2010年7月22日 星期四

Normal Maps

  1. 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
  2. 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.
  3. 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, http://www.pixologic.com/docs/index.php/Understanding_Normal_Maps#Object_Space_Map_Uses
http://tech-artists.org/wiki/Normal_mapping

Calculation tangent space:
http://jerome.jouvie.free.fr/opengl-tutorials/Lesson8.php
http://www.terathon.com/code/tangent.html

2010年7月19日 星期一

Using the Intel(R) MKL Memory Management

http://software.intel.com/sites/products/documentation/hpc/mkl/win/index.htm

Intel MKL has memory management software that controls memory buffers for the use by the library functions.

2010年7月14日 星期三

董事長您好

今天第一次被跟我同天生日的董事長記住名子,開會第一次被問話時發言結結巴巴...眼前一面漆黑,真是讓我尷尬,還好後來慢慢開始講的流利起來,果然還是要多練習報告...

2010年7月12日 星期一

Shader Special Concern Point

Shader Fog: http://randomchaosuk.blogspot.com/2007/07/shader-fog.html
In Shader 3.0 or higher, DirectX removed fog states: http://www.3dvia.com/forums/topic/how-to-use-fog-in-shader
SM3 Fog:http://xna-uk.net/blogs/randomchaos/archive/2007/10/15/generic-xna-sm3-fog.aspx
Fog Formulas:http://msdn.microsoft.com/en-us/library/bb324452%28VS.85%29.aspx

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.

2010年7月10日 星期六

Scene Graph and Hierachical Clustering Structure

http://www.gamedev.net/community/forums/topic.asp?topic_id=128965
http://www.gamedev.net/community/forums/topic.asp?topic_id=110342
http://www.gamedev.net/community/forums/topic.asp?topic_id=181233
http://www.gamedev.net/community/forums/topic.asp?topic_id=540401

Game Engines List

Game engine list in Wiki:
http://wiki.gamedev.net/index.php/Game_Engines

2010年7月9日 星期五

Exposure Correction

http://freespace.virgin.net/hugo.elias/graphics/x_posure.htm