search:vertex shader相關網頁資料

      • cg2010studio.wordpress.com
        Vertex Shader專門產生骨架。通常一個3D物件的多邊形愈多,其模型也就會愈精細。一般3D遊戲裡的人物,大約是20萬個多邊形,而像是3D動畫電影中的史瑞克(Shrek)則擁有500萬個多邊形,不過要上百電腦才能執行。
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      • en.wikipedia.org
        1 History 2 Design 3 Types 3.1 Vertex shaders 3.2 Pixel shaders 3.3 Geometry shaders 3.4 Tessellation shaders 4 Parallel processing 5 Programming 6 See also ... History [edit] The modern use of "shader" was introduced to the public by Pixar with their ...
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    日期:2024-07-22
    光看字面的意思「Shader」不知道是什麼玩意兒,硬翻成中文「著色器」似乎也難以摸著頭緒!剛開始接觸圖學的我完… ... OpenGL本身是個狀態機,可藉由呼叫函式來控制各種狀態。話說OpenGL的pipeline真實版相當複雜,還有一些沒用過的函式。...
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    日期:2024-07-18
    A vertex shader operates on individual vertices, one vertex at a time. The shader has no knowledge of the other vertices that make up the graphical primitive, and has no clue of what type of primitive the vertex belongs to. For each input vertex, this sha...
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    日期:2024-07-19
    The first article in this series provides a brief overview of shaders in general and a high-level discussion of vertex shaders in particular. ... If you find this article contains errors or problems rendering it unreadable (missing images or files, mangle...
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    日期:2024-07-20
    Shader I programmed for 3DS Max, and Maya for blending two textures based on the vertex alpha, with height map modulation. It is supposed to be as close as possible to CryEngine 3 vertex blending. Textures by Amir Abdaoui youtube.com/user/wenda111287 Down...
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    日期:2024-07-20
    Develop once, publish everywhere! Unity is the ultimate tool for video game development, architectural visualizations, and interactive media installations - publish to the web, Windows, OS X, Wii, Xbox 360, and iPhone with many more platforms to come....
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    日期:2024-07-19
    Today I will write about my fisheye (hyperbolic) lens shader. It was part of a larger project to simulate a wide depth of field and imperfections in human eyesight. Anyway, I like the way it came out, so I will describe how I went about the process in GLS...
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    日期:2024-07-16
    這幾天一直在為了研究清楚 ShadowGun 示例的 shader,但沒寫過 Unity 的 shader,於是從頭開始閱讀官方的說明,發現多出了 SurfaceShader 的概念,再加上對 Unity 的光照系統不太瞭解,看起來的確實有點頭暈,細心看了看後還是有點頭緒。...