摘要:Partially integrate Exponential Shadow Mapping with MagiEngine
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摘要:Try to find a suitable SM algorithm to intergrate to my engine, just come across an new SM named Exponential Shadow Maps.The result is pretty good and avoid the light bleeding in VSM.Here is the FX co...
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摘要:Yo, what's up~~Well, I have say sorry about my absent about half ofa year. And I have to say it is quite abusy days.In return, the up-comming Autodesk FBX SDK 2010will include lots of new features whi...
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摘要:Sometimes, when we try to delete some objects which are created inside a dll, and the deletion will cause an access violation.Yep, but just sometimes.I tried and tested the idea with my colleages this...
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摘要:Okay, okay, I update my blog finally. It is because my production's development stage is closed last weekAnd I spent two days on my Shader Engine developement and finally there is something to show!I ...
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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.
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摘要:Vertex Buffer and Index Buffer are two vital “components” in XNA rendering. In another word, if you managed to figure out how it works and how it works faster, you will get a faster render...
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摘要:It has been a long time that no update shows up here. Sorry.... I have been working on the requirement on a new Demo Engine, which is small and flexible. After doing some survey all these days, I foun...
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摘要:Last week is a long week because lots of stuff happened which made the development process even harder, in another more tough and interesting. 1, The Frame buffer object. Also, we can call it ren...
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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.
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摘要:过了一年才发觉好久没有更新博客了,最近琐事特别多,所以时间感觉是在不够用。 新公司在浦东,四号线环线通车后上班还是挺方便的。Mudbox的开发刚刚开始,新的挑战还在前面!! 欢迎各位和我讨论图形相关的技术。
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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.
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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.
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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。
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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.
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摘要:Not many descriptions, just let the fps tell the truth.The viewer is running on the Thinkpad T60 X1400 in 800 * 600 window in a 1.15 million scene with about 110fps.
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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~~~~
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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.
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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。
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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.
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