随笔分类 -  Graphics

摘要:CMP dest, src0, src1, src2 Choose src1 if src0 >= 0. Otherwise, choose src2. The comparison is done per channel. dest = ((src0 >= 0) ? 1.0 : 0.0) * (s 阅读全文
posted @ 2024-11-04 12:06 opencoder 阅读(8) 评论(0) 推荐(0) 编辑
摘要:.obj 文件保存的内容非常有限:顶点、纹理坐标(最多一套)、法线、三角面;它不支持顶点色、多套纹理坐标(uv2, uv3)、TANGENT、BINORMAL、骨骼权重。 搜索某度,被其内容所误导,花费不少时间 搜索.obj文件支持多套纹理坐标方式,未果! 后在Blender中尝试导出带有2套纹理坐 阅读全文
posted @ 2024-10-25 22:51 opencoder 阅读(8) 评论(0) 推荐(0) 编辑
摘要:Unity Shader参考入口 Vertex and fragment shader Shader "Unlit/NewUnlitShader" { Properties { _MainTex ("Texture", 2D) = "white" {} } SubShader { Tags { "R 阅读全文
posted @ 2024-10-24 10:30 opencoder 阅读(9) 评论(0) 推荐(0) 编辑
摘要:The .sbsasm file can be copied out of the SubstanceArchive. Export it raw and delete everything before "SBAM" in a hex editor. The only issue is the . 阅读全文
posted @ 2024-07-06 09:38 opencoder 阅读(33) 评论(0) 推荐(0) 编辑
摘要:Author : http://www.cnblogs.com/open-coder/p/3982999.html During the last few months, I have been working on the Graphics and shader optimization work. Good FPS is the balance between art and techno... 阅读全文
posted @ 2014-09-20 10:09 opencoder 阅读(326) 评论(0) 推荐(0) 编辑
摘要:Author: http://www.cnblogs.com/open-coder/p/3898224.html Get Start This is short tutorial about how to do frame capture with Nvidia PrefHUD. You could find a detail tutorial from here. Before f... 阅读全文
posted @ 2014-08-07 22:36 opencoder 阅读(687) 评论(0) 推荐(0) 编辑
摘要:This sample was presented on the Nvida witesite, which detail a new idea to calculate the ambient occlusion and indirect lighting for dynamic objects under real time mode while still keep a good perfo... 阅读全文
posted @ 2013-11-24 18:10 opencoder 阅读(484) 评论(0) 推荐(0) 编辑
摘要:Deferred lighting separate lighting from rendering and make lighting a completely image-space technique. This is very different from the forward rendering. At first as the limitation of the hardware, ... 阅读全文
posted @ 2013-10-05 01:22 opencoder 阅读(708) 评论(0) 推荐(0) 编辑
摘要:When I clean the materials in my computer, I found some tutorial translations about Irrlicht-1.7.1 that is a very famous and cross platform 3D engine. Those things remember me that days when I was the... 阅读全文
posted @ 2013-02-06 23:19 opencoder 阅读(170) 评论(0) 推荐(0) 编辑
摘要:Here are some works great render optimization ideas: 1) Cull the back surface; 2) Use view frustum culling; 3) Less draw call number; 4) Batch those meshes that with the same materials; 5) Use si... 阅读全文
posted @ 2013-01-26 16:58 opencoder 阅读(216) 评论(0) 推荐(0) 编辑
摘要:To calculate the rectangle area of a projected sphere, here we could try with two different solutions: 1) project the center of sphere into screen first, then approximate the radius in the screen s... 阅读全文
posted @ 2012-10-28 08:17 opencoder 阅读(289) 评论(0) 推荐(0) 编辑
摘要:In the last year, I have spent some time to write some plugins with MAYA MEL. The most hardest part for MEL plugins programming was not the MEL language itself, was the MAYA node graphics structure... 阅读全文
posted @ 2012-10-28 08:03 opencoder 阅读(302) 评论(0) 推荐(0) 编辑
摘要:3D Free Form Deformation Demo Free-form deformation (FFD) is an important tool in computer-assisted geometric design and animation. Well, there are many methods that could be used to deform object... 阅读全文
posted @ 2012-08-24 08:27 opencoder 阅读(1282) 评论(1) 推荐(0) 编辑
摘要:I write this demo just to go though some key concepts of computer graphics. The following features are implemented in this demo: 1) t... 阅读全文
posted @ 2012-08-24 08:25 opencoder 阅读(376) 评论(0) 推荐(0) 编辑
摘要:Get start to write Maya Plug-in with Maya VCWizard. A pdf document included to details how to write a Maya Plug-in with Maya VC Wizard, how to use this plug-in in the Maya software, and also a “H... 阅读全文
posted @ 2012-08-24 08:19 opencoder 阅读(216) 评论(0) 推荐(0) 编辑
摘要:This sample program shows us how to write a Maya static mesh exporter with c++. At first, I planed to write some additional features on the skin animation, but Maya C++ API seems very complicated f... 阅读全文
posted @ 2012-08-24 08:18 opencoder 阅读(492) 评论(0) 推荐(0) 编辑
摘要:This example shows us how to write a FBX file parser with FBX SDK. The mainly parts are how to retrieve vertexes, uv, normal, polygons, polygons' material, textures, skin animation data and so on. ... 阅读全文
posted @ 2012-08-24 08:09 opencoder 阅读(1379) 评论(0) 推荐(0) 编辑
摘要:Some ideas about calculating tangent space for meshes are cleaned here. It is very easy to calculate the tangent basis vectors if the vertex normal and diffuse uv sets were provided for each triang... 阅读全文
posted @ 2012-08-24 07:57 opencoder 阅读(282) 评论(0) 推荐(0) 编辑
摘要:NeHe Productions_ Matrices Some basic ideas about the matrix and matrix operation listed here. Such as Identity matrix, rotation matrix, translation matrix, scale matrix, storage of matrix, how to ... 阅读全文
posted @ 2012-08-24 07:44 opencoder 阅读(126) 评论(0) 推荐(0) 编辑

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