Graphics
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homogeneous clip coordinates
Points within the perspective (or orthographic) frustum are transformed by the projectionmatrix to the (homogeneous) space that is contained within a cube centeredat the origin, with side length o转载 2012-10-28 19:39:26 · 671 阅读 · 0 评论 -
矩阵相关
阴影投射平面: 平面方程N*x + D= 0; L(light)projected point p = 1 - (D+N*L)(v-L)/N*(v-L)M = n*L+d-LxNx -LxNy -LxNz -LxD-LyNx N*L+D-LyNy -LyNz -LyD-LzNx -LzNy转载 2012-11-02 02:23:24 · 648 阅读 · 0 评论 -
graphics shaders 2 attribute,uniform
Notice that the glVertexAttrib* routines do not take a programhandle as one of their arguments. Since you set the attribute variablesas you do the drawing, it is assumed that the intended shader p转载 2012-11-06 12:12:56 · 587 阅读 · 0 评论 -
graphics shaders 2 :opengl new vs comparitable
Standard OpenGL Function Built-in Attribute Variable glVertex*(...) gl_VertexglColor*(...) gl_ColorglNormal*(...) gl_Normal glMultiTexCoord*(i, ...) gl_MultiTexCoordi, i=1..N转载 2012-11-06 12:20:00 · 488 阅读 · 0 评论 -
Interactive Computer Graphics :3.10.4 Rotation About an Arbitrary Axis 绕任意轴旋转
先将物体平移到原点,再绕X轴旋转到Y=0的平面,再绕Y轴旋转到与Z轴重合。最后再平移回去。M = T(p0)Rx(−θx)Ry(−θy)Rz(θ)Ry(θy)Rx(θx)T(−p0)P0是物体中心。θ是绕轴旋转角度d = αy * αy+ αz * αz .设归一化的旋转轴是αx αy αz Rx(θx) =1 0 0 00 αz/d −αy/d 0原创 2012-11-09 14:11:24 · 757 阅读 · 0 评论 -
Frustum culling
求Frustrum六个面的方程http://www.game798.com/html/2007-05/3465.htm首先计算6个裁减面的方程系数//-----------------------------------------------------------------------------// Name: calculateFrustumPlanes()//转载 2012-11-09 19:23:15 · 3584 阅读 · 1 评论 -
benefits to tessellation
There are a number of benefits to tessellations: 1. We can implement a level-of-detail (LOD) mechanism, where triangles near the camera are tessellated to add more detail, and triangles far away f转载 2012-11-17 12:23:27 · 532 阅读 · 0 评论 -
frustrum culling plane
[Blinn78] describes how clipping can be done in 4D homogeneous space (Figure 5.29). After the perspective divide, points inside the view frustum are in normalized device coordinates and bounded as fol转载 2012-11-17 12:33:40 · 764 阅读 · 0 评论 -
像素化pixel shader
void MyFragmentShader9(float2 uv : TEXCOORD0,out float4 color : COLOR,uniform sampler2D texture,uniform float numpixels){float num = numpixels;float stepsize = 1.0/num;float2 fragmen转载 2012-12-09 00:29:55 · 1400 阅读 · 0 评论