﻿<?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-Ofenia's Dream-随笔分类-Cg艺术</title><link>http://cnblogs.com/jedimaster/category/85859.html</link><description>    投湖的少女 悲剧的足迹</description><language>zh-cn</language><lastBuildDate>Fri, 25 Apr 2008 18:40:03 GMT</lastBuildDate><pubDate>Fri, 25 Apr 2008 18:40:03 GMT</pubDate><ttl>60</ttl><item><title>[Busy]关于近期</title><link>http://www.cnblogs.com/Jedimaster/archive/2008/04/26/1171698.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Fri, 25 Apr 2008 16:03:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2008/04/26/1171698.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/1171698.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2008/04/26/1171698.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/1171698.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/1171698.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 最近几个星期工作比较忙，博客没有更新。这个星期最大的两个成果一个是RSL到NVIDIACg的转换器的完工，还有一个就是能够将RenderMan分裂的的所有Grid以及Micropolygon弄出来，...&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2008/04/26/1171698.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/1171698.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2008-04-26 00:03 <a href="http://www.cnblogs.com/Jedimaster/archive/2008/04/26/1171698.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Lafortune Paper In RenderMan</title><link>http://www.cnblogs.com/Jedimaster/archive/2008/02/28/1085374.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Thu, 28 Feb 2008 12:48:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2008/02/28/1085374.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/1085374.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2008/02/28/1085374.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/1085374.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/1085374.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 简单的尝试了下用LafortuneBRDF渲染纸张。为了公平起见统一把Ka设为0，Kd设为1.0，没有Specular项。使用3Delight的免费Licence和学习版maya8.5，所以没有版...&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2008/02/28/1085374.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/1085374.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2008-02-28 20:48 <a href="http://www.cnblogs.com/Jedimaster/archive/2008/02/28/1085374.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Lafortune Sphere From Cornell University</title><link>http://www.cnblogs.com/Jedimaster/archive/2008/02/26/1081795.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Tue, 26 Feb 2008 02:52:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2008/02/26/1081795.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/1081795.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2008/02/26/1081795.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/1081795.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/1081795.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 过一阵子准备尝试使用高级BRDF模型，如这个赫赫有名的LafortuneBRDF，调整参数极其的不直观——27个系数形成的矩阵表示了材质各向同性与各向异性的特性。康奈尔的站点上提供的BMRT的R...&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2008/02/26/1081795.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/1081795.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2008-02-26 10:52 <a href="http://www.cnblogs.com/Jedimaster/archive/2008/02/26/1081795.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>K-Means Algorithm</title><link>http://www.cnblogs.com/Jedimaster/archive/2008/02/21/1076153.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Thu, 21 Feb 2008 02:50:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2008/02/21/1076153.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/1076153.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2008/02/21/1076153.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/1076153.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/1076153.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: K-Means算法是一种比较有意思的数据簇算法，原始的意义是将n个物体分为k个区域，并且k&lt;n。当我看到这个算法第一个想法就是是不是和Voronoi图相关，事实上的确是的，两个簇边界上的点大体构...&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2008/02/21/1076153.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/1076153.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2008-02-21 10:50 <a href="http://www.cnblogs.com/Jedimaster/archive/2008/02/21/1076153.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Render Blobby</title><link>http://www.cnblogs.com/Jedimaster/archive/2008/02/20/1074686.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Wed, 20 Feb 2008 03:20:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2008/02/20/1074686.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/1074686.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2008/02/20/1074686.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/1074686.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/1074686.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: Thisisaverysimpleblobbyscenerenderedby3DelightwiththefreelicenceinmylaptapPC.Iwi...&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2008/02/20/1074686.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/1074686.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2008-02-20 11:20 <a href="http://www.cnblogs.com/Jedimaster/archive/2008/02/20/1074686.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>pbrt win32 compiled binary download</title><link>http://www.cnblogs.com/Jedimaster/archive/2008/02/08/1066104.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Fri, 08 Feb 2008 13:11:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2008/02/08/1066104.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/1066104.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2008/02/08/1066104.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/1066104.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/1066104.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 开源软件很好，可惜想编译的话，如果软件自己又依赖于其他平台或者是其他的库，就会很麻烦很麻烦，误工误时不说，心情还烦躁。PBRT是个好东西，可是编译起来需要先安装cygwin的相关组建，也就是编译器的编...&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2008/02/08/1066104.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/1066104.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2008-02-08 21:11 <a href="http://www.cnblogs.com/Jedimaster/archive/2008/02/08/1066104.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Practise Skin Sub Surface Scattering (SSS) Effect In RenderMan Production</title><link>http://www.cnblogs.com/Jedimaster/archive/2008/01/29/1058048.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Tue, 29 Jan 2008 14:26:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2008/01/29/1058048.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/1058048.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2008/01/29/1058048.html#Feedback</comments><slash:comments>14</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/1058048.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/1058048.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: BoSchwarzsteinCopyrightThereferredgraphshavebeenannounced.We&#8217;dbetterviewsome...&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2008/01/29/1058048.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/1058048.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2008-01-29 22:26 <a href="http://www.cnblogs.com/Jedimaster/archive/2008/01/29/1058048.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>关于CG Relighting系统设计的片言碎语</title><link>http://www.cnblogs.com/Jedimaster/archive/2008/01/06/1028224.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Sun, 06 Jan 2008 15:36:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2008/01/06/1028224.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/1028224.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2008/01/06/1028224.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/1028224.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/1028224.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 声明：本文引用了一些来自Lightspeed项目的一些图片，版权属于原作者。Notice:IhavereferencedsomepicturefromLightspeedproj...&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2008/01/06/1028224.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/1028224.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2008-01-06 23:36 <a href="http://www.cnblogs.com/Jedimaster/archive/2008/01/06/1028224.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>[F&amp;Q:How To Learn Computer Graphic]如何学习计算机图形学</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/12/28/1018525.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Fri, 28 Dec 2007 06:55:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/12/28/1018525.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/1018525.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/12/28/1018525.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/1018525.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/1018525.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 本文开篇第一句话我觉得应该是：如果我有错，还希望各位朋友指证。我既不是图形学教授，也谈不上专业从事CG工作多么的富有经验。我只是一个觉得自己刚刚入门的初学者而已。很多人问我问题，但是很抱歉，你们的许多...&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/12/28/1018525.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/1018525.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-12-28 14:55 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/12/28/1018525.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>High Quality GPU FSAA Rasteration</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/11/20/965450.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Tue, 20 Nov 2007 04:00:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/11/20/965450.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/965450.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/11/20/965450.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/965450.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/965450.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: IhaveimprovedtheGPUrasterationusedinGelatodescribedinGPUGEMS2,sowecanmoreeasilygen...&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/11/20/965450.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/965450.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-11-20 12:00 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/11/20/965450.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>GPU加速的离线渲染技术 [GPU Accelerated Offline Rendering Technology]</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/10/28/940450.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Sun, 28 Oct 2007 08:21:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/10/28/940450.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/940450.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/10/28/940450.html#Feedback</comments><slash:comments>19</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/940450.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/940450.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 前言：NVIDIA Gelato、Tesla、CUDA是一股对传统基于CPU的渲染器挑战的力量。GPU在诸多方面具有软件实现无可比拟的优势比如光栅化部分，遮挡剔除，以及潜在的并行计算能力，但是编程性实在缺少基于CPU的自由度，所以在相当的一段时间内还无法充分发挥性能。本文讨论了下基于GPU、CPU这种混合体系下的渲染器架构，相当思路也是Gelato所采用的。&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/10/28/940450.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/940450.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-10-28 16:21 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/10/28/940450.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Matrix &amp; Transformation Bible 2nd Edtion</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/09/25/905028.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Tue, 25 Sep 2007 02:10:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/09/25/905028.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/905028.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/09/25/905028.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/905028.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/905028.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 前言：以前写了第一版，有些初学者反映许多地方还不是很明白。一来是因为说得比较琐碎，二来内容太多不容易理解。于是乎我就把原文改写以更加的明白直观，并且从建模、美工技术的角度开始讲述矩阵、坐标变换等知识，希望可以更好的帮助初学者理解。如果有错误，敬请不吝赐教。如果转载请附上我的联系方式谢谢。&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/09/25/905028.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/905028.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-09-25 10:10 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/09/25/905028.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>An Implemention of Realtime Gobal Illumination</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/09/22/902242.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Sat, 22 Sep 2007 02:29:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/09/22/902242.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/902242.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/09/22/902242.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/902242.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/902242.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 前言：CG画面的“效果”最重要，至于达到这一效果所使用的技术倒是其次，一切的一切对于观众来说都是透明的。即使是Pixar都认为仅仅One Bounce Indirect Illumination对构建一个足够真实可信的光照效果足矣。看过这里的SII，我想你对Realtime Gobal Illumination的实现又会有一些新的认识。我实现了真实可信的Indirect Illumination效果，对比3dsmax附带的mental ray所得到的效果，同样不开阴影，我觉得我的画质更胜一筹。提供我的Demo下载，不过有个小小的BUG :-)期盼好心人帮我看一下。&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/09/22/902242.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/902242.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-09-22 10:29 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/09/22/902242.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>About Realtime Radiosity</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/09/11/889881.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Tue, 11 Sep 2007 08:30:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/09/11/889881.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/889881.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/09/11/889881.html#Feedback</comments><slash:comments>9</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/889881.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/889881.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 前言：实时辐射度Realtime Radiosity是一种Shading着色方法，模拟了热力学能量传输，最终在场景中达到平衡的过程。这种方法首先在上世纪50年代应用于航天飞行器表面与外界的热交换工程模拟上，随后于1984年由日本Fukuyama大学、Hiroshima大学，以及Cornell康奈尔大学的研究者应用于计算机图形学。它可以很好的生成具有全局光照（Gobal Illumination）的效果的场景。但是它与RayTracing光线跟踪的方式不同，它不包括Visible可视测试算法，仅仅是一种基于Path路径的Shading着色方法。我总结了一下实时辐射度Realtime Radiosity的方法，具体的实现可以参考文中提到的论文。&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/09/11/889881.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/889881.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-09-11 16:30 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/09/11/889881.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>[休闲]GDC China 2007上海中国游戏开发者大会</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/08/29/874195.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Wed, 29 Aug 2007 02:48:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/08/29/874195.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/874195.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/08/29/874195.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/874195.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/874195.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 从上海GDC2007归来，拍了一些照片，听了NVIDIA DAY专题演讲。&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/08/29/874195.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/874195.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-08-29 10:48 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/08/29/874195.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Focus On Graphics Hardware 2007</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/08/17/859336.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Fri, 17 Aug 2007 02:28:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/08/17/859336.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/859336.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/08/17/859336.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/859336.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/859336.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: GraphicHardware是一个以研究讨论计算机图形硬件为主题的国际性开放论坛。它提供了一个开阔的视角讨论图形硬件各个层面的设计。它的支持者包括EG、ACMSiggraph、Microsoft...&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/08/17/859336.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/859336.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-08-17 10:28 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/08/17/859336.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>分享两本关于RenderMan的电子书</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/07/25/831397.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Wed, 25 Jul 2007 12:33:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/07/25/831397.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/831397.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/07/25/831397.html#Feedback</comments><slash:comments>5</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/831397.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/831397.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: &nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/07/25/831397.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/831397.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-07-25 20:33 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/07/25/831397.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>GPGPU实时光线刻蚀模拟</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/07/25/830778.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Wed, 25 Jul 2007 06:29:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/07/25/830778.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/830778.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/07/25/830778.html#Feedback</comments><slash:comments>7</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/830778.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/830778.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: Caustics光线刻蚀效果极大的影响着存在透明光学物体场景的真实性。光线在透明物体里发生衰减与二次折射，最终汇聚在一个小区域内，导致这个区域的能量比周围的光子密度高的多。比如一把放大镜将太阳光聚焦成一个光斑就体现了这种现象，在水底也会发生大面积的刻蚀亮斑。人们已经可以使用光线跟踪技术模拟这种效果，尤其是Maxwell Render甚至可以模拟三棱镜折射的效果。随着GPU计算能力的发展，在实时程序中也实现这种特效已经成为可能。本文基于《Caustics Mapping: An Image-space Technique for Real-time Caustics》&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/07/25/830778.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/830778.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-07-25 14:29 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/07/25/830778.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>和我们一起建设中文最专业的GPU站点——OpenGPU.org</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/06/07/775750.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Thu, 07 Jun 2007 12:57:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/06/07/775750.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/775750.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/06/07/775750.html#Feedback</comments><slash:comments>19</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/775750.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/775750.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 长久以一直苦于没有一个良好的专业GPU讨论站点，英文的倒是有一个，同时也是最有名的GPGPU.org，不过好像被封锁了IP，要访问只有通过网页代理。同时国内关于实时渲染方面的资料少之又少，无数爱好者本...&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/06/07/775750.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/775750.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-06-07 20:57 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/06/07/775750.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>基于GPU屏幕空间的精确光学折射效果</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/05/29/764337.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Tue, 29 May 2007 10:26:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/05/29/764337.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/764337.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/05/29/764337.html#Feedback</comments><slash:comments>13</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/764337.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/764337.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 摘要：在实时渲染中，光学物体的折射效果极大的影响场景的真实特性。由于GPU是以光栅化而不是光线跟踪的方式工作的，精确的进行光学特性的模拟需要极大的计算量。Chris Wyman展示了一种简单的基于屏幕空间的折射效果的实现，得到的效果已经极大的接近光线跟踪的结果。而且他的这种方法在最新的由Technische Universität München慕尼黑工业大学在GPGPU.ORG上展示的《Interactive Screen-Space Accurate Photon Tracing on GPUs》这篇文章中都有所提及。这篇我只是简单的实现了Wyman的方法，详情大家可以去Google搜索《An Approximate Image-Space Approach for Interactive Refraction》这篇文章。 &nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/05/29/764337.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/764337.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-05-29 18:26 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/05/29/764337.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>物理学与计算机图形学中的HDR</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/05/25/760097.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Fri, 25 May 2007 11:36:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/05/25/760097.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/760097.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/05/25/760097.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/760097.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/760097.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: HDR技术已经广泛用于离线CG渲染、游戏、电影等方面，能够显著的提高场景的对比度和真实感。可是背后的物理学与数学原理却很少有CG艺术家和图形程序开发人员去关注，非常建议大家阅读此文，通晓其中的基本原理。这不是一篇教你如何在GPU上实现HDR的文章。&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/05/25/760097.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/760097.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-05-25 19:36 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/05/25/760097.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>一个失败的创意：GPGPU纹理化通用加速kD树的实现</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/05/12/743935.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Sat, 12 May 2007 06:26:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/05/12/743935.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/743935.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/05/12/743935.html#Feedback</comments><slash:comments>6</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/743935.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/743935.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 希望在GPU上能够进行类似于在CPU上进行KD树遍历的过程，可是肯定这里有一个问题，不知道斯坦福的牛人是如何解决的，总之我，唉，失败了。&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/05/12/743935.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/743935.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-05-12 14:26 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/05/12/743935.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Small Tips : 如何整合3DS模型中的Obj</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/05/11/743322.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Fri, 11 May 2007 11:29:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/05/11/743322.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/743322.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/05/11/743322.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/743322.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/743322.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 如何把3DS文件中的模型整合到一个Batch中渲染，不过这个代码只对单纹理的模型管用，不过很容易拓展到多纹理的情况下。&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/05/11/743322.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/743322.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-05-11 19:29 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/05/11/743322.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>sBRDF空间双向反射分布函数完全解析</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/04/30/733581.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Mon, 30 Apr 2007 11:02:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/04/30/733581.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/733581.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/04/30/733581.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/733581.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/733581.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 本文大部分内容基于Ph.D David K. McAllister的博士论文《A GENERALIZED SURFACE APPEARANCE REPRESENTATION FOR COMPUTER GRAPHICS》以及《GPU Gems1》里他的文章。如果有兴趣推荐大家研究博士论文原文，其中关于用相机对材质进行采样的一段非常有趣。我重构他的代码生成了一个简单的命令行工具可以从他的SVB格式中抽取出基本的纹理。他的代码用VC8编译有不少问题，我修复了大部分，主要是在库的链接以及C++的语法上，完全修复用VC6编译一次看看。马上又要考试了，再不看书要挂科了&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/04/30/733581.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/733581.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-04-30 19:02 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/04/30/733581.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>简单的环绕散射 Simple Wrap Diffuse From GPU GEMS1</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/04/18/717830.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Wed, 18 Apr 2007 02:13:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/04/18/717830.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/717830.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/04/18/717830.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/717830.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/717830.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: GPU GEMS上简单的Wrap Diffuse的实现&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/04/18/717830.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/717830.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-04-18 10:13 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/04/18/717830.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>全局光照技术解析Global Illumination Explained</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/03/31/694967.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Sat, 31 Mar 2007 05:26:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/03/31/694967.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/694967.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/03/31/694967.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/694967.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/694967.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 前言：Global Illumination全局光照技术是实时渲染的必然发展方向。我参考了一些研究成果，琢磨了一下，让更多的人可以理解这项“古老”的技术。文章很简单，如有遗漏或者错误请不吝赐教，谢谢大家。&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/03/31/694967.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/694967.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-03-31 13:26 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/03/31/694967.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>斯图加特大学GPU光线投射体渲染技术提携</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/03/26/688618.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Mon, 26 Mar 2007 08:15:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/03/26/688618.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/688618.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/03/26/688618.html#Feedback</comments><slash:comments>6</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/688618.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/688618.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 前言：在以往人们的印象中，美国的CG技术是一世界第一流的，而没有注意德国CG技术的发展。事实上，德国大学的CG是相当高的，与美国第一流的大学学术交往非常频繁。与美国人不同的是，德国以往将CG技术主要用于医学诊断设备与机械设备，现在也逐渐涉足于游戏领域，比如赫赫有名的Crytek公司，还有主要在光线跟踪硬件领域实践的Saarland大学计算机图形学系，取得的成果也是相当瞩目的。斯图加特是德国的科研大省，许多跨国公司都在这里设有研究机构。至于斯图加特大学也是实力雄厚的世界级名校，他们在CG的研究上也是建树颇丰，很多技术已经应用到了第一流的医学设备上，这里给大家介绍的就是他们的光线投射体渲染技术，以后还有我自己实现全动态场景的光线投射技术。&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/03/26/688618.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/688618.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-03-26 16:15 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/03/26/688618.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>3D图形学矩阵完全解析傻瓜版</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/03/01/660895.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Thu, 01 Mar 2007 15:39:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/03/01/660895.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/660895.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/03/01/660895.html#Feedback</comments><slash:comments>6</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/660895.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/660895.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 结合实例解析3D图形学中的矩阵的构造应用和各种场合的变换。从我原来的blog转过来的，希望大家觉得有价值。&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/03/01/660895.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/660895.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-03-01 23:39 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/03/01/660895.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Pure GPU Computing Platform : NVIDIA CUDA Tutorial</title><link>http://www.cnblogs.com/Jedimaster/archive/2007/02/28/660202.html</link><dc:creator>Ofenia's Dream</dc:creator><author>Ofenia's Dream</author><pubDate>Wed, 28 Feb 2007 14:11:00 GMT</pubDate><guid>http://www.cnblogs.com/Jedimaster/archive/2007/02/28/660202.html</guid><wfw:comment>http://www.cnblogs.com/Jedimaster/comments/660202.html</wfw:comment><comments>http://www.cnblogs.com/Jedimaster/archive/2007/02/28/660202.html#Feedback</comments><slash:comments>6</slash:comments><wfw:commentRss>http://www.cnblogs.com/Jedimaster/comments/commentRss/660202.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/Jedimaster/services/trackbacks/660202.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 近距离接触NVIDIA新发布的GPU计算平台CUDA。刚刚从C++博客迁徙过来，看过的朋友可不要骂小弟灌水。&nbsp;&nbsp;<a href='http://www.cnblogs.com/Jedimaster/archive/2007/02/28/660202.html'>阅读全文</a><img src ="http://www.cnblogs.com/Jedimaster/aggbug/660202.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://Jedimaster.cnblogs.com/" target="_blank">Ofenia's Dream</a> 2007-02-28 22:11 <a href="http://www.cnblogs.com/Jedimaster/archive/2007/02/28/660202.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>