﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>C++博客-罗朝辉（飘飘白云）-随笔分类-计算机图形学</title><link>http://www.cppblog.com/kesalin/category/5776.html</link><description>关注：C++,3D技术,游戏开发,移动开发(iPhone/iPad, Android,J2me等)</description><language>zh-cn</language><lastBuildDate>Tue, 22 Mar 2011 00:45:12 GMT</lastBuildDate><pubDate>Tue, 22 Mar 2011 00:45:12 GMT</pubDate><ttl>60</ttl><item><title>【Android】Android 上实现水波特效二--优化</title><link>http://www.cppblog.com/kesalin/archive/2010/09/28/ripple_opt.html</link><dc:creator>罗朝辉</dc:creator><author>罗朝辉</author><pubDate>Tue, 28 Sep 2010 03:49:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2010/09/28/ripple_opt.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/127962.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2010/09/28/ripple_opt.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/127962.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/127962.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要:     在上一篇文章《Android 上实现水波特效》中对水波波幅的计算是针对每一个像素的，效率比较低，尤其是在手机上运行，相当缓慢。我们可以利用线性插值进行优化，这样可以将计算减少一半（MeshSize 为 2）或减少四分之三（MeshSize 为 4），效率得以大大提升，即使是在手机上也能较为流畅地运行。<br>&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2010/09/28/ripple_opt.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/127962.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/kesalin/" target="_blank">罗朝辉</a> 2010-09-28 11:49 <a href="http://www.cppblog.com/kesalin/archive/2010/09/28/ripple_opt.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>【Android】Android 上实现水波特效</title><link>http://www.cppblog.com/kesalin/archive/2010/09/01/android_ripple.html</link><dc:creator>罗朝辉</dc:creator><author>罗朝辉</author><pubDate>Wed, 01 Sep 2010 05:19:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2010/09/01/android_ripple.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/125518.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2010/09/01/android_ripple.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/125518.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/125518.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 本文中的水波特效算法部分整理自 GameRes 上的资料，原作者 Imagic。我只是在学习 Android 的过程中，想到这个特效，然后就在Android 上实现出来，并在源算法的基础上添加了雨滴滴落特效，以及划过水面时的涟漪特效。 该程序在模拟器和真机上运行速度都较慢，需要进一步优化或使用 JNI 实现，如果你想到好的优化算法，请联系我：kesalin@gmail.com。&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2010/09/01/android_ripple.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/125518.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/kesalin/" target="_blank">罗朝辉</a> 2010-09-01 13:19 <a href="http://www.cppblog.com/kesalin/archive/2010/09/01/android_ripple.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>3D游戏Demo-开篇</title><link>http://www.cppblog.com/kesalin/archive/2009/04/21/80659.html</link><dc:creator>罗朝辉</dc:creator><author>罗朝辉</author><pubDate>Tue, 21 Apr 2009 15:50:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2009/04/21/80659.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/80659.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2009/04/21/80659.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/80659.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/80659.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 准备做一个简单的3D单机游戏Demo，想法上借鉴现在SNS上流行小游戏，比如开拓地盘，建房子，装饰家居，花园什么的，很有点和google被取消的3D项目Google Lively相似。<br><br><br>程序框架大体搭建完毕，使用经过封装的directX，物理引擎用的是bullet，脚本用的squirrel。<br>&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2009/04/21/80659.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/80659.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/kesalin/" target="_blank">罗朝辉</a> 2009-04-21 23:50 <a href="http://www.cppblog.com/kesalin/archive/2009/04/21/80659.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>【译】各种光照的算法原理</title><link>http://www.cppblog.com/kesalin/archive/2008/03/30/45749.html</link><dc:creator>罗朝辉</dc:creator><author>罗朝辉</author><pubDate>Sun, 30 Mar 2008 07:58:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2008/03/30/45749.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/45749.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2008/03/30/45749.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/45749.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/45749.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 介绍各种光照的算法原理：环境光，漫射光，镜面高光，菲涅尔准则<br>Describes various per-pixel effects, including diffuse, specular (phong) and fresnel pixel shaders.&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2008/03/30/45749.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/45749.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/kesalin/" target="_blank">罗朝辉</a> 2008-03-30 15:58 <a href="http://www.cppblog.com/kesalin/archive/2008/03/30/45749.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>关于四元数(Quaterion)</title><link>http://www.cppblog.com/kesalin/archive/2008/03/16/44606.html</link><dc:creator>罗朝辉</dc:creator><author>罗朝辉</author><pubDate>Sun, 16 Mar 2008 06:01:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2008/03/16/44606.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/44606.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2008/03/16/44606.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/44606.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/44606.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 简单地来说，四元数描述了一次旋转：绕任意一个轴旋转一个角度。四元数的定义形式：(w, x, y, z)。假如，绕轴向量v(_x,_y,_z)正向（右手旋转法则）旋转角度p，则对应得四元数q为：<br>   q = (cos(p/2), sin(p/2) * _x, sin(p/2) * _y, sin(p/2) * _z)<br> <br>用四元数来表示旋转，不如用欧拉角（偏航/yaw，俯仰/pitch，横滚/ roll）来表示直接，但是用欧拉角来处理旋转有个不可回避的问题：万向节死锁。我们可以通过将欧拉角转换到四元数来避免这个问题。在DirectX中提供了从欧拉角到四元数，从四元数到矩阵（Direct3D用旋转来实现旋转）的变换函数。&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2008/03/16/44606.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/44606.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/kesalin/" target="_blank">罗朝辉</a> 2008-03-16 14:01 <a href="http://www.cppblog.com/kesalin/archive/2008/03/16/44606.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>【转】阴影锥(shadow volume)原理与展望---真实的游戏效果的实现</title><link>http://www.cppblog.com/kesalin/archive/2007/12/12/shadow_volume.html</link><dc:creator>罗朝辉</dc:creator><author>罗朝辉</author><pubDate>Wed, 12 Dec 2007 13:15:00 GMT</pubDate><guid>http://www.cppblog.com/kesalin/archive/2007/12/12/shadow_volume.html</guid><wfw:comment>http://www.cppblog.com/kesalin/comments/38353.html</wfw:comment><comments>http://www.cppblog.com/kesalin/archive/2007/12/12/shadow_volume.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/kesalin/comments/commentRss/38353.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/kesalin/services/trackbacks/38353.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 转记：找了不少关于shadow volume原理的资料，还是这篇文章讲解的一目了然，转帖在这里，如果你对游戏中的阴影实现原理感兴趣非常值得一看。&nbsp;&nbsp;<a href='http://www.cppblog.com/kesalin/archive/2007/12/12/shadow_volume.html'>阅读全文</a><img src ="http://www.cppblog.com/kesalin/aggbug/38353.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/kesalin/" target="_blank">罗朝辉</a> 2007-12-12 21:15 <a href="http://www.cppblog.com/kesalin/archive/2007/12/12/shadow_volume.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>