Download A Channel Model for Watermarks Subject to Desynchronization by Bauml, Eggers, Tzschoppe, Huber PDF

By Bauml, Eggers, Tzschoppe, Huber

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Extra resources for A Channel Model for Watermarks Subject to Desynchronization Attacks

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Tex3D(s, t) 3D volume texture lookup. s is a sampler. t is a 3D texture coordinate. tex3D(s, t, ddx, ddy) 3D volume texture lookup, with derivatives. s is a sampler. t, ddx, and ddy are 3D vectors. tex3Dproj(s, t) 3D projective volume texture lookup. s is a sampler. t is a 4D vector. t is divided by its last component before the lookup takes place. tex3Dbias(s, t) 3D biased texture lookup. s is a sampler. t is a 4D vector. w before the lookup takes place. texCUBE(s, t) Cube map lookup. s is a sampler.

20 Introduction to the DirectX High Level Shading Language Math Intrinsics The math intrinsics listed in the table below will be converted to micro operations by the HLSL compiler. In some cases, such as abs() and dot(), these intrinsics will map directly to single assembly-level operations, while in other cases, such as refract() and step(), they will map to multiple assembly instructions. There are even a couple of cases, notably ddx(), ddy(), and fwidth(), that are not supported for all compile targets.

Both of these methods are illustrated in the following code snippet: // Declare a global uniform variable // Appears in constant table under name 'UniformGlobal' float4 UniformGlobal; // Declare a uniform input parameter // Appears in constant table under name '$UniformParam' float4 main( uniform float4 UniformParam ) : POSITION { return UniformGlobal * UniformParam; } 26 Introduction to the DirectX High Level Shading Language The uniform variables used by a shader are communicated back to the application via the constant table.

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