Showing posts from July, 2010

Normal Maps

Bump map Use grey texel to record bump, and converts bump to the vertex normal, Bump maps require additional information describing how the bump intensity range maps to global space distance units, in order to convert to normal map.    Bump map elevation Object space normal map More cheap computation than tangent space normal map, but only support rigid mesh, can't support deformed mesh, and isn't suited for tiling and symmetric model. Tangent space normal map A little expensive one. It supplies deformed mesh and all results that object space normal map and bump map can be. So this solution is more flexible for artists pipeline using.      Left: tangent space. Right: bump.      Have the same result on the cube reference:  Understanding Normal Maps, Calculation tangent space:

Using the Intel(R) MKL Memory Management Intel MKL has memory management software that controls memory buffers for the use by the library functions.



Detail map

Shader Special Concern Point

Shader Fog: In Shader 3.0 or higher, DirectX removed fog states: SM3 Fog: Fog Formulas: Texture Stage and Sampler States A pixel shader completely replaces the pixel-blending functionality specified by the multi-texture blender including operations previously defined by the texture stage states. Texture sampling and filtering operations which were controlled by the standard texture stage states for minification, magnification, mip filtering, and the wrap addressing modes, can be initialized in shaders. The application is free to change these states without requiring the regeneration of the currently bound shader. Setting state can be made even easier if your shaders are designed within an effect.

Scene Graph and Hierachical Clustering Structure

Game Engines List

Game engine list in Wiki:

Exposure Correction