﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><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>博客园-ArenAK的博客-最新评论</title><link>http://www.cnblogs.com/ArenAK/CommentsRSS.aspx</link><description>3D图形、虚拟现实 /
3D Computer Graphics,Virtual Reality</description><language>zh-cn</language><pubDate>Fri, 09 May 2008 04:53:19 GMT</pubDate><lastBuildDate>Fri, 09 May 2008 04:53:19 GMT</lastBuildDate><generator>cnblogs</generator><item><title>re: OST试验版</title><link>http://www.cnblogs.com/ArenAK/archive/2008/05/04/1113493.html#1181484</link><dc:creator>易颖</dc:creator><author>易颖</author><pubDate>Sun, 04 May 2008 03:38:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/05/04/1113493.html#1181484</guid><description><![CDATA[我猜应该是少了refractive mask，但使用CLIPPLANE做过反射纹理水面以下像素的切除。<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">易颖</a> 2008-05-04 11:38 <a href="http://www.cnblogs.com/ArenAK/archive/2008/05/04/1113493.html#1181484#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: OST试验版</title><link>http://www.cnblogs.com/ArenAK/archive/2008/05/03/1113493.html#1180208</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Sat, 03 May 2008 04:40:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/05/03/1113493.html#1180208</guid><description><![CDATA[@易颖<br>你所说的refractive mask是指GPU Gems2中提到的那个？还是解决山体周围瑕疵的那个？<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2008-05-03 12:40 <a href="http://www.cnblogs.com/ArenAK/archive/2008/05/03/1113493.html#1180208#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: OST试验版</title><link>http://www.cnblogs.com/ArenAK/archive/2008/05/02/1113493.html#1179368</link><dc:creator>易颖</dc:creator><author>易颖</author><pubDate>Fri, 02 May 2008 04:14:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/05/02/1113493.html#1179368</guid><description><![CDATA[很显然你的折射缺少MASK<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">易颖</a> 2008-05-02 12:14 <a href="http://www.cnblogs.com/ArenAK/archive/2008/05/02/1113493.html#1179368#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 《自己实现EarthSculptor的Splatting地形》的源代码</title><link>http://www.cnblogs.com/ArenAK/archive/2008/04/23/1164726.html#1166643</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Tue, 22 Apr 2008 23:24:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/04/23/1164726.html#1166643</guid><description><![CDATA[oops, sorry, please try again:)<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2008-04-23 07:24 <a href="http://www.cnblogs.com/ArenAK/archive/2008/04/23/1164726.html#1166643#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 《自己实现EarthSculptor的Splatting地形》的源代码</title><link>http://www.cnblogs.com/ArenAK/archive/2008/04/22/1164726.html#1166145</link><dc:creator>yayaigo</dc:creator><author>yayaigo</author><pubDate>Tue, 22 Apr 2008 11:55:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/04/22/1164726.html#1166145</guid><description><![CDATA[系统禁止了使用下载工具下载或不允许外部链接！...<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">yayaigo</a> 2008-04-22 19:55 <a href="http://www.cnblogs.com/ArenAK/archive/2008/04/22/1164726.html#1166145#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 自己实现EarthSculptor的Splatting地形</title><link>http://www.cnblogs.com/ArenAK/archive/2008/04/19/933983.html#1161055</link><dc:creator>yayaigo</dc:creator><author>yayaigo</author><pubDate>Sat, 19 Apr 2008 04:48:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/04/19/933983.html#1161055</guid><description><![CDATA[我是有用earthscapltor输出texture和height map，<br>用Ogre code 秀出来，可是程式结果跟EarthScapltor结果有段距离，<br>height结果差不多，但texture结果差很多，不知道你怎么设定terrain.cfg的?<br><br>另外一个问题是，<br>我是用TerrainSceneManager，<br>听我主管说，要OctreeSceneManager，效能比较好。<br>而且EarthScapltor工具输出texture，是light,color,detail都合成一张，<br>但图档512*512(5ooKB)，只用一张的话，Camera拉近就很丑，<br>如果用ETM，他是拆成好六张detail texture，细节度较好，<br>而且是用OctreeSceneManager。<br>能够有办法写code，分成四张detail textures 绘制吗?<br><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">yayaigo</a> 2008-04-19 12:48 <a href="http://www.cnblogs.com/ArenAK/archive/2008/04/19/933983.html#1161055#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 自己实现EarthSculptor的Splatting地形</title><link>http://www.cnblogs.com/ArenAK/archive/2008/04/18/933983.html#1160486</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Fri, 18 Apr 2008 13:55:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/04/18/933983.html#1160486</guid><description><![CDATA[@yayaigo<br>我会在近两天将代码放到博客上，请留意下载:)<br><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2008-04-18 21:55 <a href="http://www.cnblogs.com/ArenAK/archive/2008/04/18/933983.html#1160486#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 自己实现EarthSculptor的Splatting地形</title><link>http://www.cnblogs.com/ArenAK/archive/2008/04/18/933983.html#1159290</link><dc:creator>yayaigo</dc:creator><author>yayaigo</author><pubDate>Fri, 18 Apr 2008 01:38:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/04/18/933983.html#1159290</guid><description><![CDATA[我想要知道你怎麼寫Ogre的code..<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">yayaigo</a> 2008-04-18 09:38 <a href="http://www.cnblogs.com/ArenAK/archive/2008/04/18/933983.html#1159290#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 自己实现EarthSculptor的Splatting地形</title><link>http://www.cnblogs.com/ArenAK/archive/2008/04/18/933983.html#1159283</link><dc:creator>yayaigo</dc:creator><author>yayaigo</author><pubDate>Fri, 18 Apr 2008 01:36:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/04/18/933983.html#1159283</guid><description><![CDATA[我也想OGRE实现多细节的地形。<br>可以寄給我一份嗎? Thanks~<br>My-Email: right2000tw@yahoo.com.tw<br><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">yayaigo</a> 2008-04-18 09:36 <a href="http://www.cnblogs.com/ArenAK/archive/2008/04/18/933983.html#1159283#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: Interesting story about DI-Guy</title><link>http://www.cnblogs.com/ArenAK/archive/2008/04/10/1138102.html#1147106</link><dc:creator>chenna</dc:creator><author>chenna</author><pubDate>Thu, 10 Apr 2008 09:13:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/04/10/1138102.html#1147106</guid><description><![CDATA[funny, Norm is indeed a genius.<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">chenna</a> 2008-04-10 17:13 <a href="http://www.cnblogs.com/ArenAK/archive/2008/04/10/1138102.html#1147106#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 利用billboard实现云的仿真</title><link>http://www.cnblogs.com/ArenAK/archive/2008/03/26/1122056.html#1122631</link><dc:creator>lili_c</dc:creator><author>lili_c</author><pubDate>Wed, 26 Mar 2008 02:24:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/03/26/1122056.html#1122631</guid><description><![CDATA[学习了~~<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">lili_c</a> 2008-03-26 10:24 <a href="http://www.cnblogs.com/ArenAK/archive/2008/03/26/1122056.html#1122631#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: Ogre中在SceneNode节点旁显示二维字的代码</title><link>http://www.cnblogs.com/ArenAK/archive/2008/03/14/1097913.html#1106591</link><dc:creator>LOGOLS</dc:creator><author>LOGOLS</author><pubDate>Fri, 14 Mar 2008 14:56:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/03/14/1097913.html#1106591</guid><description><![CDATA[这个类用在角色头顶名字上还是不错的<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">LOGOLS</a> 2008-03-14 22:56 <a href="http://www.cnblogs.com/ArenAK/archive/2008/03/14/1097913.html#1106591#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 一种实时海水的实现（Impletention of ocean water based on projected grid)</title><link>http://www.cnblogs.com/ArenAK/archive/2008/03/13/951713.html#1104496</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Thu, 13 Mar 2008 13:56:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/03/13/951713.html#1104496</guid><description><![CDATA[@Hey<br>多谢你的指点。我很喜欢与水面有关的实时仿真，但其实我并没有在这方面做过多少研究（只读过这篇论文和GpuGems中Effecitve water simulaiton from physical models）,本文的这个是出于项目的需要所以实现的。<br>希望能在图形学方面跟你多多交流。<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2008-03-13 21:56 <a href="http://www.cnblogs.com/ArenAK/archive/2008/03/13/951713.html#1104496#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 一种实时海水的实现（Impletention of ocean water based on projected grid)</title><link>http://www.cnblogs.com/ArenAK/archive/2008/03/13/951713.html#1104452</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Thu, 13 Mar 2008 13:26:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/03/13/951713.html#1104452</guid><description><![CDATA[@jtacm<br><br>我已经在和Xavier Verguin合作将这个实现融合到Ogre的一个海水实现工程Hydrax中，相信不久就会公开整个源代码了。<br>但目前由于我的一个项目原因，暂时还不会完全公开这个Ogre实现的代码。请稍稍等一段时间，或者我们进行交流:)<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2008-03-13 21:26 <a href="http://www.cnblogs.com/ArenAK/archive/2008/03/13/951713.html#1104452#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 一种实时海水的实现（Impletention of ocean water based on projected grid)</title><link>http://www.cnblogs.com/ArenAK/archive/2008/03/13/951713.html#1104298</link><dc:creator>Hey</dc:creator><author>Hey</author><pubDate>Thu, 13 Mar 2008 12:00:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/03/13/951713.html#1104298</guid><description><![CDATA[这篇硕士论文中提到的水也是通过Perlin noise+FFT方法来模拟水波的运动,<br>也是通过高度场来做的. 速度的确很快.<br>但是projected grid来做交互好像还是比较麻烦的,<br>令外, 这也实现不了breaking wave的效果,这是高度图的通病.<br><br>朋友加我QQ: 1496724<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">Hey</a> 2008-03-13 20:00 <a href="http://www.cnblogs.com/ArenAK/archive/2008/03/13/951713.html#1104298#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 一种实时海水的实现（Impletention of ocean water based on projected grid)</title><link>http://www.cnblogs.com/ArenAK/archive/2008/03/13/951713.html#1103919</link><dc:creator>jtacm</dc:creator><author>jtacm</author><pubDate>Thu, 13 Mar 2008 08:21:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/03/13/951713.html#1103919</guid><description><![CDATA[果然很强悍，我也使用的OGRE也想作出这个效果，就是“永远走不到海的边界”。<br>作者能否把实现这个功能的代码EMAIL我一份，就是实现“永远走不到海的边界”的这个，最好发个源码的工程给我。<br>我发现国内搞OGRE的人好少，交流太少了，希望作者能帮这个忙。<br>谢了先。<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">jtacm</a> 2008-03-13 16:21 <a href="http://www.cnblogs.com/ArenAK/archive/2008/03/13/951713.html#1103919#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 一种实时海水的实现（Impletention of ocean water based on projected grid)</title><link>http://www.cnblogs.com/ArenAK/archive/2008/02/27/951713.html#1083603</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Wed, 27 Feb 2008 04:59:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/02/27/951713.html#1083603</guid><description><![CDATA[@seraph0504<br>是的，如题目所说这是“海水”的实现，因为其算法是将水面网格铺于整个视野（从近剪切面直到远剪切面）。<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2008-02-27 12:59 <a href="http://www.cnblogs.com/ArenAK/archive/2008/02/27/951713.html#1083603#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 分析碰撞检测库Opcode</title><link>http://www.cnblogs.com/ArenAK/archive/2008/02/27/990063.html#1083592</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Wed, 27 Feb 2008 04:55:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/02/27/990063.html#1083592</guid><description><![CDATA[@seraph0504<br>Bullet目前确实势头良好，不过在下还没用:)<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2008-02-27 12:55 <a href="http://www.cnblogs.com/ArenAK/archive/2008/02/27/990063.html#1083592#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: Perlin噪声</title><link>http://www.cnblogs.com/ArenAK/archive/2008/02/25/1076847.html#1081163</link><dc:creator>Coollen.MMX</dc:creator><author>Coollen.MMX</author><pubDate>Mon, 25 Feb 2008 11:03:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/02/25/1076847.html#1081163</guid><description><![CDATA[好文 <br>好久没联系了 最近如何?<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">Coollen.MMX</a> 2008-02-25 19:03 <a href="http://www.cnblogs.com/ArenAK/archive/2008/02/25/1076847.html#1081163#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 一种实时海水的实现（Impletention of ocean water based on projected grid)</title><link>http://www.cnblogs.com/ArenAK/archive/2008/02/24/951713.html#1079149</link><dc:creator>seraph0504</dc:creator><author>seraph0504</author><pubDate>Sat, 23 Feb 2008 16:01:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/02/24/951713.html#1079149</guid><description><![CDATA[这种方法的缺点正如其作者本人所说，不是很容易在世界空间进行约束，渲染海水之类得很不错，可是湖泊河流就麻烦了。<br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">seraph0504</a> 2008-02-24 00:01 <a href="http://www.cnblogs.com/ArenAK/archive/2008/02/24/951713.html#1079149#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>