屏幕空间只提供了x和y两个坐标,缺失的z需要通过查表(查图)得到,因此需要在渲染时,额外渲染一张保存了z坐标信息的图——深度缓冲(Z-Buffer) 深度缓冲有两种存法,存(C+D/z) * 0.5 + 0.5的归一化非线性深度或直接存z的线性深度,Ray渲存的是线性深度 非线性深度取值在0-1之间,在z比较小的时候数值变化很快,适合用16位或24位无
In fact, the Rg/R ratios of these samples were higher than unity, suggesting that the particle sphericity is slightly deviated (Table S5). For micelles with < 80 % PEG it was possible to calculate Scal and Dcal values from Nexp using Eqs. (4) and (6) (Table 2). It was interesting...
equal to unity, the above equation could be reduced to: I cat Id = λ 1 2 π 1 2 = π 1 2 (K catCt )12 (3) The mean value of N-acetyl cysteine diffusion coefficient and the catalytic rate constant in Table S2 (Supporting Information). These results further confirmed our ...
The unity and diversity of executive functions and their contributions to complex “frontal lobe” tasks: A latent variable analysis Cognitive Psychology, 41 (1) (2000), pp. 49-100, 10.1006/cogp.1999.0734 View PDFView articleView in ScopusGoogle Scholar Mocan, Stanciu and Visu-Petra, 2014 O....
using UnityEngine; using UnityEngine.UI; using TMPro; using System; public class SetupHandler : MonoBehaviour { [SerializeField] TextMeshProUGUI aiCounter; [SerializeField] TextMeshProUGUI mapSizeText; [SerializeField] TextMeshProUGUI aiCountText; [SerializeField] TextMeshProUGUI magnificati...
将物体从世界空间转换到视空间后,如果x<0,它就在我左边,x>0就在我右边;y<0就在我下面,y>0就在我上面;z<0就在我后面,z>0就在我前面 怎么转换?首先假设眼睛正好在世界空间的(0,0,0)点,如果眼睛移动到了(1,2,3)这个点,从眼睛里看,就是把整个世界往(-1,-2,-3)移动了,旋转也是,如果眼睛转了(...