisdom and practice on how to program well in Lua. In well-written articles that go much beyond the brief informal exchange of tips in the mailing list or the wiki, the authors share their mastery of all aspects of Lua programming, elementary and advanced. The articles cover a wide spectrum of areas and approaches, with authors from both the industry and academia and titles about game programming, programming techniques, embedding and extending, algorithms and data structures, and design techniques.
GPU gems 3 part3
GPU <em>gems</em>系列之三
Gpu Gems - 2
Gpu Gems 系列是NVIDIA公司出版的,NVIDIA作为全球一流GPU制造商,其撰写的书籍对一线研发人员具有很高的指导价值。
GPU Gems 3
GPU Gems GPU 精粹是游戏渲染开发的必备书籍。是通往游戏开发新的制高点。
Game Programming Gems 4
是一本扫描版 Publication Date: March 3, 2004 Uncover the secrets of the game industry's best programmers with the newest volume of the Game Programming Gems series With over 60 all new techniques, Game Programming Gems 4 continues to be the definitive resource for developers. Written by expert game developers who make today's amazing games, these articles not only provide quick solutions to cutting-edge problems, but they provide insights that you'll return to again and again. They'll spark your creativity and inspire your own discoveries. For the past few years, the game industry has been on an incredible journey of exploration and innovation. In conjunction with this journey, the scope of the Game Programming Gems series has broadened as well. With the variety of new platforms available, coverage has been expanded to include alternative languages and third party APIs. Most code is written in C++, but some interpreted languages (Java and Python) are also represented. The <em>graphics</em> articles make use of OpenGL, DirectX, and the various available shader languages. Volume 4 also includes an all new physics section that teaches innovative techniques for implementing real-time physics that will help you create emergent gameplay. To make searching between all four volumes of the series easy and efficient, we have added a cumulative index. This new volume is a definite must-have resource for every game programmer's library!
gems of theoretical computer science
Table of Contents Fundamental Definitions and Results 1 1 The Priority Method 9 2 Hilbert's Tenth Problem 15 3 The Equivalence Problem for LOOP(1)- and LOOP(2)-Programs 25 4 The Second LBA Problem 37 5 LOGSPACE, Random Walks on Graphs, and Universal Traversal Sequences 41 6 Exponential Lower Bounds for the Length of Resolution Proofs 49 7 Spectral Problems and Descriptive Complexity Theory 61 8 Kolmogorov Complexity, the Universal Distribution, and Worst-Case vs. Average-Case 71 9 Lower Bounds via Kolmogorov Complexity 77 10 PAC-Learning and Occam's Razor 85 11 Lower Bounds for the Parity Function 91 12 The Parity Function Again 101 13 The Complexity of Craig Interpolants 111 14 Equivalence Problems and Lower Bounds for Branching Programs 115 15 The Berman-Hartmanis Conjecture and Sparse Sets 123 16 Collapsing Hierarchies 131 17 Probabilistic Algorithms, Probability Amplification, and the Recycling of Random Numbers 141 18 The BP-Operator and Graph Isomorphism 153 19 The BP-Operator and the Power of Counting Classes 163 20 Interactive Proofs and Zero Knowledge 175 21 IP = PSPACE 183 22 P does not equal NP with probability 1 191 23 Superconcentrators and the Marriage Theorem 197 24 The Pebble Game 203 25 Average-Case Complexity 213 26 Quantum Search Algorithms 223 Solutions 237 Bibliography 317 Index 321
GPU Gems 3 part3
真正的GPU Gems 3,英文CHM版 第三部分
GPU Gems 3 part1
真正的GPU Gems 3,英文CHM版 第一部分
如何做一个gems mirror?
我想在公司的机子上做一个<em>gems</em> mirror,可以加速gem安装的速度。rn我知道 gem mirror 命令可以做,但这个东西我试了几次没有成功,是timeout,我确认rubyforge的地址是对的。rnrn只能用一个折衷的方法用rsync从rubyforge上把所有的.gem文件download了下来,用gem install 来安装。rn但还不是一个最完美的方法。rnrn我也尝试 gem generate_index ,再启 gem server , 但是gem server不认刚才创建的index。rnrn不知道有什么方法用我们现有的gem文件做成一个<em>gems</em> mirror吗?rn
GPU Gems 3 (2)
GPU Gems 3 by Hubert Nguyen两个分卷,此为(2)
GPU gems读书笔记——
在gpu中模拟和渲染大的水体的系统。把基本网格的几何波动和动态法线贴图的生成结合起来。
Game Engine Gems 1
Game Engine Gems 1 英文无水印pdf Game Engine Gems 1 英文无水印pdf
GPU GEMS 3
GPU GEMS 3 part2 分3部分,这是第二个
Game Programming Gems 1
游戏编程精粹系列之游戏编程精粹1的英文原版。
Game Programming Gems 8.pdf
Game Programming Gems 8.pdf very nice
Gpu Gems 3
Gpu Gems 系列是NVIDIA公司出版的,NVIDIA作为全球一流GPU制造商,其撰写的书籍对一线研发人员具有很高的指导价值。.
Simics with Gems 安装笔记
Simics with Gems 安装笔记
GPU Gems 1.part1.rar
djvu 格式NVIDIA CorporationThis book is an extensive and practical collection of articles about real-time computer <em>graphics</em>, accumulating the knowledge and experience of experts in both industry and academia. Building, in the same style, upon the wealth of the great “Gems” books already available, GPU Gems is a collection of short chapters. However, a number of keycharacteristics make this book unique and valuable to today’s developers as they attempt to harness the ever-increasing power of the <em>graphics</em> processing unit (GPU).
game programming gems
game programming <em>gems</em>第一版中文版,游戏编程进阶参考书
Game Programming Gems 7
还是一如既往的精辟 ALL RIGHTS RESERVED. No part of this work covered by the copyright herein may be reproduced, transmitted, stored, or used in any form or by any means graphic, electronic, or mechanical, including but not limited to photocopying, recording, scanning, digitizing, taping, Web distribution, information networks, or information storage and retrieval systems, except as permitted under Section 107 or 108 of the 1976 United States Copyright Act, without the prior written permission of the publisher.
Game Programming Gems 8.rar
Game Programming Gems 8.rar
Game Programming Gems 2
Game Programming Gems 2 by Mark DeLoura (Editor) 游戏编程精粹2英文版
Lua Programming Gems 高清
Lua Programming Gems 高清文字版,7z压缩。。。。。。。。。。
Ruby on Rails,环境安装和Gems
[url=http://blog.csdn.net/abbuggy/article/details/7400848]http://blog.csdn.net/abbuggy/article/details/7400848[/url]rn如果你的电脑上没有安装Ruby,还等什么,我们去官方网站<em>下载</em>安装程序吧。对于运行Rails3.0,最低需要Ruby1.8.7,现在最新的稳定版应该是1.9.3。在Ruby的官方网站http://www.ruby-lang.org/有为不同操作系统安装Ruby使用的程序连接。如果使用的是windows,直接<em>下载</em>RubyInstaller并像安装普通软件一样安装就可以。我们安装Ruby是为了使用Rails,人家还给咱专门提供了同样基于RubyInstaller的RailsInstaller,能够将一些其他的开发工具一并安装,方便省力。最新版本的RailsInstaller是2.1.0,我们就用这个。这个版本附带有: rnRuby 1.9.3-p125rnRails 3.2rnBundler 1.0.18rnGit 1.7.6rnSqlite 3.7.3rnTinyTDS 0.4.5rnSQL Server support 3.3.3rnDevKitrn[img=http://my.csdn.net/uploads/201203/27/1332859007_8992.png][/img]rn安装RailsInstaller时,最好选上“Add executables for Ruby,Git and DevKit to the PATH”,将Ruby,Git,DevKit的bin目录加入PATH环境变量中,方便直接在命令行中使用。当然你也可以不选则这个选项,改为每次执行命令时键入全路径。我没有测试过如果有中文或空格会不会出错,但为了避免不必要的麻烦还是谨慎为好。rn[img=http://my.csdn.net/uploads/201203/27/1332859951_8152.png][/img]rn如此一来安装工作完毕,测试一下是否工作正常。通过“开始-所有程序-RailsInstaller-Command Prompt with Ruby and Rails”启动命令行工作环境。rn查看Ruby版本:rn[code=Java]E:\greensoft\RailsInstaller>ruby -vrnruby 1.9.3p125 (2012-02-16) [i386-mingw32][/code]rn查看Rails版本:rn[code=Java]E:\greensoft\RailsInstaller>rails -vrnRails 3.2.1[/code]rn查看Gems版本:rn[code=Java]E:\greensoft\RailsInstaller>gem -vrn1.8.19[/code]rn一切正常!rn使用Rails的过程中你经常需要RubyGems(gem)工具来管理以及升级依赖的库(RubyGem)。RubyGem,就是一个个用Ruby语言编写的程序软件包,Rails就是一个最著名的RubyGem。RubyGems是标准的Ruby包管理器,它的功能类似于Linux下的apt-get。rn我们来使用gem查看一下RailsInstaller已经安装好的gem包:rn[code=Java]E:\greensoft\RailsInstaller>gem listrnrn*** LOCAL GEMS ***rnrnactionmailer (3.2.1)rnactionpack (3.2.1)rnactivemodel (3.2.1)rnactiverecord (3.2.1)rnactiverecord-sqlserver-adapter (3.2.1)rnactiveresource (3.2.1)rnactivesupport (3.2.1)rnarel (3.0.2)rnbigdecimal (1.1.0)rnbuilder (3.0.0)rnbundler (1.0.22)rncoffee-rails (3.2.2)rncoffee-script (2.2.0)rncoffee-script-source (1.2.0)rnerubis (2.7.0)rnexecjs (1.3.0)rnhike (1.2.1)rni18n (0.6.0)rnio-console (0.3)rnjourney (1.0.3, 1.0.2)rnjquery-rails (2.0.1)rnjson (1.6.5, 1.5.4)rnmail (2.4.4, 2.4.1)rnmime-types (1.18, 1.17.2)rnminitest (2.5.1)rnmulti_json (1.1.0)rnmysql2 (0.3.11 x86-mingw32)rnpg (0.13.1 x86-mingw32)rnpolyglot (0.3.3)rnrack (1.4.1)rnrack-cache (1.2, 1.1)rnrack-ssl (1.3.2)rnrack-test (0.6.1)rnrails (3.2.1)rnrailties (3.2.1)rnrake (0.9.2.2)rnrb-readline (0.4.2)rnrdoc (3.12, 3.9.4)rnruby<em>gems</em>-update (1.8.19)rnrubyzip (0.9.6.1)rnsass (3.1.15)rnsass-rails (3.2.5)rnsprockets (2.1.2)rnsqlite3 (1.3.5 x86-mingw32)rnsqlite3-ruby (1.3.3)rnthor (0.14.6)rntilt (1.3.3)rntiny_tds (0.5.1 x86-mingw32)rntreetop (1.4.10)rntzinfo (0.3.32, 0.3.31)rnuglifier (1.2.3)[/code]rn将gem工具升级到最新版本:rn[code=Java]E:\greensoft\RailsInstaller>gem update --systemrnUpdating ruby<em>gems</em>-updaternFetching: ruby<em>gems</em>-update-1.8.21.gem (100%)rnSuccessfully installed ruby<em>gems</em>-update-1.8.21rnInstalling RubyGems 1.8.21rnRubyGems 1.8.21 installedrnrn== 1.8.21 / 2012-03-22rnrn* 2 bug fixes:rnrn * Add workaround for buggy yaml output from 1.9.2rn * Force 1.9.1 to remove it's prelude code. Fixes #305rnrnrn------------------------------------------------------------------------------rnrnRubyGems installed the following executables:rn E:/greensoft/RailsInstaller/Ruby1.9.3/bin/gemrnrnRubyGems system software updated[/code]rn使用gem安装gem包:gem会访问internet,获取你希望安装的gem以及这个gem所依赖的其他<em>gems</em>。rn[code=Java]E:\greensoft\RailsInstaller>gem install rakernSuccessfully installed rake-0.9.2.2rn1 gem installedrnInstalling ri documentation for rake-0.9.2.2...rn活动代码页: 936rnInstalling RDoc documentation for rake-0.9.2.2...[/code]rn有关查看gem工具使用的更多信息:rn[code=Java]E:\greensoft\RailsInstaller>gem --helprnRubyGems is a sophisticated package manager for Ruby. This is arnbasic help message containing pointers to more information.rnrn Usage:rn gem -h/--helprn gem -v/--versionrn gem command [arguments...] [options...]rnrn Examples:rn gem install rakern gem list --localrn gem build package.<em>gems</em>pecrn gem help installrnrn Further help:rn gem help commands list all 'gem' commandsrn gem help examples show some examples of usagern gem help platforms show information about platformsrn gem help show help on COMMANDrn (e.g. 'gem help install')rn gem server present a web page atrn http://localhost:8808/rn with info about installed <em>gems</em>rn Further information:rn http://ruby<em>gems</em>.rubyforge.org[/code]
GPU Gems 2.part1.rar
djvu 格式NVIDIA CorporationThis sort of rapid change makes a “<em>gems</em>”-style book a natural fit for assembling the state of the art and disseminating it to the developer community. Featuring chapters written by acknowledged experts, GPU Gems 2 provides broad coverage of the most exciting new ideas in the field.
D. Magic Gems(矩阵快速幂)
http://codeforces.com/problemset/problem/1117/D time limit per test 3 seconds memory limit per test 256 megabytes input standard input output standard output Reziba has many magic <em>gems</em>. Each ...
GPU Gems 2.part2.rar
djvu 格式NVIDIA CorporationThis sort of rapid change makes a “<em>gems</em>”-style book a natural fit for assembling the state of the art and disseminating it to the developer community. Featuring chapters written by acknowledged experts, GPU Gems 2 provides broad coverage of the most exciting new ideas in the field.
ruby--dbi数据库操作gems相关
ruby对应数据库的必需<em>gems</em>包,包括最新的3个版本的dbi源码和<em>gems</em>安装包
GPU GEMS 3 part1
GPU Gems 3 by Hubert Nguyen -------------------------------------------------------------------------------- Publisher: Addison Wesley Professional Pub Date: August 02, 2007 Print ISBN-10: 0-321-51526-9 Print ISBN-13: 978-0-321-51526-1 eText ISBN-10: 0-321-54542-7 eText ISBN-13: 978-0-321-54542-8
GPU gems 3 part1
GPU <em>gems</em>系列之三,不用多介绍了吧
Game Programming Gems 3
游戏编程精粹系列之游戏编程精粹3的英文原版。
Graphics and paint(Graphics g) 问题????
Graphics bg;rnrn能不能在 paint 中 把bg画出来。(画出来:显示在窗口中)rn//----------------------------rnpublic void paint(Graphics g)rnrn 把bg画出来。rnrn//-----------------------------rn我用了很多方法但都不行。rn什么rn g=bg; rn paint(bg);rng又只能画image对象。rn
graphics=new Graphics(dc)错误?????
如题,为什么Graphics <em>graphics</em>(dc)可以,而<em>graphics</em>=new Graphics(dc)错误????rn不能用new创建Graphics吗???
JAVA试题及答案JAVA试题及答案下载
JAVA试题及答案JAVA试题及答案JAVA试题及答案 相关下载链接:[url=//download.csdn.net/download/zxcdhm/2581086?utm_source=bbsseo]//download.csdn.net/download/zxcdhm/2581086?utm_source=bbsseo[/url]
c++面向对象编程思想下载
学习和理解c++面向对象的编程思想,适合各个学习阶段的编程人员 相关下载链接:[url=//download.csdn.net/download/wushihui2008/2694583?utm_source=bbsseo]//download.csdn.net/download/wushihui2008/2694583?utm_source=bbsseo[/url]
多功能时钟下载
里面附带语言播报时间,计算器,秒表,闹钟,定时关机,还有托盘,用画笔重新绘制表盘钟和还用api创建数字钟 相关下载链接:[url=//download.csdn.net/download/a6254078/4611312?utm_source=bbsseo]//download.csdn.net/download/a6254078/4611312?utm_source=bbsseo[/url]
相关热词 c# 线程顺序 c#昨天当前时间 c# 多进程 锁 c#mysql图片存取 c# ocx 委托事件 c# 读取类的属性和值 c# out 使用限制 c#获取url的id c#怎么进行分页查询 c# update 集合
我们是很有底线的