工作日志

Partially integrated with ESM
摘要: Partially integrate Exponential Shadow Mapping with MagiEngine阅读全文

posted @ 2009-04-23 22:02 SigEric 阅读(1190) | 评论 (1) 编辑

Integrating ESM to MagiEngine

posted @ 2009-04-19 16:52 SigEric 阅读(127) | 评论 (0) 编辑

MagiEngine 0.6

posted @ 2009-03-21 22:11 SigEric 阅读(799) | 评论 (0) 编辑

Create objects inside DLL and delete outside will crash?!

posted @ 2008-09-18 16:17 SigEric 阅读(330) | 评论 (0) 编辑

Shader Engine

posted @ 2008-08-05 17:38 SigEric 阅读(568) | 评论 (3) 编辑

Octree sample code for XNA
摘要: In 3D world, many enthusiastic specialists and PhD are giving their life-time effort to rendering photorealistic objects like milk, skin, water, feather, shadow, etc. No doubt that it is good to have all these physical models about the rendering. When it comes to practical application, we, however, have to made a tradeoff between quality and performance and most of the time, the result yield at the later choice.阅读全文

posted @ 2008-06-11 22:44 SigEric 阅读(920) | 评论 (7) 编辑

Dynamic Vertex Buffer / Index Buffer in XNA

posted @ 2008-04-30 17:40 SigEric 阅读(561) | 评论 (0) 编辑

Vertex Buffer Object Manager

posted @ 2008-02-27 18:32 SigEric 阅读(235) | 评论 (0) 编辑

Weekly report

posted @ 2008-01-26 11:19 SigEric 阅读(324) | 评论 (0) 编辑

Antialiasing with post processing ( view port filter )
摘要: Antialiasing (AA) is old topic for computer graphic since the structure of PC screen is measure by pixel and there is no way to create a unit samller than that, we have no choice but using a way named antialiasing to avoid the jaggy on the edge of the objects.Now, the way of applying the aa effect as the post processing to RT and FBO is described here.阅读全文

posted @ 2008-01-12 21:30 SigEric 阅读(1252) | 评论 (0) 编辑

新环境 新机遇

posted @ 2008-01-06 13:45 SigEric 阅读(107) | 评论 (0) 编辑

Teris Game(俄罗斯方块) on Windows Mobile
摘要: The purpose of the project is to train to design, test and code for a small project for a shot period of time, like say 3 days.

I am using the xp and protoyping iteration for this project to keep updating new feature and making the code to run on Windows, WM5 and WM6.阅读全文

posted @ 2007-11-22 00:01 SigEric 阅读(359) | 评论 (0) 编辑

First 3Ds Max 2008 Scene Explorer extention
摘要: Last Wednesday, I got the the copy of 3Ds Max 2008. And today, I play around the new features of it, mainly focus on the scene explorer.阅读全文

posted @ 2007-10-20 17:28 SigEric 阅读(808) | 评论 (0) 编辑

3Ds Max 2008 !
摘要: 发觉这次从Max 9到2008的升级是革命性的,Maxscript Pro Editor和Scene Explorer的添加是最激动人心的。阅读全文

posted @ 2007-10-19 15:09 SigEric 阅读(258) | 评论 (0) 编辑

Algorithm Analysis of Traffic Interchange and Transportation system
摘要: I went to back SH and stay home for 3 days now, well, the vacation is kinda long for me and prety enjoyable.
When I was In BJ, I need to check online whenever I went out for visisting coz my place is quite long way from the places of interests.
There is a very good website named GJBJ which can tell u the shortest way and the least interchange times to get to the destination from the start location you specify.阅读全文

posted @ 2007-10-03 16:57 SigEric 阅读(114) | 评论 (0) 编辑

Screenshots for new engines.

posted @ 2007-07-02 23:50 SigEric 阅读(68) | 评论 (0) 编辑

An exciting Polygon reduction plugin for 3Ds Max 9
摘要: 今天在闲逛3D论坛的时候发现一个期待很久(其实后来发觉是自己孤陋寡闻)的3D模型减面工具——Polygon Cruncher,减面其实不难,难得就难得在这个工具可以在保持Material和texture的情况下进行减面,这简直是太强了~~~~阅读全文

posted @ 2007-06-10 11:13 SigEric 阅读(376) | 评论 (3) 编辑

Automatically convert texture size to nearest-power-of-two
摘要: I found out that there is a serious problem about the format and size of texture. For example, the texture size is not power of two, the tga file is not RLE compressed and etc.
All these convertion done manully just tears me out. Then, I came up with a thought to programm an automatic tool in order to do these routine job for me.阅读全文

posted @ 2007-06-02 19:19 SigEric 阅读(192) | 评论 (0) 编辑

Engine exporter v0.1.4 for 3Ds Max 9 under testing
摘要: 经过一个星期不停的调试,新引擎为3D Studio Max 9的第一个版本的输出工具终于完成了。阅读全文

posted @ 2007-05-29 23:02 SigEric 阅读(104) | 评论 (0) 编辑

How to apply light models of 3Ds Max to your engine
摘要: 3Ds Max, as the most used modeling software, is selected as the standard for the models in the new Engine.

For the most used value, like vertex postion, vertex color, vertex normal, face normal, texture maps, material, helpers and etc, you can easily find
the solution in Maxscript reference.

However, I met a small problem when trying to export the parameters for light in Max.阅读全文

posted @ 2007-05-28 18:07 SigEric 阅读(159) | 评论 (0) 编辑

专题:Bounding Volume in Visibility Determination
摘要: 从今天开始不定时写一些3D专题,主要是关于Scene Management的数学和应用。阅读全文

posted @ 2007-05-13 22:37 SigEric| 编辑

WPF, XAML, XNA and 3Ds Max 9
摘要: 我现在一直在忙的事情是计划开发一个基于XNA的引擎,同时希望支持用WPF和XAML来做一些简单的Demo,所以需要一个Max插件,支持两种导出格式:XAML和一个未定义的格式阅读全文

posted @ 2007-04-26 15:40 SigEric 阅读(1177) | 评论 (5) 编辑

Transforming Normal Vector
摘要: 昨天开始写一些经典的Shader来练手,被一个数学问题难住了,把一个Vertex的Position从World Space转到 View 或者 Projection,我们只要执行 mul(pos, worldView) 或者mul(pos, worldViewProjection)就好了,但Vector如果通过这样的运算之后,得出来的结果是明显不正确的,为了解决这个问题,翻了一下大一的线性代数,推导了一下,得出公式,下面来严格的推导一次。阅读全文

posted @ 2007-04-20 14:38 SigEric 阅读(292) | 评论 (0) 编辑

Stencil Shadow volume using HLSL 3

posted @ 2007-04-11 22:56 SigEric 阅读(648) | 评论 (2) 编辑

The compare between different mapping
摘要: The compare between different mapping阅读全文

posted @ 2007-04-10 22:49 SigEric 阅读(696) | 评论 (3) 编辑

Stencil Shadow Volume Using HLSL 2

posted @ 2007-04-08 18:22 SigEric 阅读(490) | 评论 (0) 编辑

Stencil Shadow Volume using HLSL

posted @ 2007-04-06 18:01 SigEric 阅读(364) | 评论 (0) 编辑

What's going on with Eric?

posted @ 2007-03-20 11:54 SigEric 阅读(78) | 评论 (0) 编辑

从新制定计划

posted @ 2007-02-05 19:19 SigEric 阅读(73) | 评论 (1) 编辑

下个阶段的计划

posted @ 2007-01-31 22:17 SigEric 阅读(57) | 评论 (0) 编辑

<2012年2月>
2930311234
567891011
12131415161718
19202122232425
26272829123
45678910

导航

统计

公告

昵称:SigEric
园龄:5年
粉丝:1
关注:0

搜索

 

常用链接

最新随笔

我的标签

随笔分类(36)

随笔档案(42)

文章分类(3)

My Resume(我的简历)

我的朋友

最新评论

阅读排行榜

评论排行榜

推荐排行榜