Shader
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fterly1204
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BillBoard shader实现
BillBoard shader实现 当前效果是Quad始终处于相机正前方, 而不只是方向垂直。去掉m_vOffset就是一般意义上的billboard了。Vert程序 uniform mat4 g_WorldViewProjectionMatrix; uniform mat4 g_WorldMatrix; uniform mat4 g_ProjectionMatrix; uniform mat4 g_ViewMatrix; uniform vec3 m_vOffset; uni原创 2011-02-10 14:02:00 · 1903 阅读 · 0 评论 -
Nvidia DirectX10 SSAO简要翻译
详细资料: http://developer.download.nvidia.com/SDK/10.5/direct3d/Source/ScreenSpaceAO/doc/ScreenSpaceAO.pdf ; http://developer.download.nvidia.com/presentations/2008/SIGGRAPH/HBAO_SIG08b.pdf 主要计算方式:在屏幕空间进行射线检测,比较其与XY平面的夹角Sin值,最后进行积分,获得整个半球面的AO值。图示如下:需要补充几点:法线是原创 2011-03-07 22:41:00 · 1332 阅读 · 1 评论 -
Depth Buffer
Depth Bufferps. 抱歉,第二篇忘记是从哪转载的了1、Learning to Love your Z-bufferIntroduction One of the more common OpenGL programming problems that I see concerns the poor precision of the Z buffer. Many of the early 3D adaptors for the PC have a 16 bit Z buffer,原创 2011-02-23 11:03:00 · 2218 阅读 · 0 评论 -
体积雾特效
<br /><br /><br />具体详细算法参考:http://www.gamasutra.com/view/feature/3033/volumetric_rendering_in_realtime.php?page=4<br />及NVIDIA development zone 9.52 SDK Fog Polygon Volumes原创 2011-03-18 17:46:00 · 1673 阅读 · 0 评论