﻿<?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-随笔分类-Graphics</title><link>http://www.cnblogs.com/ArenAK/category/119332.html</link><description>3D图形、虚拟现实 /
3D Computer Graphics,Virtual Reality</description><language>zh-cn</language><lastBuildDate>Sat, 17 May 2008 18:34:49 GMT</lastBuildDate><pubDate>Sat, 17 May 2008 18:34:49 GMT</pubDate><ttl>60</ttl><item><title>《自己实现EarthSculptor的Splatting地形》的源代码</title><link>http://www.cnblogs.com/ArenAK/archive/2008/04/21/1164726.html</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Mon, 21 Apr 2008 15:06:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/04/21/1164726.html</guid><wfw:comment>http://www.cnblogs.com/ArenAK/comments/1164726.html</wfw:comment><comments>http://www.cnblogs.com/ArenAK/archive/2008/04/21/1164726.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/ArenAK/comments/commentRss/1164726.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/ArenAK/services/trackbacks/1164726.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 《自己实现EarthSculptor的Splatting地形》的源代码与资源文件&nbsp;&nbsp;<a href='http://www.cnblogs.com/ArenAK/archive/2008/04/21/1164726.html'>阅读全文</a><img src ="http://www.cnblogs.com/ArenAK/aggbug/1164726.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2008-04-21 23:06 <a href="http://www.cnblogs.com/ArenAK/archive/2008/04/21/1164726.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>利用billboard实现云的仿真</title><link>http://www.cnblogs.com/ArenAK/archive/2008/03/25/1122056.html</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Tue, 25 Mar 2008 13:57:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/03/25/1122056.html</guid><wfw:comment>http://www.cnblogs.com/ArenAK/comments/1122056.html</wfw:comment><comments>http://www.cnblogs.com/ArenAK/archive/2008/03/25/1122056.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cnblogs.com/ArenAK/comments/commentRss/1122056.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/ArenAK/services/trackbacks/1122056.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 仿照微软模拟飞行2004，利用Billboard实现的云。&nbsp;&nbsp;<a href='http://www.cnblogs.com/ArenAK/archive/2008/03/25/1122056.html'>阅读全文</a><img src ="http://www.cnblogs.com/ArenAK/aggbug/1122056.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2008-03-25 21:57 <a href="http://www.cnblogs.com/ArenAK/archive/2008/03/25/1122056.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>OST试验版</title><link>http://www.cnblogs.com/ArenAK/archive/2008/03/19/1113493.html</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Wed, 19 Mar 2008 10:49:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/03/19/1113493.html</guid><wfw:comment>http://www.cnblogs.com/ArenAK/comments/1113493.html</wfw:comment><comments>http://www.cnblogs.com/ArenAK/archive/2008/03/19/1113493.html#Feedback</comments><slash:comments>3</slash:comments><wfw:commentRss>http://www.cnblogs.com/ArenAK/comments/commentRss/1113493.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/ArenAK/services/trackbacks/1113493.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 海水特点：无限大+反射+折射+与陆地衔接处深度处理+太阳光<br>天空特点：24小时天色变化，用Ogre的一个工程Caelum改造。<br>地形特点：不连续LOD，多重纹理Splatting。&nbsp;&nbsp;<a href='http://www.cnblogs.com/ArenAK/archive/2008/03/19/1113493.html'>阅读全文</a><img src ="http://www.cnblogs.com/ArenAK/aggbug/1113493.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2008-03-19 18:49 <a href="http://www.cnblogs.com/ArenAK/archive/2008/03/19/1113493.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>透视校正插值（Perspective-Correct Interpolation）</title><link>http://www.cnblogs.com/ArenAK/archive/2008/03/13/1103532.html</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Thu, 13 Mar 2008 04:56:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/03/13/1103532.html</guid><wfw:comment>http://www.cnblogs.com/ArenAK/comments/1103532.html</wfw:comment><comments>http://www.cnblogs.com/ArenAK/archive/2008/03/13/1103532.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/ArenAK/comments/commentRss/1103532.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/ArenAK/services/trackbacks/1103532.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 讲解透视校正插值。&nbsp;&nbsp;<a href='http://www.cnblogs.com/ArenAK/archive/2008/03/13/1103532.html'>阅读全文</a><img src ="http://www.cnblogs.com/ArenAK/aggbug/1103532.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2008-03-13 12:56 <a href="http://www.cnblogs.com/ArenAK/archive/2008/03/13/1103532.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Ogre中在SceneNode节点旁显示二维字的代码</title><link>http://www.cnblogs.com/ArenAK/archive/2008/03/09/1097913.html</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Sun, 09 Mar 2008 14:52:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/03/09/1097913.html</guid><wfw:comment>http://www.cnblogs.com/ArenAK/comments/1097913.html</wfw:comment><comments>http://www.cnblogs.com/ArenAK/archive/2008/03/09/1097913.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cnblogs.com/ArenAK/comments/commentRss/1097913.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/ArenAK/services/trackbacks/1097913.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 在Ogre程序中显示二维字的一种方法，在SceneNode节点旁显示二维字，对MovableText类进行了修改。&nbsp;&nbsp;<a href='http://www.cnblogs.com/ArenAK/archive/2008/03/09/1097913.html'>阅读全文</a><img src ="http://www.cnblogs.com/ArenAK/aggbug/1097913.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2008-03-09 22:52 <a href="http://www.cnblogs.com/ArenAK/archive/2008/03/09/1097913.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Perlin噪声</title><link>http://www.cnblogs.com/ArenAK/archive/2008/02/21/1076847.html</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Thu, 21 Feb 2008 13:18:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/02/21/1076847.html</guid><wfw:comment>http://www.cnblogs.com/ArenAK/comments/1076847.html</wfw:comment><comments>http://www.cnblogs.com/ArenAK/archive/2008/02/21/1076847.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cnblogs.com/ArenAK/comments/commentRss/1076847.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/ArenAK/services/trackbacks/1076847.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 讲述Perlin Noise的概念与生成方法。&nbsp;&nbsp;<a href='http://www.cnblogs.com/ArenAK/archive/2008/02/21/1076847.html'>阅读全文</a><img src ="http://www.cnblogs.com/ArenAK/aggbug/1076847.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2008-02-21 21:18 <a href="http://www.cnblogs.com/ArenAK/archive/2008/02/21/1076847.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>AIPU-人工智能处理器</title><link>http://www.cnblogs.com/ArenAK/archive/2008/01/10/1033443.html</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Thu, 10 Jan 2008 04:55:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/01/10/1033443.html</guid><wfw:comment>http://www.cnblogs.com/ArenAK/comments/1033443.html</wfw:comment><comments>http://www.cnblogs.com/ArenAK/archive/2008/01/10/1033443.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/ArenAK/comments/commentRss/1033443.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/ArenAK/services/trackbacks/1033443.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 世界第一款人工智能处理器Intia。&nbsp;&nbsp;<a href='http://www.cnblogs.com/ArenAK/archive/2008/01/10/1033443.html'>阅读全文</a><img src ="http://www.cnblogs.com/ArenAK/aggbug/1033443.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2008-01-10 12:55 <a href="http://www.cnblogs.com/ArenAK/archive/2008/01/10/1033443.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>分析碰撞检测库Opcode</title><link>http://www.cnblogs.com/ArenAK/archive/2007/12/10/990063.html</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Mon, 10 Dec 2007 15:38:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2007/12/10/990063.html</guid><wfw:comment>http://www.cnblogs.com/ArenAK/comments/990063.html</wfw:comment><comments>http://www.cnblogs.com/ArenAK/archive/2007/12/10/990063.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnblogs.com/ArenAK/comments/commentRss/990063.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/ArenAK/services/trackbacks/990063.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: Opcode是一个开源的碰撞检测库，其最大的特点是占用内存少（与其他的碰撞检测库相比而言），对一个完全二叉树中的每个三角形仅用20字节。本文分析其碰撞检测过程和内存优化方法。&nbsp;&nbsp;<a href='http://www.cnblogs.com/ArenAK/archive/2007/12/10/990063.html'>阅读全文</a><img src ="http://www.cnblogs.com/ArenAK/aggbug/990063.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2007-12-10 23:38 <a href="http://www.cnblogs.com/ArenAK/archive/2007/12/10/990063.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>用NVPerfHUD来分析3D程序</title><link>http://www.cnblogs.com/ArenAK/archive/2007/12/02/979978.html</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Sun, 02 Dec 2007 06:01:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2007/12/02/979978.html</guid><wfw:comment>http://www.cnblogs.com/ArenAK/comments/979978.html</wfw:comment><comments>http://www.cnblogs.com/ArenAK/archive/2007/12/02/979978.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnblogs.com/ArenAK/comments/commentRss/979978.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/ArenAK/services/trackbacks/979978.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 介绍利用NVPerfHUD查看每帧的渲染情况和分析性能瓶颈。&nbsp;&nbsp;<a href='http://www.cnblogs.com/ArenAK/archive/2007/12/02/979978.html'>阅读全文</a><img src ="http://www.cnblogs.com/ArenAK/aggbug/979978.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2007-12-02 14:01 <a href="http://www.cnblogs.com/ArenAK/archive/2007/12/02/979978.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>光照模型的总结</title><link>http://www.cnblogs.com/ArenAK/archive/2007/11/26/973365.html</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Mon, 26 Nov 2007 15:33:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2007/11/26/973365.html</guid><wfw:comment>http://www.cnblogs.com/ArenAK/comments/973365.html</wfw:comment><comments>http://www.cnblogs.com/ArenAK/archive/2007/11/26/973365.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/ArenAK/comments/commentRss/973365.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/ArenAK/services/trackbacks/973365.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 对实时三维渲染中常用的光照模型做个总结。&nbsp;&nbsp;<a href='http://www.cnblogs.com/ArenAK/archive/2007/11/26/973365.html'>阅读全文</a><img src ="http://www.cnblogs.com/ArenAK/aggbug/973365.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2007-11-26 23:33 <a href="http://www.cnblogs.com/ArenAK/archive/2007/11/26/973365.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>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/2007/11/07/951713.html</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Wed, 07 Nov 2007 01:02:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2007/11/07/951713.html</guid><wfw:comment>http://www.cnblogs.com/ArenAK/comments/951713.html</wfw:comment><comments>http://www.cnblogs.com/ArenAK/archive/2007/11/07/951713.html#Feedback</comments><slash:comments>10</slash:comments><wfw:commentRss>http://www.cnblogs.com/ArenAK/comments/commentRss/951713.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/ArenAK/services/trackbacks/951713.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 在Ogre上实现一种无限大面积的海水,基于Projected Grid思想,可同时运行在Opengl和D3D模式下.&nbsp;&nbsp;<a href='http://www.cnblogs.com/ArenAK/archive/2007/11/07/951713.html'>阅读全文</a><img src ="http://www.cnblogs.com/ArenAK/aggbug/951713.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2007-11-07 09:02 <a href="http://www.cnblogs.com/ArenAK/archive/2007/11/07/951713.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>自己实现EarthSculptor的Splatting地形</title><link>http://www.cnblogs.com/ArenAK/archive/2007/10/23/933983.html</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Tue, 23 Oct 2007 05:41:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2007/10/23/933983.html</guid><wfw:comment>http://www.cnblogs.com/ArenAK/comments/933983.html</wfw:comment><comments>http://www.cnblogs.com/ArenAK/archive/2007/10/23/933983.html#Feedback</comments><slash:comments>15</slash:comments><wfw:commentRss>http://www.cnblogs.com/ArenAK/comments/commentRss/933983.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/ArenAK/services/trackbacks/933983.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 在Ogre地形的基础上利用HeightMap、ColorMap、LightMap、DetialMap实现了EarthScultor软件中的地形。&nbsp;&nbsp;<a href='http://www.cnblogs.com/ArenAK/archive/2007/10/23/933983.html'>阅读全文</a><img src ="http://www.cnblogs.com/ArenAK/aggbug/933983.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2007-10-23 13:41 <a href="http://www.cnblogs.com/ArenAK/archive/2007/10/23/933983.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>