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Donald's Game World

I'm going forward step by step

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原创 Missing Variable in HLSL because of Optimization

  Im suck!   Ive encountered a effect problem described like this:   While I was debugging a effect by PIX, one of the matrix variable was missing in the ASM codes! float4x4 g_mWorld;float

2008-11-15 20:53:00 440

原创 matrix, mul, Normal multiplication in Shader

  Damn it! Ive been stuck in the matrix-problem of Shader all the day!After searching and thinking, Ive figured out the answer, and here is my memo about matrix of D3D and Shader  Row-major or

2008-11-15 20:52:00 1290

原创 Shadow Mapping

  What is shadow mapping?  Shadow mapping is a graphical technique for rendering 3D objects shadow in the real time. Comparing to the Shadow Volume technique, Shadow mapping is ususally faster-ru

2008-11-15 20:45:00 994

原创 #pragma pack( n )和__declspec( align(#) ) 的偏移量计算方法

这么复杂的东西,不用中文压根说不清楚。用英文写,写了也等写火星文。 现在的一些处理器,需要你的数据的内存地址必须是对齐(align)的,即使不是必须,如果你对齐的话,运行的速度也会得到提升。虽然对齐会产生的额外内存空间,但相对于这个速度的提升来说,是值得的。所谓对齐,就是地址必须能整除一个整数,这个就是对齐参数(alignment value)。合法的取值范围是1、2、4、6、16、…

2008-11-15 20:42:00 1302 2

原创 Thinking About "OGL 3 & DX 11: The War Is Over

The original article "OpenGL 3 & DirectX 11: The War Is Over" is published here: http://www.tomshardware.com/reviews/opengl-directx,2019.html   And the following is my extract from this article

2008-11-15 20:33:00 1130

原创 HDR( High Dynamic Range Rendering ) by HLSL

 LDR Low Dynamic Range. All our CRT or LCD is LDR. In computer, each light factor( r, g, b, or a ) is stored in byte format, it’s range is from 0 to 256, which is a pretty low dynamic range. Human

2008-11-07 09:02:00 1482

operator mono font

operator mono font: - OperatorMono-Bold.otf - OperatorMono-Book.otf - OperatorMono-BookItalic.otf - OperatorMono-Medium.otf - OperatorMono-MediumItalic.otf - OperatorMono-XLight.otf

2018-12-10

Real-Time Cameras (Morgan Kaufmann. Mark Haigh-Hutchinson )

Real-Time Cameras (Morgan Kaufmann. Mark Haigh-Hutchinson )

2015-11-05

John.Wiley.and.Sons.Networking.and.Online.Games.Jun.2006.pdf

John.Wiley.and.Sons.Networking.and.Online.Games.Jun.2006.pdf

2015-11-05

Game AI Pro_Collected Wisdom of Game AI Professionals-CRC.pdf

Game AI Pro_Collected Wisdom of Game AI Professionals-CRC.pdf

2015-11-05

Tips_and_Tricks_with_DirectX_9.pdf

Contents Preface vii About the Authors ix Introduction xix Section I—Geometry Manipulation Tricks 1 Using Vertex Shaders for Geometry Compression 3 Dean Calver Using Lookup Tables in Vertex Shaders 13 Carsten Wenzel Terrain Geomorphing in the Vertex Shader 18 Daniel Wagner 3D Planets on the GPU 33 Jesse Laeuchli Cloth Animation with Pixel and Vertex Shader 3.0 40 Kristof Beets Collision Shaders 58 Takashi Imagire Displacement Mapping 73 Tom Forsyth Section II — Rendering Techniques 87 Rendering Objects as Thick Volumes 89 Greg James Screen-aligned Particles with Minimal VertexBuffer Locking 107 O’dell Hicks Hemisphere Lighting with Radiosity Maps 113 Shawn Hargreaves iii Galaxy Textures 123 Jesse Laeuchli Turbulent Sun 127 Jesse Laeuchli Fragment-level Phong Illumination 131 Emil Persson Specular Bump Mapping on Pre-ps_1_4 Hardware 149 Matthew Halpin Voxel Rendering with PS_3_0 161 Aaron Burton Simulating Blending Operations on Floating-point Render Targets 172 Francesco Carucci Rendering Volumes in a Vertex & Pixel Program by Ray Tracing 177 Eli Z. Gottlieb Normal Map Compression 185 Jakub Klarowicz Drops of Water and Texture Sprites 190 Sylvain Lefebvre Advanced Water Effects 207 Kurt Pelzer Efficient Evaluation of Irradiance Environment Maps 226 Peter-Pike J. Sloan Practical Precomputed Radiance Transfer 232 Peter-Pike J. Sloan Advanced Sky Dome Rendering 240 Marco Spoerl and Kurt Pelzer Deferred Shading with Multiple Render Targets 251 Nicolas Thibieroz Meshuggah’s Effects Explained 270 Carsten Wenzel Layered Car Paint Shader 293 John Isidoro, Chris Oat, and Natalya Tatarchuk Motion Blur Using Geometry and Shading Distortion 299 Natalya Tatarchuk, Chris Brennan, Alex Vlachos, and John Isidoro Contents iv Simulation of Iridescence and Translucency on Thin Surfaces 309 Natalya Tatarchuk and Chris Brennan Floating-point Cube Maps 319 Arkadiusz Waliszewski Stereoscopic Rendering in Hardware Using Shaders 324 Thomas Rued Hatching, Stroke Styles, and Pointillism 340 Kevin Buchin and Maike Walther Layered Fog 348 Guillaume Werle Dense Matrix Algebra on the GPU 352 Ádám Moravánszky Section III — Software Shaders and Shader Programming Tips 381 Software Vertex Shader Processing 383 Dean P. Macri x86 Shaders–ps_2_0 Shaders in Software 396 Nicolas Capens SoftD3D: A Software-only Implementation of Microsoft’s Direct3D API 413 Oliver Weichhold Named Constants in Shader Development 432 Jeffrey Kiel Section IV — Image Space 437 Advanced Image Processing with DirectX 9 Pixel Shaders 439 Jason L. Mitchell, Marwan Y. Ansari, and Evan Hart Night Vision: Frame Buffer Post-processing with ps.1.1 Hardware 465 Guillaume Werle Non-Photorealistic Post-processing Filters in MotoGP 2 469 Shawn Hargreaves Image Effects with DirectX 9 Pixel Shaders 481 Marwan Y. Ansari Using Pixel Shaders to Implement a Mosaic Effect Using Character Glyphs 519 Roger Descheneaux and Maurice Ribble Contents v Mandelbrot Set Rendering 526 Emil Persson Real-Time Depth of Field Simulation 529 Guennadi Riguer, Natalya Tatarchuk, and John Isidoro Section V — Shadows 557 Soft Shadows 559 Flavien Brebion Robust Object ID Shadows 580 Sim Dietrich Reverse Extruded Shadow Volumes 587 Renaldas Zioma Section VI — 3D Engine and Tools Design 595 Shader Abstraction 597 Tom Forsyth Post-Process Fun with Effects Buffers 614 Tom Forsyth Shaders under Control (Codecreatures Engine) 625 Oliver Hoeller Shader Integration in the Gamebryo Graphics Engine 631 Scott Sherman, Dan Amerson, Shaun Kime, and Tim Preston Vertex Shader Compiler 650 David Pangerl Shader Disassembler 667 Jean-Sebastian Luce Index 675

2009-03-10

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