use maya api to create GPU-Wraped deformer

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2021-09-14 12:10:38
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1-1. Introduction
06:32
1-2. Mathematical Overview
09:13
1-3. Data Terminology
06:07
2-1. Node Attributes
12:06
2-2. Gathering the Geometry Arguments
17:39
2-3. Create the Deformer
12:42
2-4. Calculate the Closest Point
15:11
2-5. Calculate the Barycentric Coordinate
14:36
2-6. Storing the Closest Point Data
14:04
2-7. Deforming with the Closest Point
18:34
3-1. Calculating the Basis Components
10:57
3-2. Calculate the Bind Matrices
05:55
3-3. Deforming with a Surface Transform
11:07
3-4. Visualization of the Soft Transform
13:24
3-5. Calculating Adjacency
06:04
3-6. Crawling the Surface
26:58
3-7. Calculating Sample Weights
08:00
3-8. Calculating Basis Components with weight sample
16:07
3-9. Deforming with Weight Samples
23:56
3-10. Scale
05:13
3-11. Deformer Membership
04:10
3-12. Paint Weights and Envelope
04:56
4-1. Why We Would Want to Rebind
05:07
4-2. Creating the Bind Mesh
18:07
4-3. Refactoring the Command for Rebind support
08:15
4-4. Creating the Rebind Subset Mesh
14:41
4-5. Rebinding Components
16:23
4-6. Caching Bind Information with setDependecyDirty
08:25
4-7. Creating a Rebind Dialog in PySide
25:37
4-8. Preventing Duplicate Bind Meshes
13:48
5-1. Binding Exporter
28:56
5-2. Adding Export Support to the Command
07:40
5-3. Binding Importer
15:18
5-4. Adding Import Support to the Command
05:41
5-5. Import Binding on Creation
05:56
6-1. Dividing Data into Chunks
09:10
6-2. Multi-threading the Deformer
22:48
6-3. Multi-threading the Command
13:29
7-1. Introduction to Vector Intrinsics
08:26
7-2. Creating the Dot4 Function
28:38
7-3. Using Vector Intrinsics to Calculate Basis Components
28:35
8-1. GPU Introduction
06:53
8-2. Creating the GPU Class Declarations
11:27
8-3. Copying Bind Data to the GPU
30:39
8-4. Copying Driver Data to the GPU
15:04
8-5. Copying Paint Map Data to the GPU
09:35
8-6. Loading the OpenCL Kernel
06:37
8-7. Setting the Kernel Arguments
09:42
8-8. Executing the Kernel
09:28
8-9. Writing the Kernel Part 1
18:49
8-10. Writing the Kernel Part 2
15:59
9-1. Writing the Attribute Editor Template
04:31
9-2. Creating from the Options Dialog
30:17
9-3. Binding and Painting from the Menu
15:25
9-4. Summary
02:38
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