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If the coverage information cannot be changed by a pixel shader, then the rasterizer can write the coverage information to a framebuffer. If, however, the coverage information can be changed by the shader, then the rasterizer sends the coverage information to the shader....
Since the framebuffer is stored in five separate areas of memory – or bitplanes – this requires drawing the lines and filling in areas four times, multiplying by the hundreds of polygons rendered by the engine. The solution was to set up a temporary “scratchpad” buffer and rendering a ...
we encode columns as 2D indices in texture coordinates 1 through 4. Matrix entries are stored in the XYZW components of the first texture coordinate of each vertex. Then we store the entire set of vertices in a vertex buffer on the GPU. As long as the matrix is not goi...
- 《Computer Graphics Forum》 被引量: 73发表: 1997年 A digital mock-up visualization system capable of processing giga-scale CAD models A high performance rendering strategy to display the curved triangular patches is also presented. In the rendering strategy, a dynamic subdivision algorithm ... ...
We used relion_autopick as a bilayer-enhancement algorithm by calculating a figure-of-merit image for each VSV bullet image based on a membrane reference image as input. For each particle that was fully within the extracted box, we manually measured its length, with e2helixboxer.py, by ...
Made changes to the random volume selection algorithm to prevent objectives from spawning in one area all the time. Fixed numerous crashes and errors - way too many to list. [/expand] If you've played the beta before, this are the changes introduced since the last build. ...
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The initialization process mainly comprised context creation, buffer creation, command queue creation, program creation and setting the kernel parameters. Finally, the parallel algorithm sent the kernel and the corresponding data to the appropriate devices, as described above. 4.3. Execution Model ...