Alexander 在[6]中提出了“度量加”的重要概念。最近,文[7]中获得了关于“度量加”的一个结果,本文获得关于“度量加”的一个新结果,从而推广了[7]中的结果,并顺便给出[7]中结果一个极其简单的证明。关于切点单形,近期文献[1]中得出了...Alexander 在[6]中提出了“度量加”的重要概念。最近,文[7]中获得了关于“度量加”的一个结果,本文获得关于“度量加”的一个新结果,从而推广了[7]中的结果,并顺便给出[7]中结果一个极其简单的证明。关于切点单形,近期文献[1]中得出了一个重要的几何不等式(1.1),本文获得较不等式(1.1)更强的两个几何不等式(1.2)、(1.3),它们皆为[1]中结果的推广.展开更多
In this gape, we obtain thorem I on volum of a n-dirmensional simplex and theorem 2 on dihedral angies of a simplex. Besides. We obtain Vasic inequality in E^n and its extension. The resultsin this paper contain and i...In this gape, we obtain thorem I on volum of a n-dirmensional simplex and theorem 2 on dihedral angies of a simplex. Besides. We obtain Vasic inequality in E^n and its extension. The resultsin this paper contain and improve the results in paper [1], [2], [3], [4].展开更多
This paper presents an optimization of shadow volume algorithm, which allow a rendering in real-time. This technique is based on previous works which makes it possible to obtain shadows in real-time, although the calc...This paper presents an optimization of shadow volume algorithm, which allow a rendering in real-time. This technique is based on previous works which makes it possible to obtain shadows in real-time, although the calculation of the silhouette requires a pretreatment of the geometry implemented on the CPU (Central Processing Unit). By using last version of the GPU (Graphic Processing Unit), the authors propose to implement the calculation of the silhouette on the GPU by using Geometry Shader. The authors present the step which made it possible to lead to a concrete implementation of this algorithm, the modifications which were made, as well as a comparative study of results, followed by a discussion of these results and choices of implementation.展开更多
文摘In this gape, we obtain thorem I on volum of a n-dirmensional simplex and theorem 2 on dihedral angies of a simplex. Besides. We obtain Vasic inequality in E^n and its extension. The resultsin this paper contain and improve the results in paper [1], [2], [3], [4].
文摘This paper presents an optimization of shadow volume algorithm, which allow a rendering in real-time. This technique is based on previous works which makes it possible to obtain shadows in real-time, although the calculation of the silhouette requires a pretreatment of the geometry implemented on the CPU (Central Processing Unit). By using last version of the GPU (Graphic Processing Unit), the authors propose to implement the calculation of the silhouette on the GPU by using Geometry Shader. The authors present the step which made it possible to lead to a concrete implementation of this algorithm, the modifications which were made, as well as a comparative study of results, followed by a discussion of these results and choices of implementation.