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| Some recent topics started on our forums | |
| Terrain w. water and physics | This is just an old project for my VR-course at uni... :) |
| Posted November 1, 2005 12:58:58 AM | |
| TBN-space "rotated" | I have a really weird "bug"... I have a mesh and my mesh have tangents, bitangents and normals for each vertex, which I computed using Mesh.ComputeTangentFrame (a managed directx helper-function)... when I want to move my light-vector into my TBN-... |
| Posted September 12, 2006 4:05:49 PM | |
| TBN-space "rotated" | I have a really weird "bug"... I have a mesh and my mesh have tangents, bitangents and normals for each vertex, which I computed using Mesh.ComputeTangentFrame (a directx helper-function)... when I want to move my light-vector into my TBN-space it... |
| Posted September 12, 2006 2:16:36 PM | |
| Real-time marker recognition and tracking (with screenshots and clips) | Hi, I'm currently developing a Augmented Reality detection and tracking-system. Check out my current work: First movie Second movie The movies are compressed with DivX. Don't mind the flickering in the first movie. This is due to my s... |
| Posted January 17, 2006 6:51:10 PM | |
| Raytracer + Photonmapping | This is an old raytracer I wrote. The raytracer features: - Textures - Normalmaps (just for fun) - Anti-aliasing - Photon mapping (caustics etc.) - Arealights (creates softshadows) - Overlight blooming Best regards Roquqkie |
| Posted November 3, 2005 10:22:11 AM | |
| Hierarchical Occlusion Maps - Projection test | Hi ! I'm in the process of implementing hierarchical occlusion maps. I have my Z-hierarchi and I now need to test wether an object is occluded or not. This should be done by projecting the objects bounding box into the Z-hierarchi, but from here... |
| Posted June 12, 2005 4:20:13 AM | |
| Radix-sort for floating-points? | Hi ! Can anyone give me a hint on how to implement the radix-sorting algorithm for floating-points? I need it to sort some alpha-blended polygons :( Best regards, Roquqkie |
| Posted June 8, 2005 3:58:25 PM | |
| Image recognition | Hi there :) This summer I will have to implement real-time image-recognition. My application should be able to recognize simple patterns on flat surfaces, i.e. a pattern made of black and white lego-blocks. I was hoping that some of you h... |
| Posted May 27, 2005 5:39:33 AM | |
| Finding the best occluder(s) | Hi :) I'm currently working on my Hierarchical Occlusion Map, HOM, implementation. Now I'm wondering if anyone of you bright minds have an idea on how to find the best occluder(s) (from a polygon-soup in whatever spacial relationship yo... |
| Posted March 10, 2005 2:33:37 PM | |
| HOMs like Yann L | Hi! After reading about HOMs in RTR 2nd. ed. and in the forums here at GameDev.net, I decided to implement it myself. I've then written a software-renderer, that renders my occluders to a Z-buffer. Now I have a few questions: What is the mo... |
| Posted March 14, 2005 5:50:14 AM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| Salary | Stay in your field :) Many of my friends (all informatic civil-engineers) earn between 7k and 14k us$ per month. I'll graduate in less than an year! :D |
| Posted November 10, 2006 10:57:06 AM | |
| TBN-space "rotated" | Sorry to bump the post, but I'm in lack of time ;) |
| Posted September 14, 2006 1:15:50 PM | |
| TBN-space "rotated" | sirob: Thanks. Flipping my texture-coordinates y-axis removed the need for -T, but I still need to swap T and B, so it's TBN-matrix = (B,T,N); Did Microsoft make a mistake here and thought that T was derived from the partial derivative of V and n... |
| Posted September 13, 2006 12:51:53 PM | |
| TBN-space "rotated" | S1CA: Thank you for your help :) I'm rendering a screen-aligned quad in the xy-plane. the vertices are (0,0,0), (1,0,0), (1,1,0), (0,1,0) and the lower-left texture-coordinate is (0,0), lower-right (1,0), upper-right (1,1) and upper-left (0,1).... |
| Posted September 13, 2006 1:12:34 AM | |
| Newest demo, boats | Looks okay, but you seriously need to look into "Fresnel" to calculate the ratio between reflection and refraction =) |
| Posted May 30, 2006 10:34:52 AM | |
| AP Computer Science AB Free Response | Hi, Buy and read first part of "Introduction to algorithms 2nd. ed." by Thomas H. Cormen: http://www.amazon.com/gp/product/0262531968/sr=8-2/qid=1145288320/ref=pd_bbs_2/104-6338573-5799912?%5Fencoding=UTF8 Good luck with your test! Best rega... |
| Posted April 17, 2006 11:37:55 AM | |
| Haddd v2.0 C# MDX shaders 2.0 engine | It looks okay, nothing extraordinary tho' Best regards, Roquqkie |
| Posted March 10, 2006 12:31:40 PM | |
| MaxScript very basic exporter | MacroScript ExportMesh category:"HowTo" ( fn GetGeometry o = ( Superclassof o == Geometryclass and classof o != TargetObject ) obj = pickobject filter:GetGeometry if isValidNode obj then ( tmesh = snapshotAsMesh obj ... |
| Posted February 7, 2006 3:34:04 PM | |
| MaxScript very basic exporter | Hi! Hehe, click on help->Maxscript... Then you click "How to's"... Then click "How to write an exporter part 2"... There you have it :) A exporter written in MaxScript that does excactly what you need! :) Best regards, Roquqkie |
| Posted February 7, 2006 3:17:50 PM | |
| Real-time marker recognition and tracking (with screenshots and clips) | Thanks! :D I will keep you updated! My goal is to implement a full Augmented Reality system that can recognize and track planar fiducials (markers) and give an approximation to its 3d-orientation. Best regards, Roquqkie |
| Posted January 18, 2006 4:19:27 PM | |
| View All Replies Made By This User | |