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Vertex

  • This toolbox contains Matlab code for several graph and mesh partitioning methods, including geometr

    This toolbox contains Matlab code for several graph and mesh partitioning methods, including geometric, spectral, geometric spectral, and coordinate bisection. It also has routines to generate recursive multiway partitions, Vertex separators, and nested dissection orderings and it has some sample meshes and mesh generators. The toolbox contains a Matlab interface to Leland and Hendrickson s Chaco partitioning package, but it doesn t contain Chaco itself. The file "chaco/README" tells how to install the interface to Chaco. It also contains a Matlab interface to Karypis et al. s Metis partitioning package, using Robert Bridson s "metismex" code.

    標簽: partitioning including contains toolbox

    上傳時間: 2015-05-25

    上傳用戶:tzl1975

  • 現在市面上流行的3D游戲畫面越來越炫目

    現在市面上流行的3D游戲畫面越來越炫目,不過也有一些為了營造一種特殊的效果而使用了卡通渲染技術,比如PC游戲中的《殺手XIII》,《忍者神龜》;PS2游戲中的《真紅之淚》,《犬夜叉》等等。這些游戲的畫面看上去很像漫畫,感覺比較有趣。下面就介紹一種簡單的實現方法。 所謂用卡通渲染技術繪制的三維物體一般都有兩個明顯的特征,一個特征是物體表面覆蓋著大塊的單調顏色,而且光影變化比較劇烈;另一個特征是物體擁有粗重的邊緣效果。如果能自己控制光照和陰影,就可以達到目的。而DirectX 9.0 中的頂點渲染(Vertex Shaders)提供了這樣一個途徑,使我們可以實現自己的想法。 頂點渲染與以前的T&L在渲染流程中處于二選一的地位,一段代碼最多只能有128條指令,而且不能有循環,判斷和跳轉指令,全是線性執行指令。每次只能有一個Shader程序是激活的,Vertex Shaders讓我們可以實時地控制模型的空間變換,光照處理以及像素渲染。 那么現在先來解決第一個問題。我們可以用光線的亮度值作為物體的紋理坐標,這就產生一種帶狀紋理的效果,然后再調整相應的顏色即可。

    標簽: 3D游戲 畫面

    上傳時間: 2013-12-10

    上傳用戶:ruan2570406

  • 北京大學ACM題 Here is a geometric problem. You have an angle and some squares in the first quadrant of

    北京大學ACM題 Here is a geometric problem. You have an angle and some squares in the first quadrant of the plane rectangular coordinates. The Vertex of the angle is fixed on the origin O of the coordinates, and both of its radial lines are specified by the input. The sizes of the squares are also specified by the input, and the squares can shift vertically and horizontally. Now your job is to use the squares and the radial lines of the angle to enclose the maximum area, which excludes the area of the squares (see Figure 1). You should note that the edges of the squares must be parallel to the axes.

    標簽: geometric quadrant problem squares

    上傳時間: 2013-12-25

    上傳用戶:ynzfm

  • xilinx官方PCIcore 有詳細說明文檔

    xilinx官方PCIcore 有詳細說明文檔,支持Spartan,Vertex

    標簽: PCIcore xilinx 文檔

    上傳時間: 2016-10-06

    上傳用戶:changeboy

  • c pgm to find redundant paths in a graph.Many fault-tolerant network algorithms rely on an underlyin

    c pgm to find redundant paths in a graph.Many fault-tolerant network algorithms rely on an underlying assumption that there are possibly distinct network paths between a source-destination pair. Given a directed graph as input, write a program that uses depth-first search to determine all such paths. Note that, these paths are not Vertex-disjoint i.e., the vertices may repeat but they are all edge-disjoint i.e., no two paths have the same edges. The input is the adjacency matrix of a directed acyclic graph and a pair(s) of source and destination vertices and the output should be the number of such disjoint paths and the paths themselves on separate lines. In case of multiple paths the output should be in order of paths with minimum vertices first. In case of tie the Vertex number should be taken in consideration for ordering.

    標簽: fault-tolerant algorithms redundant underlyin

    上傳時間: 2013-12-18

    上傳用戶:jkhjkh1982

  • Edge Disjoint Cycles. You are given an input graph that is either directed or undirected. Write a pr

    Edge Disjoint Cycles. You are given an input graph that is either directed or undirected. Write a program that reads in a Vertex number and lists the number of edge disjoint cycles that start and end at this Vertex. The output should also list the edges in each of the cycle discovered. Input will be the adjacency matrix preceded by a 0 or 1 representing Directed or Undirected graphs respectively.

    標簽: undirected Disjoint directed Cycles

    上傳時間: 2017-04-08

    上傳用戶:13188549192

  • Specification File adjacencyListGragh class GeneralGraph: use adjacency list to implement the gr

    Specification File adjacencyListGragh class GeneralGraph: use adjacency list to implement the graph which data structure is vector Construct methods: * public GeneralGraph(): contain an empty vector store the Vertex and a boolean determines whether graph is directed or not, defaulted is undirected

    標簽: adjacencyListGragh Specification GeneralGraph adjacency

    上傳時間: 2013-12-13

    上傳用戶:lyy1234

  • 13、堆 MinHeap.h test.cpp 14、哈夫曼樹 BinTreeNode.h BinaryTree.h MinHeap.h Huffman.h Test.

    13、堆 MinHeap.h test.cpp 14、哈夫曼樹 BinTreeNode.h BinaryTree.h MinHeap.h Huffman.h Test.cpp 15、樹 164 QueueNode.h LinkQueue.h TreeNode.h Tree.h 170 test.cpp 16、B+樹 BTreeNode.h BTree.h 192 test.cpp 17、圖 217 MinHeap.h Edge.h 222 Vertex.h Graph.h 224 test.cpp 18、排序 Data.h 249 QueueNode.h LinkQueue.h Sort.h 263 test.cpp

    標簽: MinHeap BinTreeNode BinaryTree Huffman

    上傳時間: 2017-08-14

    上傳用戶:AbuGe

  • Implementation of Edmonds Karp algorithm that calculates maxFlow of graph. Input: For each test c

    Implementation of Edmonds Karp algorithm that calculates maxFlow of graph. Input: For each test case, the first line contains the number of vertices (n) and the number of arcs (m). Then, there exist m lines, one for each arc (source Vertex, ending Vertex and arc weight, separated by a space). The nodes are numbered from 1 to n. The node 1 and node n should be in different sets. There are no more than 30 arcs and 15 nodes. The arc weights vary between 1 and 1 000 000. Output: The output is a single line for each case, with the corresponding minimum size cut. Example: Input: 7 11 1 2 3 1 4 3 2 3 4 3 1 3 3 4 1 3 5 2 4 6 6 4 5 2 5 2 1 5 7 1 6 7 9 Output: 5

    標簽: Implementation calculates algorithm Edmonds

    上傳時間: 2014-01-04

    上傳用戶:kiklkook

  • Matlab 畫三維立體圖形

    Matlab 畫三維立體圖形 The aim of geom3d library is to handle and visualize 3D geometric primitives such as points, lines, planes, polyhedra... It provides low-level functions for manipulating 3D geometric primitives, making easier the development of more complex geometric algorithms.      Some features of the library are:   - creation of various shapes (3D points, 3D lines, planes, polyhedra...)     through an intuitive syntax.      Ex: createPlane(p1, p2, p3) to create a plane through 3 points.     - derivation of new shapes: intersection between 2 planes, intersection between     a plane and a line, between a sphere and a line...   - functions for 3D polygons and polyhedra. Polyhedra use classical Vertex-faces     arrays (face array contain indices of vertices), and support faces with any     number of vertices. Some basic models are provided (createOctaedron,     createCubeoctaedron...), as well as some computation (like faceNormal or     centroid)      - manipulation of planar transformation. Ex.:     ROT = createRotationOx(THETA);     P2  = transformPoint3d(P1, ROT);     - direct drawing of shapes with specialized functions. Clipping is performed      automatically for infinite shapes such as lines or rays. Ex:     drawPoint3d([50 50 25; 20 70 10], 'ro');    % draw some points     drawLine3d([X0 Y0 Z0 DX DY DZ]);            % clip and draw straight line Some functions require the geom2d package.       Additional help is provided in geom3d/Contents.m file, as well as summary files     like 'points3d.m' or 'lines3d.m'.

    標簽: Matlab 畫三維立體圖形

    上傳時間: 2015-11-02

    上傳用戶:A1321

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