﻿<?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-NeoRAGEx2002's Weblog-随笔分类-实时3D渲染</title><link>http://neoragex2002.cnblogs.com/category/81040.html</link><description>To be awesome, intelligent and handsome!</description><language>zh-cn</language><lastBuildDate>Wed, 20 Aug 2008 18:15:17 GMT</lastBuildDate><pubDate>Wed, 20 Aug 2008 18:15:17 GMT</pubDate><ttl>60</ttl><item><title>[SIGGRAPH08 + Starcraft II] 一篇非常值得一看的Course Paper！</title><link>http://www.cnblogs.com/neoragex2002/archive/2008/08/20/1271810.html</link><dc:creator>neoragex2002</dc:creator><author>neoragex2002</author><pubDate>Tue, 19 Aug 2008 16:10:00 GMT</pubDate><guid>http://www.cnblogs.com/neoragex2002/archive/2008/08/20/1271810.html</guid><wfw:comment>http://www.cnblogs.com/neoragex2002/comments/1271810.html</wfw:comment><comments>http://www.cnblogs.com/neoragex2002/archive/2008/08/20/1271810.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/neoragex2002/comments/commentRss/1271810.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/neoragex2002/services/trackbacks/1271810.html</trackback:ping><description><![CDATA[摘要: 想了解一下星际23D图像引擎的细节和技术动向吗？这篇由Blizzard员工所攥写的CoursePaper绝不会让你失望的！其主要涵盖了星际2Cut-scenes渲染的技术内容，面向中等水平技术人...&nbsp;&nbsp;<a href='http://www.cnblogs.com/neoragex2002/archive/2008/08/20/1271810.html'>阅读全文</a><img src ="http://www.cnblogs.com/neoragex2002/aggbug/1271810.html?type=1" width = "1" height = "1" />]]></description></item><item><title>World of Warcraft .M2模型重建</title><link>http://www.cnblogs.com/neoragex2002/archive/2008/05/01/WoW_M2_Model.html</link><dc:creator>neoragex2002</dc:creator><author>neoragex2002</author><pubDate>Thu, 01 May 2008 13:41:00 GMT</pubDate><guid>http://www.cnblogs.com/neoragex2002/archive/2008/05/01/WoW_M2_Model.html</guid><wfw:comment>http://www.cnblogs.com/neoragex2002/comments/1178944.html</wfw:comment><comments>http://www.cnblogs.com/neoragex2002/archive/2008/05/01/WoW_M2_Model.html#Feedback</comments><slash:comments>11</slash:comments><wfw:commentRss>http://www.cnblogs.com/neoragex2002/comments/commentRss/1178944.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/neoragex2002/services/trackbacks/1178944.html</trackback:ping><description><![CDATA[摘要: 2008-5-29项目未死，临时暂停，一个月后重开。2008-5-6Rendering架构整理；多纹理管理；Blp多重纹理调试支持；dbc数据库加载优化；ArcBall摄像机；等等。hmmm...适...&nbsp;&nbsp;<a href='http://www.cnblogs.com/neoragex2002/archive/2008/05/01/WoW_M2_Model.html'>阅读全文</a><img src ="http://www.cnblogs.com/neoragex2002/aggbug/1178944.html?type=1" width = "1" height = "1" />]]></description></item><item><title>[原创] 骨骼运动变换的数学计算过程详解</title><link>http://www.cnblogs.com/neoragex2002/archive/2007/09/13/Bone_Animation.html</link><dc:creator>neoragex2002</dc:creator><author>neoragex2002</author><pubDate>Thu, 13 Sep 2007 08:55:00 GMT</pubDate><guid>http://www.cnblogs.com/neoragex2002/archive/2007/09/13/Bone_Animation.html</guid><wfw:comment>http://www.cnblogs.com/neoragex2002/comments/891945.html</wfw:comment><comments>http://www.cnblogs.com/neoragex2002/archive/2007/09/13/Bone_Animation.html#Feedback</comments><slash:comments>10</slash:comments><wfw:commentRss>http://www.cnblogs.com/neoragex2002/comments/commentRss/891945.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/neoragex2002/services/trackbacks/891945.html</trackback:ping><description><![CDATA[摘要: 有感于网上系统介绍骨骼运动变换原理的文章甚少，多数文章局限于API的介绍而忽略了其数学实质，特攥此文，暨总结盟2 ABI浏览工具开发经验。&nbsp;&nbsp;<a href='http://www.cnblogs.com/neoragex2002/archive/2007/09/13/Bone_Animation.html'>阅读全文</a><img src ="http://www.cnblogs.com/neoragex2002/aggbug/891945.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Navigation Mesh与Line-of-Sight Test</title><link>http://www.cnblogs.com/neoragex2002/archive/2007/09/09/887556.html</link><dc:creator>neoragex2002</dc:creator><author>neoragex2002</author><pubDate>Sun, 09 Sep 2007 09:30:00 GMT</pubDate><guid>http://www.cnblogs.com/neoragex2002/archive/2007/09/09/887556.html</guid><wfw:comment>http://www.cnblogs.com/neoragex2002/comments/887556.html</wfw:comment><comments>http://www.cnblogs.com/neoragex2002/archive/2007/09/09/887556.html#Feedback</comments><slash:comments>12</slash:comments><wfw:commentRss>http://www.cnblogs.com/neoragex2002/comments/commentRss/887556.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/neoragex2002/services/trackbacks/887556.html</trackback:ping><description><![CDATA[摘要: 简要介绍由任意凸多边形所构成的导航网格中的视线检测算法。&nbsp;&nbsp;<a href='http://www.cnblogs.com/neoragex2002/archive/2007/09/09/887556.html'>阅读全文</a><img src ="http://www.cnblogs.com/neoragex2002/aggbug/887556.html?type=1" width = "1" height = "1" />]]></description></item><item><title>[原创] 盟军敢死队2 - 3D模型/动作浏览器</title><link>http://www.cnblogs.com/neoragex2002/archive/2007/08/20/863005.html</link><dc:creator>neoragex2002</dc:creator><author>neoragex2002</author><pubDate>Mon, 20 Aug 2007 09:59:00 GMT</pubDate><guid>http://www.cnblogs.com/neoragex2002/archive/2007/08/20/863005.html</guid><wfw:comment>http://www.cnblogs.com/neoragex2002/comments/863005.html</wfw:comment><comments>http://www.cnblogs.com/neoragex2002/archive/2007/08/20/863005.html#Feedback</comments><slash:comments>36</slash:comments><wfw:commentRss>http://www.cnblogs.com/neoragex2002/comments/commentRss/863005.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/neoragex2002/services/trackbacks/863005.html</trackback:ping><description><![CDATA[摘要: 不定时更新中... (9/24/07更新)&nbsp;&nbsp;<a href='http://www.cnblogs.com/neoragex2002/archive/2007/08/20/863005.html'>阅读全文</a><img src ="http://www.cnblogs.com/neoragex2002/aggbug/863005.html?type=1" width = "1" height = "1" />]]></description></item><item><title>[原创] 盟军敢死队2 - 3D室内场景浏览器</title><link>http://www.cnblogs.com/neoragex2002/archive/2007/08/15/856505.html</link><dc:creator>neoragex2002</dc:creator><author>neoragex2002</author><pubDate>Wed, 15 Aug 2007 04:09:00 GMT</pubDate><guid>http://www.cnblogs.com/neoragex2002/archive/2007/08/15/856505.html</guid><wfw:comment>http://www.cnblogs.com/neoragex2002/comments/856505.html</wfw:comment><comments>http://www.cnblogs.com/neoragex2002/archive/2007/08/15/856505.html#Feedback</comments><slash:comments>32</slash:comments><wfw:commentRss>http://www.cnblogs.com/neoragex2002/comments/commentRss/856505.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/neoragex2002/services/trackbacks/856505.html</trackback:ping><description><![CDATA[摘要: 不定时更新中... (9/29/07更新)&nbsp;&nbsp;<a href='http://www.cnblogs.com/neoragex2002/archive/2007/08/15/856505.html'>阅读全文</a><img src ="http://www.cnblogs.com/neoragex2002/aggbug/856505.html?type=1" width = "1" height = "1" />]]></description></item><item><title>Managed Direct3D开发经验浅析</title><link>http://www.cnblogs.com/neoragex2002/archive/2007/01/18/mdx_exp.html</link><dc:creator>neoragex2002</dc:creator><author>neoragex2002</author><pubDate>Thu, 18 Jan 2007 15:09:00 GMT</pubDate><guid>http://www.cnblogs.com/neoragex2002/archive/2007/01/18/mdx_exp.html</guid><wfw:comment>http://www.cnblogs.com/neoragex2002/comments/624224.html</wfw:comment><comments>http://www.cnblogs.com/neoragex2002/archive/2007/01/18/mdx_exp.html#Feedback</comments><slash:comments>18</slash:comments><wfw:commentRss>http://www.cnblogs.com/neoragex2002/comments/commentRss/624224.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/neoragex2002/services/trackbacks/624224.html</trackback:ping><description><![CDATA[摘要: 谈谈Managed Direct3D开发过程中碰到的一些典型问题，文章略长。&nbsp;&nbsp;<a href='http://www.cnblogs.com/neoragex2002/archive/2007/01/18/mdx_exp.html'>阅读全文</a><img src ="http://www.cnblogs.com/neoragex2002/aggbug/624224.html?type=1" width = "1" height = "1" />]]></description></item><item><title>体积阴影(Shadow Volumes)生成算法</title><link>http://www.cnblogs.com/neoragex2002/archive/2007/01/04/shadow_vol.html</link><dc:creator>neoragex2002</dc:creator><author>neoragex2002</author><pubDate>Thu, 04 Jan 2007 11:13:00 GMT</pubDate><guid>http://www.cnblogs.com/neoragex2002/archive/2007/01/04/shadow_vol.html</guid><wfw:comment>http://www.cnblogs.com/neoragex2002/comments/611683.html</wfw:comment><comments>http://www.cnblogs.com/neoragex2002/archive/2007/01/04/shadow_vol.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnblogs.com/neoragex2002/comments/commentRss/611683.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/neoragex2002/services/trackbacks/611683.html</trackback:ping><description><![CDATA[摘要: 简单地说说体积阴影的生成算法(Carmack's Reverse)。&nbsp;&nbsp;<a href='http://www.cnblogs.com/neoragex2002/archive/2007/01/04/shadow_vol.html'>阅读全文</a><img src ="http://www.cnblogs.com/neoragex2002/aggbug/611683.html?type=1" width = "1" height = "1" />]]></description></item><item><title>盟军敢死队2 - 3D导航网格浏览器</title><link>http://www.cnblogs.com/neoragex2002/archive/2006/12/14/commandos2.html</link><dc:creator>neoragex2002</dc:creator><author>neoragex2002</author><pubDate>Thu, 14 Dec 2006 05:14:00 GMT</pubDate><guid>http://www.cnblogs.com/neoragex2002/archive/2006/12/14/commandos2.html</guid><wfw:comment>http://www.cnblogs.com/neoragex2002/comments/591987.html</wfw:comment><comments>http://www.cnblogs.com/neoragex2002/archive/2006/12/14/commandos2.html#Feedback</comments><slash:comments>10</slash:comments><wfw:commentRss>http://www.cnblogs.com/neoragex2002/comments/commentRss/591987.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/neoragex2002/services/trackbacks/591987.html</trackback:ping><description><![CDATA[摘要: 12/19/2006更新。为避免版面散乱及首页流量过大，已将内容整理成文章，详细的Work in Progress请见这里。&nbsp;&nbsp;<a href='http://www.cnblogs.com/neoragex2002/archive/2006/12/14/commandos2.html'>阅读全文</a><img src ="http://www.cnblogs.com/neoragex2002/aggbug/591987.html?type=1" width = "1" height = "1" />]]></description></item></channel></rss>