<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>Clayman的专栏 - 图形学、几何</title><link>http://blog.csdn.net/soilwork/category/263700.aspx</link><description>图形学以及数学知识</description><dc:language>zh-CN</dc:language><lastUpdateTime>Mon, 26 Nov 2007 23:39:42 GMT</lastUpdateTime><ttl>60</ttl><item><dc:creator>clayman</dc:creator><title>水面渲染小结</title><link>http://blog.csdn.net/soilwork/archive/2007/04/01/1548490.aspx</link><pubDate>Sun, 01 Apr 2007 18:48:00 GMT</pubDate><guid>http://blog.csdn.net/soilwork/archive/2007/04/01/1548490.aspx</guid><wfw:comment>http://blog.csdn.net/soilwork/comments/1548490.aspx</wfw:comment><comments>http://blog.csdn.net/soilwork/archive/2007/04/01/1548490.aspx#Feedback</comments><slash:comments>5</slash:comments><wfw:commentRss>http://blog.csdn.net/soilwork/comments/commentRss/1548490.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1548490</trackback:ping><description>实时水面模拟的目标是在合理的计算量下，创造视觉上真实可信的水面，本文小节了目前渲染水面中常见的技术。&lt;img src ="http://blog.csdn.net/soilwork/aggbug/1548490.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>clayman</dc:creator><title>计算三角形网格的tangent space （Part 1）</title><link>http://blog.csdn.net/soilwork/archive/2006/12/30/1468860.aspx</link><pubDate>Sat, 30 Dec 2006 11:30:00 GMT</pubDate><guid>http://blog.csdn.net/soilwork/archive/2006/12/30/1468860.aspx</guid><wfw:comment>http://blog.csdn.net/soilwork/comments/1468860.aspx</wfw:comment><comments>http://blog.csdn.net/soilwork/archive/2006/12/30/1468860.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/soilwork/comments/commentRss/1468860.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1468860</trackback:ping><description>Tangent space在Bump Map中有着重要作用，通常需要把灯光转换到tangent space进行计算。对由参数方程计算出的规则曲面（比如，球体，圆环）来说，很容易通过方程计算出tangent space，但对任意的三角形网格来说，则没有那么简单，本文讨论了如何对任意三角形网格计算tangent space。&lt;img src ="http://blog.csdn.net/soilwork/aggbug/1468860.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>clayman</dc:creator><title>学习quaternion的一点点笔记</title><link>http://blog.csdn.net/soilwork/archive/2006/12/18/1447346.aspx</link><pubDate>Mon, 18 Dec 2006 03:33:00 GMT</pubDate><guid>http://blog.csdn.net/soilwork/archive/2006/12/18/1447346.aspx</guid><wfw:comment>http://blog.csdn.net/soilwork/comments/1447346.aspx</wfw:comment><comments>http://blog.csdn.net/soilwork/archive/2006/12/18/1447346.aspx#Feedback</comments><slash:comments>5</slash:comments><wfw:commentRss>http://blog.csdn.net/soilwork/comments/commentRss/1447346.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1447346</trackback:ping><description>quaternion&lt;img src ="http://blog.csdn.net/soilwork/aggbug/1447346.aspx" width = "1" height = "1" /&gt;</description></item></channel></rss>