《OpenGL ES 3.x 游戏开发(下卷)》全书共分14章,内容涵盖了从OpenGL ES 3.x着色器的使用技巧到高级光影效果以及物理模拟问题的解决。介绍了OpenGL ES 3.x中的各种缓冲区对象和顶点着色器与片元着色器的使用技巧,以及高级光影效果的实现,如凹凸映射、环境反射、阴影、倒影、镜头光晕等。介绍了杰出的3D物理引擎Bullet(Java和C++版本),详细介绍了骨骼动画的开发,包括加载ms3d骨骼动画以及开发自定义格式的骨骼动画。系统地讨论了OpenGL ES 3.x开发中
Beyond Bullet Points 4th Edition pdf Beyond Bullet Points, Fourth Edition “Throw away those room-emptying, left-brain slides–and use Atkinson’s book to turn your PowerPoint presentation into an epic.” –Daniel H. Pink, author of Drive and A Whole New
Emergence of Data Science placed knowledge discovery, machine learning, and data mining in multidimensional data, into the forefront of a wide range of current research, and application activities in computer science, and many domains far beyond it.
本文件官方文档,在软件中也存在案例,现分享出来,可以省去在软件中寻找的时间Getting Started with HFSS: Silicon Spiral Inductor
Conventions Used in this uide
Please take a moment to review how instructions and other useful information are presented in
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Procedures are presented as
CSCD2019-2020年来源期刊名单,包括核心库和扩展库分类。序号期刊名称
ISN
备注
79 Earthquake Engineering and Engineering Vibration1671-3664核心库
80 Earthquake Research in China
0891-4176核心库
81 Entomotaxonomia
2095-8609核心库
82 Eye and vision
2326-0254核心库
83 Food Quality and Safcty
2399