OpenGL, 1 3DS (2007) DS, , OpenGL (Open Graphic L ibrary) OpenGL 3DS. , OpenGL. 3D Studio Autodesk. OpenGL 3DS. W indows.
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1 : (2007) OpenGL 1, 2, 3 (1., ; 2., ; 3., ) :,3DS OBJ WRL, OpenGL (Open Graphic L ibrary) OBJ, Open2 GL,, : ; OpenGL; 3DS ; OBJ ; WRL : TP : A 0 OpenGL,, OpenGL, :, W indows, [ 1 ] OpenGL,OpenGL,, ;, 3D,3D,,,,, OpenGL, 13DS 3D StudioAutodesk, 3DS,, OpenGL 3DS, [ 1, 2 ] 3DSOpenGL V iew3ds. exe ( ),,V iew3ds. exe modelname. 3ds, 3DS V iew3ds, 3DS,, Export OpenGL C Code, OpenGL,. h. gl C,. h. gl, : :( KZCXZSW 117) :
2 84 29 Model = GL3DS_ initialize_modelname ( ) ; ModelName3DS,. h,, : #includemodelname. h, glcalll ist (Mod2 el),opengl 2OBJ OBJA lias/w avefront Maya,,3D [ 3 ] 2. 1OBJ OBJ,, OBJ v v v v v v v v v vn vn vn vn vn vn vn , OBJ,,, vn, Double, 1OBJ 1OBJ Tab. 1Key words and their meanings of the OBJ files v vt vn vp p L F curv surf end O bevel m tlib trace_obj : (1)( v x y z w) ; (2)( vt u v w) ; (3) ( vn I j k) ; (4) ( vp u v w) OBJ, : f v/vt/vn v/vt/vn v/vt/vn, v ; vt; vn,/,: f 1 /1 /12 /2 /23 /3 /34 /4 /4 ( ), : f 1 / /12 / /23 / /34 / /4 OBJ, 2. 2OBJ OBJ,, OBJ, : struct Vertex { int draw; GLfloat x; GLfloat y; GLfloat z; GLfloat nx; GLfloat ny; GLfloat nz; int colorindex; / / int vertexindex; / /
3 1 : OpenGL 85 int facets[ 90 ]; / / int facetsnum; / / int edges[ 60 ]; / / int edgesnum; / / struct ColorStruct { int index; / / GLfloat ra, ga, ba; GLfloat rd, gd, bd, ad; GLfloat rs, gs, bs; GLfloat spec; struct M aterialcolor { char name[ 100 ]; GLfloat ra, ga, ba; GLfloat rd, gd, bd, ad; GLfloat rs, gs, bs; GLfloat spec; struct ModelContext { int facetcount; / / int triangleflag; / / Vertex vertexl ist[ VERTEX_MAX ]; int vertexcount; / / Vertex linel ist[l INE_MAX ]; int linecount; / / Vertex linestripl ist[l INE_STR IP_MAX ]; int linestripcount; int edgel ist[ EDGE_MAX ] [ 2 ]; / / int edgecount; / / Vertex objvertexl ist[ OBJ_VERTEX_MAX ]; / /OBJ int ovcount; / / int oncount; / / ColorStruct colorl ist[ COLOR_MAX ]; int colorcount; / / : ModelContext 3 model,obj void readl inedata ( char 3 FileName) ; / / void readobjdata ( char 3 FileName) ; F ILE 3 fileopen ( const char 3 filename, const char 3 mode) ; MaterialColor 3 readmaterials( char / / 3 FileName) ; / /,, 1OBJ 1 OBJ Fig. 1Effect map after reading OJB files
4 WRL OpenGL WRL,,,, :, #VRML V2. 0 utf8 Produced by 3D Studio MAX VRML97 exporter, Ver2 sion 2, Beta 1 # MAX FileNaCl. max, Date Thu May ,,3D, : DEF Cylinder11 Transform { translation rotation children [ Transform { ] } translation children [ Shape { appearance Appearance { materialmaterial { diffusecolor } } geometry Cylinder { radius 2 height } ] } } coord Index [ 1, 4, 5, 2, - 1, 6, 0, 3, 7, - 1, 4, 6, 7, 5, - 1, 3, 2, 5, 7, - 1, 6, 4, 1, 0, - 1 ] WRL OpenGL,translation rotate scale [ 4, 5 ] WRL,, OpenGL,3D,Converter 3D Exp lorer 3D 3D, OpenGL, 3D,,, 4 3D OpenGL 3D,, OpenGL,OpenGL, : [ 1 ], 13DSMAXOpenGL [ J ]1, 2002, 5: 46. [ 2 ],,,13DGIS3DS [ J ] 1 ( ), 2004, 22 (1) : 87. [ 3 ],,1OpenGL Maya [ J ]1, 2002, 18 (10) : 29. [ 4 ],1 [ J ]1, 2000, 22 (3) : 229. [ 5 ],,1 OpenGL [ J ] 1, 2004, 25 (3) : 4751 : ( ),,,
5 6 ABSTRACTSVol. 29No. 1 GR ID SCHED UL ING BASED O N HY PERS IM L IANG Hong, ZHANG Q ian, D ING Ren2wei(College of Computer and Comm unication Engineering, Uni2 versity of Petroleum, Dongying , China ). COM PU TIN G TECHN IQU ES FOR GEO PHYS ICAL AND GEOCHEM ICAL EX PLORA T ION, 2007, 29 (1) : 76 To develop grid scheduling algorithm s, a high perform ance simulator is necessary since grid is a comp licated, dynam ic and autonomous environment. In the paper, the authors introduce the features of HyperSim, and p rovide the reasons to use by compa2 ring it w ith other sim ulators. And then, a particular analysis of the most classical M in - M in is made and show s that the algorithm can lead to a bad quality of load balancing. A modified module being able to bal2 ance the load effectively is developed and a corre2 sponding scheduling algorithm: D ivided - M in - M in is put forward. A t last, the algorithm is simulated with the aid of HyperSim and is p roved to be reasona2 ble and efficient. Key words: sim ulation; hypersim; schedule; M in - M in; D ivided - M in - M in A M ETHOD O F STAT IST ICAL ANALY S IS FO R GEOLO G ICAL L INEAM ENTS BASED O N RASTER IM AGE L I Zeng2bing, ZHANG Xiao2fan ( College of Re2 sources and Environment Sciences, Xinjiang Universi2 ty, U rumqi , China ). COM PU TING TECH2 N IQU ES FOR GEO PHYS ICAL AND GEOCHEM ICAL EX PLORA TION, 2007, 29 (1) : 80 In this paper, a method of statistical analysis for geological lineaments based on raster image is p ro2 posed by analyzing the lineam ents im age. The feature of this method is that the information is abstracted by computing w ith raster im age w ithout vectorization. Key words: lineament; statistical analysis; im age p rocessing IM PO RT AND M ANAGEM ENT FO R SEVERAL 3D MOD EL F IL ES IN O PENGL L I Hua 1, 2, X IAO W ei 3 (1. GuangZhou Institute of Ge2 ochem istry Chinese Academ y of sciences, Guangzhou , China; 2. Graduate School of the Chinese A2 cademy of Sciences, B eijing , China; 3. Na2 tional Research Center for GeoAnalysis, B eijing , China). COM PU TIN G TECHN IQU ES FOR GEO PHYS ICAL AND GEOCHEM ICAL EX PLORA 2 TION, 2007, 29 (1) : 83 The file form ats of several p revalent 3D files such as 3DS, OBJ and WRL files are introduced and the ways how to transfer 3D model files to OpenGL are discussed. The paper lays a strong emphasis on the file formats of OBJ file and how to use code to form the modeling data structure and how to paint the ob2 ject models. Then the powerful function of OpenGL can be used to 3D disp lay and interactive operation. These methods can be app lied into m any fields such as the terrain modeling, the city p lanning and the vir2 tual reality. Key words: 3D model file; opengl; 3DS file; OBJ file; WRL file THE REAL IZAT IO N O F M UL T I - PAGE PR INT ING AND PREV IEW O F SHALLOW SE ISM IC PRO F IL E W ITH VC + + SUN Sheng ( School of Geophysics and Information Technology, China University of Geosciences, B eijing , China). COM PU TIN G TECHN IQU ES FOR GEO PHYS ICAL AND GEOCHEM ICAL EX PLORA 2 TION, 2007, 29 (1) : 87 The continuous p rinting of shallow seism ic p ro2 files often can not be imp lemented without the help of suitable hardware, and this is a p roblem geophysicists sometim es encountered during the field work of the shallow seism ic exp loration. After a review of p ro2 gramm ing methods about p rinting with V isual C + +, a p rogramm ing method for the multi - page p rinting and p rint p review of shallow seism ic p rofiles is p res2 ented in this paper. The paper also gives a pattern of partition for p rofile images and an analysis of the difference between p rinting and p rint p review p rocess. According to the analysis, it is essential to have a p rint p review before a form al p rinting. The p rinting tests show that the feasibility of the method. Key words: multi - page p rinting; p rint p review; shallow seism ic p rofile
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