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Perlin Noise

摘要: come from:http://freespace.virgin.net/hugo.elias/models/m_perlin.htmMany people have used random number generators in their programs to create unpredictability, make the motion and behavior of objects appear more natural, or generate textures. Random number generators certainly have their uses, but 阅读全文
posted @ 2012-10-16 11:42 zengqh 阅读(785) 评论(0) 推荐(0) 编辑

Tone mapping

摘要: http://en.wikipedia.org/wiki/Tone_mapping 阅读全文
posted @ 2012-10-09 16:32 zengqh 阅读(164) 评论(0) 推荐(0) 编辑

bloom(转)

摘要: 转载:http://www.cnblogs.com/kenkao/archive/2011/08/25/2153752.html感谢原创者。又称“全屏泛光”,是大名鼎鼎的虚幻3游戏引擎中最通用的后期特效技术~Bloom特效的实现主要依赖于PostProcess框架,即实时绘制当前场景到一后台渲染表面,而后针对其对应贴图进行像素级渲染~大家还记得我们之前实现的水面效果中的反射和折射贴图吗?此即为PostProcess的典型应用,与Bloom特效有异曲同工之妙。下面,我们就来揭秘这个Bloom特效的实现流程~本节我们实现的Bloom特效,在流程上总共分为4步:1.提取原场景贴图中的亮色;2.针对提 阅读全文
posted @ 2012-10-09 11:31 zengqh 阅读(357) 评论(0) 推荐(0) 编辑

dx11 about post process...

摘要: http://www.youtube.com/watch?v=3Af92IOS8dYShowcase of an implementation of deferred shading that I did in DirectX 11.Features shown in this video are:~Depth of Field with far- and near blur.~Motion Blur using Velocity Buffers for view and objects.~Screen Space Ambient Occlusion (front faces, unblurr 阅读全文
posted @ 2012-10-05 22:21 zengqh 阅读(244) 评论(0) 推荐(0) 编辑

osgXI

摘要: osgXI is a general interface of GPU effects, resource managers, and game developing components. It also includes a NVIDIA CG module and an Autodesk Maya exporter for use. osgXI is based on the OpenSceneGraph project. 阅读全文
posted @ 2012-10-03 19:05 zengqh 阅读(462) 评论(0) 推荐(0) 编辑

程序员的特征

摘要: 1.年轻的时候经常十二点之前基本不休息(CODING OR GAME OR See Japanese films)2.交流与合作能力比较强,但是又往往向往个人主义3.学习能力非常强,但是又往往太过于依赖个人经验。4.基本上有或轻或重的颈椎病和肩周劳损5.智商不低,情商很低6.性格闷骚,喜欢意淫 阅读全文
posted @ 2012-09-29 15:55 zengqh 阅读(321) 评论(0) 推荐(0) 编辑

碰撞检测算法相关

摘要: 找到了一个碰撞检测相关的算法系列,写得非常好。http://www.geometrictools.com/LibMathematics/Intersection/Intersection.html 阅读全文
posted @ 2012-09-26 11:28 zengqh 阅读(342) 评论(0) 推荐(0) 编辑

Artifex Terra 3D

摘要: http://www.artifexterra.com/The Terrain Editor Artifex Terra 3D is a heightmap based realtime terrain and landscape modeling and texturing application (eg. for MMORPGs, etc.) trying to combine the usability of classic 2D painting programs with 3D content generation. Offering a great variety of power 阅读全文
posted @ 2012-09-25 10:49 zengqh 阅读(560) 评论(0) 推荐(0) 编辑

关于模态对话框某些情况下在opengl下需要按alt才能显示的问题

摘要: 今天碰到模态对话框时在opengl下需要按alt才能显示的问题, google下,发现也人出现这个问题,给出的解决办法都不能用。出现这个问题的大多数原因是因为渲染或者其他的东西耗用了太多的资源,导致显示对话框这种低优先级的消息一直得不到处理。我的方法是在显示对话框之前,想办法降低FPS,然后再domodal.结果问题解决。在我这里是因为timer间隔太小了,WM_TIMER太频繁了,改大点,对话框就出来了。 阅读全文
posted @ 2012-09-21 16:20 zengqh 阅读(434) 评论(0) 推荐(0) 编辑

ffmpeg cross compile

摘要: mark../configure --disable-everything --enable-cross-compile --cross-prefix=x86_64-w64-mingw32- --arch=x86_64 --target-os=mingw32 --disable-debug --enable-static --disable-shared --enable-memalign-hack --enable-swscale --enable-avformat --disable-avfilter --enable-w32threads --enable-runtime-cpudet. 阅读全文
posted @ 2012-09-18 16:04 zengqh 阅读(455) 评论(0) 推荐(0) 编辑
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