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《Introduction to 3D Game Programming with DirextX 12》 Introduction to lighting,cube mapping,normal mapping and shadow mapping Lambertamp;Rsquo;s cosine law we can think of light as a collection of photons traveling through space in a certain direction. Each photon carries some(light) energy. The amount of (light) energy emitted per second is called radiant flux. The density of radiant flux per area (called irradiance) is important because that will determine how much light an area on a surface receives (and thus how bright it will appear to the eye). Loosely, we can think of irradiance as the amount of light striking an area on a surface, or the amount of light passing through an imaginary area in space. Diffuse lighting Consider the surface of an opaque object. When light strikes a point on the surface, some of the light enters the interior of the object and interacts with the matter near the surface. The light will bounce around in the interior, where some
Internationalization through business model innovation: In search of relevant design dimensions and elements Abstract:Internationalization through business model innovation involves the creation, or reinvention, of the business itself. This paper aims to integrate basic insight from the literature on business model innovation, internationalization of the firm, international entrepreneurship, and global marketing into a conceptual model. Our model illustrates that internationalization through business model innovation includes design dimensions, which are domestic or globalized in upstream production as well as in downstream markets. The outcome of this paper is four international business model types each with a specific resource allocation for dealing with differences across geographical locations and entry mode elements. We address the interrelation of these dimensions and elements in firmsrsquo; international activities. Keywords Businessmodel innovation . Internation
Abstract To binocular vision light pen measuring system, calibrating the camera fast and accurate, can improve the practicality of the system application. In the establishment of ideal camera imaging model, considering the lens radial distortion and tangential distortion factors, studies the practical imaging model parameters. Plane template calibration algorithm is improved. Using points which are near calibration template center and distortion smaller solve the initial model parameters. Application internal mapping Newton#39;s method of subspace confidence domain method solves global optimization model parameters. Designing plane calibration template and using coded identification method, identify the signs point in the calibration template. The calibration efficiency is improved. The experiments show that the calibration method can be achieved binocular stereo vision camera calibration. To improve the accuracy of vision measuring system, high-precision camera calibration
英语原文共 4 页, 互相依存的关键基础设施中的失败传播 摘要:发达国家的福利强烈依赖许多异构基础设施,一般称为关键基础设施。这些设计成自治系统的基础设施实际上越来越相互依赖。这会在整个系统中引入新的和非常危险的漏洞,因为偶然或恶意的故障(例如,恐怖袭击)会导致这些连接突然出现,扩大其负面后果并影响不可预见的和随意的用户集合。在本文中,我们通过故障的存在和传播来分析在这个系统系统上引起的性能下降,以强调不同现象之间存在的最关键的环节。由于表征这些系统的不确定性,我们使用模糊数(FN)来表示相关数量。这允许建立一种建模方法,可以使用更容易从专家和利益相关者处获得的定性信息来建立方法。此外,这种选择给我们的结果带来了更好的信誉水平。初步的结论和简单的案例研
节选自Game Development with Unity 第7部分直第10部分 7. Assets Page 19 Copyright copy; 2003-2010 Technicat, LLC All rights reserved. Game Development with Unity 7.1. Importing Assets are imported into Unity simply by placing them in the project Assets directory. You can also use the Asset-gt;Import Asset menu item. An automatic import then takes place and the asset then shows up in the Unity editor project display. You can then adjust the import settings (there#39;s no way to do it beforehand) and then hit the reimport button. Note: One of the less helpful defaults in Unity is the Scale Factor used in import. The sharp-eyed user may notice the default is 0.01, for legacy reasons. So adjust the Scale Factor and reimport as necessary. 7.2. Standard Assets When you create a new project, you#39;ll be prompted whether to immediately import Standard Assets. If you#39;re new to Unity, you definitely should include these, at least to
第一章 一般原则 1.原则 1.1应用 第 C 部分1章适用于主要推进器和基本辅助机械系统及相关设备的设计、施工、安装、试验和试验。锅炉和压力容器,管道系统和操纵系统安装在船上的船舶,如本章的每一节所述,仅限于类。 1.2额外要求 对机械的额外要求给出了: 1)D 部分, 用于分配服务符号; 2)E 部分, 用于分配附加类符号; 1.3提交的文件 在实际施工开始之前, 制造商、设计师或造船将向船级社提交本章相关章节要求的文件 (计划、图表、规格和计算)。 1.4规定要求 1.4.1A类机械空间 A类的机械空间包含: bull;用于主推进的内燃机; bull;用于主要推进器以外且总功率输出不少于375kW的内燃机; bull;所有燃油锅炉或燃油装置; bull;使用燃油的设备,如燃气发生器、焚化炉、废物处理装置等。 1.4.2机械
Beginning C Game Programming John Horton Chapter 5 Collisions, Sound, and End Conditions – Making the Game Playable This is the final phase of the first project. By the end of this chapter you will have your first completed game. Once you have Timber!!! up-and-running, be sure to read the last section of this chapter as it will suggest ways to make the game better. We will be looking at the following topics: Adding the rest of the sprites Handling the player input Animating the flying log Handling death Adding sound effects Adding features and improving Timber!!! Preparing the player (and other sprites) Let#39;s add the code for the player#39;s sprite, as well as a few more sprites and textures at the same time. This next, quite large, block of code also adds a gravestone sprite for when the player gets squished, an ax sprite to chop with, and a log sprite that can whiz away each time the player chops. Notice that after the spritePla
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