發布於 2015-04-10
觀看次數: 407
  • 00:35 1.
    3D Graphics Pipelinein-depth and Applications
  • 01:01 2.
    Texture Mapping andFragment Operations
  • 00:04 3.
    Conventional 3D Graphics Pipeline
  • 03:45 4.
    2D Textures
  • 00:43 5.
    3D Textures
  • 04:51 6.
    Texture Mapping
  • 02:09 7.
    Example of Texture Mapping
  • 01:21 8.
    Texture Coordinates
  • 01:20 9.
    Texture Coordinate Addressing Mode
  • 00:02 10.
    Texture Coordinate Addressing Mode
  • 00:38 11.
    Texture Coordinate Addressing Mode
  • 00:33 12.
    Texture Coordinate Addressing Mode
  • 01:46 13.
    Texture Coordinate Addressing Mode
  • 01:02 14.
    Principle of Texture Mapping
  • 01:57 15.
    Principle of Texture Mapping
  • 02:11 16.
    Interpolating Texture Coordinates
  • 02:18 17.
    Interpolating Texture Coordinates
  • 00:23 18.
    Interpolating Texture Coordinates
  • 00:00 19.
    Interpolating Texture Coordinates
  • 00:33 20.
    Interpolating Texture Coordinates
  • 01:28 21.
    Interpolating Texture Coordinates
  • 00:22 22.
    Interpolating Texture Coordinates
  • 00:00 23.
    Interpolating Texture Coordinates
  • 00:12 24.
    Interpolating Texture Coordinates
  • 04:41 25.
    Interpolating Texture Coordinates
  • 04:09 26.
    Texture Filtering
  • 02:57 27.
    Texture Filtering
  • 01:13 28.
    Magnification
  • 01:55 29.
    Magnification
  • 01:43 30.
    Magnification
  • 04:02 31.
    Texture Mipmapping
  • 00:49 32.
    Level of Detail (LOD)
  • 02:55 33.
    LOD Calculation
  • 00:27 34.
    LOD Calculation
  • 01:22 35.
    Minification
  • 01:29 36.
    Minification
  • 01:25 37.
    Minification
  • 01:07 38.
    Minification
  • 01:29 39.
    Minification
  • 01:59 40.
    Minification
  • 00:26 41.
    Minification
  • 00:47 42.
    Minification
  • 03:29 43.
    Application of Texture Mipmap
  • 03:47 44.
    Application of Texture Mipmap
  • 00:43 45.
    Bi-linear vs. Tri-linear
  • 00:37 46.
    Bi-linear vs. Tri-linear (Close-up)
  • 02:46 47.
    Bi-linear vs. Tri-linear (Close-up more)
  • 00:01 48.
    Bi-linear vs. Tri-linear (Close-up)
  • 01:29 49.
    Bi-linear vs. Tri-linear
  • 00:01 50.
    Bi-linear vs. Tri-linear (Close-up)
  • 00:17 51.
    Bi-linear vs. Tri-linear (Close-up more)
  • 01:45 52.
    Texture Mapped Region of a Pixel
  • 01:15 53.
    Anisotropic Texture Filtering
  • 00:28 54.
    Anisotropic Texture Filtering
  • 00:33 55.
    Anisotropic Texture Filtering
  • 01:13 56.
    Anisotropic Texture Filtering
  • 01:59 57.
    Anisotropic Texture Filtering
  • 01:26 58.
    Anisotropic Texture Filtering
  • 01:14 59.
    Anisotropic Texture Filtering
  • 00:13 60.
    Anisotropic Texture Filtering
  • 00:31 61.
    Anisotropic Texture Filtering
  • 00:14 62.
    Advantage of Anisotropic Filtering
  • 00:02 63.
    Disadvantage of Anisotropic Filtering
  • 00:02 64.
    Advantage of Anisotropic Filtering
  • 01:27 65.
    Disadvantage of Anisotropic Filtering
  • 00:01 66.
    Conventional 3D Graphics Pipeline
  • 01:42 67.
    Disadvantage of Anisotropic Filtering
  • 00:31 68.
    Conventional 3D Graphics Pipeline
  • 00:01 69.
    Texture Functions
  • 00:03 70.
    Conventional 3D Graphics Pipeline
  • 01:22 71.
    Texture Functions
  • 00:12 72.
    Texture Functions
  • 00:18 73.
    Texture Functions
  • 00:39 74.
    Texture Functions
  • 00:22 75.
    Texture Functions
  • 00:40 76.
    Texture Functions
  • 00:36 77.
    Texture Functions
  • 00:00 78.
    Texture Combiner Functions
  • 00:19 79.
    Texture Functions
  • 02:27 80.
    Texture Combiner Functions
  • 00:20 81.
    Texture Combiner Functions
  • 01:14 82.
    Texture Combiner Functions
  • 00:39 83.
    Multi-Texturing
  • 00:46 84.
    Multi-Texturing
  • 01:09 85.
    Multi-texturing
  • 00:01 86.
    Texture Transform
  • 00:00 87.
    Billboard
  • 03:44 88.
    Texture Transform
  • 01:44 89.
    Billboard
  • 01:59 90.
    Bump Mapping
  • 01:01 91.
    Bump Mapping
  • 00:24 92.
    Bump Mapping
  • 01:42 93.
    Hardware Consideration
  • 00:24 94.
    Hardware Consideration
  • 02:30 95.
    Hardware Consideration
  • 01:52 96.
    Hardware Consideration
  • 00:13 97.
    Compressed Textures
  • 00:00 98.
    Fragment Operations
  • 00:06 99.
    Compressed Textures
  • 00:26 100.
    Fragment Operations
  • 02:59 101.
    Fragment Operations
  • 01:08 102.
    Pixel Ownership Test
  • 00:48 103.
    Scissor Test
  • 02:24 104.
    Alpha Test
  • 01:45 105.
    Stencil Test
  • 00:22 106.
    Stencil Test
  • 00:01 107.
    Stencil Test
  • 00:30 108.
    Stencil Test
  • 02:47 109.
    Application of using Stencil Buffer
  • 01:01 110.
    Application of using Stencil Buffer
  • 00:09 111.
    Depth Buffer Test
  • 00:23 112.
    Blending
  • 01:19 113.
    Blending
  • 00:46 114.
    General Blending Equation
  • 00:28 115.
    Src and Dst Blending Factors
  • 00:31 116.
    Blending
  • 00:30 117.
    Alpha Blending
  • 00:31 118.
    Alpha Blending
  • 01:38 119.
    Fog Blending
  • 00:29 120.
    Fog Factor
  • 00:05 121.
    Fog Factor
  • 00:10 122.
    Fog Factor
  • 00:45 123.
    Fog Factor
  • 02:51 124.
    Dithering
  • 00:58 125.
    Dithering
  • 00:07 126.
    Q&A
  • Index
  • Note
  • Discuss
  • Fullscreen
Introduction to Computer Graphics
2:25:37, 發布於 2015-04-10 by 簡韶逸