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LOD LOD ã¯Level Of Detail ã®ç•¥ã€‚ テクスãƒãƒ£ã‚’ãƒãƒªã‚´ãƒ³ã«å¼µã‚‹ã¨ãã«ãƒžãƒƒãƒ”ングã®é¢ç©æ¯”を考慮ã—ã¦å‡¦ç†é‡ã‚’減らã™ãŸã‚ã®ã‚¢ãƒ«ã‚´ãƒªã‚ºãƒ 。 モデルデータをレンダリングé‡ã«å¿œã˜ã¦è’ã„モデルデータã«å·®ã—替ãˆã‚‹ã“ã¨ã¯ãƒ¢ãƒ‡ãƒ«LOD ã¨ã„ã„ã€ãƒ†ã‚¯ã‚¹ãƒãƒ£ã®LOD 処ç†ã¨ã¯ç•°ãªã‚‹ã€‚ 処ç†é‡ã‚’減らã™ã¨ã„ã†æ„味ã§ã¯åŒã˜ã€‚ テクスãƒãƒ£ãƒžãƒƒãƒ”ング時ã«å¯¾è±¡ã®ãƒãƒªã‚´ãƒ³ãŒæ•°ãƒ”クセルã«ã‚‚ã‹ã‹ã‚らãšå¤šãã®ãƒ†ã‚¯ã‚»ãƒ«ã‚’ãƒãƒ¼ãƒ‰ã™ã‚‹ã®ã¯ç„¡é§„ãŒç™ºç”Ÿã™ã‚‹ã€‚ ãã®ãŸã‚ã€ãƒŸãƒƒãƒ—マップを作æˆã—ã¦ã€è©³ç´°åº¦ã«å¿œã˜ãŸãƒ†ã‚¯ã‚¹ãƒãƒ£ã‚’使用ã™ã‚‹ã‚ˆã†ã«ã™ã‚‹ã€‚ 計算方法ã¯ãƒ†ã‚¯ã‚¹ãƒãƒ£ãƒžãƒƒãƒ”ングをã™ã‚‹ã¨ãã®uvp ã®ãƒ†ã‚¯ã‚¹ãƒãƒ£åº§æ¨™ã®éš£æŽ¥ãƒ”クセルã¨ã®å·®åˆ†å€¤ã‚’計算ã—ã€ãã®é‡ã«ã‚ˆã‚ŠLOD ã®å€¤ã‚’決ã‚る。 ã“ã®ã¨ãã«ç”»é¢ã®XY 軸ã«æ²¿ã£ã¦éš£æŽ¥ãƒ”クセルを求ã‚る。(d/dx, d/dy) Screen Coordinates +------+------+-
GeometryShader 利用時㫠GLSL ã®ãƒãƒ¼ã‚¸ãƒ§ãƒ³ã®é•ã„ãŒå•é¡Œã«ãªã£ãŸã®ã§ã¾ã¨ã‚ã¦ã¿ã¾ã—ãŸã€‚ OpenGL 1.3 ---- OpenGL ES 1.0 ---- OpenGL 1.5 *1 OpenGL ES 1.1 ---- OpenGL 2.0 GLSL 1.1 OpenGL ES 2.0 GLSL ES 1.0 (ESSL) OpenGL 2.1 GLSL 1.2 OpenGL 3.0 GLSL 1.3 OpenGL 3.1 GLSL 1.4 OpenGL 3.2 GLSL 1.5 *1: Shader 対応。Extension 㧠GLSL1.0 も利用å¯èƒ½ã€‚Core API ã«ãªã£ãŸã®ã¯ OpenGL 2.0 ã‹ã‚‰ã€‚ ・Wikipedia GLSL OpenGL ES 2.0 ã® GLSL ã¯ã€GLSL ES ã¾ãŸã¯ ESSL ã¨å‘¼ã°ã‚Œã¦ã„ã¾ã™ã€‚ 上ã®å¯¾å¿œè¡¨ã§ã¯ O
Home of the community driven hardware databases for Khronos APIs. Reports online OpenGL® is a widely adopted 2D and 3D graphics API available on many desktop platforms. It features hundreds of extensions to support the latest GPU features. Reports online Vulkan is the new generation, open standard API for high-efficiency access to graphics and compute on modern GPUs, available on desktop and mobil
During the last three weeks I've spent most of my spare time writing a GUI for Jose's amazing ApiTrace project. ApiTrace is a project to trace, analyze and debug graphics api's. Both OpenGL and Direct3D. To some extend inspired by gDEBugger and Windows PIX. We wanted a tool that would let us slice through huge games and CAD apps to the exact call which causes problems and be able to inspect the en
仮想世界ã¨ç¾å®Ÿä¸–界をèžåˆã™ã‚‹æŠ€è¡“ã¯ï¼Œæ‹¡å¼µç¾å®Ÿæ„Ÿï¼ˆAugmented Reality:AR)ã¨å‘¼ã°ã‚Œã¦ã„ã¾ã™ï¼Ž ãŠãŠã’ã•ãªè¨€ã„方をã™ã‚‹ã¨ARã¯ç¾å®Ÿã®ä¸–ç•Œã«æƒ…å ±ã‚’ã€Œä¸Šæ›¸ãã€ã™ã‚‹ã“ã¨ãŒã§ãる技術ã§ã™ï¼Ž ã‚¢ãƒ‹ãƒ¡ã‚„æ˜ ç”»ã«ã§ã¦ãる「電脳ã€ã‚’想åƒã—ã¦ã¿ã¦ãã ã•ã„.手ã®ã²ã‚‰ã®ä¸Šã«3Dã‚ャラクタを表示ã—ãŸã‚Šï¼Œ ç¾å®Ÿã®ä¸–ç•Œã§ãƒ‡ã‚¸ã‚¿ãƒ«ãƒ»ãƒ‡ãƒ¼ã‚¿ã«è§¦ã‚Œã¦ã¿ãŸã‚Šâ€¦ ãã‚“ãªé”法ã®ã‚ˆã†ãªæŠ€è¡“ã§ã™ï¼Ž ARToolKit ã¯ARアプリケーションã®å®Ÿè£…を手助ã‘ã™ã‚‹C言語用ã®ãƒ©ã‚¤ãƒ–ラリã§ã™ï¼Ž ARToolKitを使ã†ã¨ï¼Œç´™ã«å°åˆ·ã•ã‚ŒãŸãƒ‘ターンをカメラã§èªã¿å–り, ãã®ä¸Šã«3Dオブジェクトをオーãƒãƒ¼ãƒ¬ã‚¤è¡¨ç¤ºã™ã‚‹ã‚¢ãƒ—リケーションãŒç°¡å˜ã«ä½œã‚Œã¾ã™ï¼Ž 本æ¥ã¯éžå¸¸ã«æ•·å±…ã®é«˜ã„技術ãªã®ã§ã™ãŒï¼Œã“ã®ãƒ©ã‚¤ãƒ–ラリã¯ã€Œé›£ã—ã„部分ã€ã®å‡¦ç†ã‚’å…¨ã¦ã‚„ã£ã¦ãã‚Œã¾ã™ï¼Ž …ã¨ã„ã†ã‚ã‘ã§ä»Šå›žã¯ARToolKitを使ã£ã¦è¿‘未æ¥ã®æŠ€è¡“ 「拡張ç¾å®Ÿæ„Ÿã€ を体験
レイトレース処ç†ã§ã®ä¸€ç•ªå¤§äº‹ãªéƒ¨åˆ†ã€äº¤å·®åˆ¤å®šã«ã¤ã„ã¦è¨˜è¿°ã—ã¾ã™ã€‚ã“ã“ã§ã¯ãƒ¬ã‚¤ï¼ˆè¦–点ä½ç½®ã¨è¦–線ベクトルをæŒã¤ï¼‰ã¨ãƒãƒªã‚´ãƒ³ï¼ˆä¸‰è§’形)ã¨ã®äº¤å·®åˆ¤å®šã«ãªã‚Šã¾ã™ã。 å˜ç´”ãªäº¤å·®åˆ¤å®š 三次元空間上ã®ãƒãƒªã‚´ãƒ³ã‚’X/Y/Z軸を圧縮ã™ã‚‹å½¢ã§ï¼’次元ã«æŠ•å½±ã—ã¦ã—ã¾ã„ã¾ã™ã€‚ã“ã‚Œã¯ã€X-Yå¹³é¢ã¸ã®æŠ•å½±ãƒ»X-Zå¹³é¢ã¸ã®æŠ•å½±ãƒ»Z-Yå¹³é¢ã¸ã®æŠ•å½±ã®ï¼“ã¤ã®æŠ•å½±ãŒã‚ã‚Šã¾ã™ã€‚一番確実ãªã®ã¯ï¼ˆèª¤å·®ã‚’å°‘ãªãã™ã‚‹ã®ã¯ï¼‰ãã‚Œãžã‚Œã®é¢ã«æŠ•å½±ã—ãŸå ´åˆã®é¢ç©ã‚’計算ã—ã¦ã€ä¸€ç•ªé¢ç©ã®å¤§ãã„é¢ã«æŠ•å½±ã™ã‚‹ã¨ã™ã‚‹ã¨ã„ã„ã§ã™ã€‚ 上図ã®å ´åˆã¯ã€X-Zå¹³é¢ã«æŠ•å½±ã—ã¦ã„ã¾ã™ï¼ˆä¸‰è§’å½¢ã®é ‚点座標ã®ã†ã¡ã€X/Zæˆåˆ†ã®ã¿ã‚’å–り出ã—ã¾ã™ï¼‰ã€‚ ã¾ãŸã€ãƒ¬ã‚¤ã®æ–¹å‘ベクトルã¨é¢ã®æ³•ç·šãƒ™ã‚¯ãƒˆãƒ«ã«ã‚ˆã‚Šã€Œç›´ç·šã¨é¢ã®äº¤ç‚¹ä½ç½®ã€ã‚’求ã‚ã¾ã™ï¼ˆã“ã‚Œã¯ï¼“次元空間ã§ã®å‡¦ç†ï¼‰ã€‚ã“ã®ã¨ãã«äº¤ç‚¹ãŒæ±‚ã¾ã‚Šã¾ã™ã€‚ãŒã€ä¸‰è§’形内ã«å†…包ã•ã‚Œã¦ã„ã‚‹ã‹ã¯åˆ†ã‹ã‚Šã¾ã›ã‚“。ã“れをã€X-Zå¹³é¢ã«ä¸‰è§’形を投影ã—ã¦ã„ã‚‹å ´åˆã¯
ðŸ Distance Fields Streamlines par_streamlines 3D Wireframes in SVG Split-free occlusion sorting Perfect Panning Octaspheres Graceful Graphs Tait Coloring Cross Products and the 4CT Generating SVG for the Prime Knots Rolling Cubes and Group Theory Exploring Special Relativity C++ as a scripting language Serialization-Based Undo Archived
立体視対応ã®ãƒ¢ãƒ‹ã‚¿ã‚‚ã‹ãªã‚Šå…¥æ‰‹ã—ã‚„ã™ããªã‚Šã¾ã—ãŸã€‚ ZALMAN ã® 3D モニタã¯åå…‰å¼ã§ã€ãƒãƒ©ãƒ„ã‚ã‚‚ãªãメガãƒã‚‚軽é‡ã§å®‰ä¾¡ãªã®ãŒç‰¹å¾´ã§ã™ã€‚ ãã®åŽŸç†ã‚‚éžå¸¸ã«ã‚·ãƒ³ãƒ—ルã§ã€ãƒ©ã‚¹ã‚¿å˜ä½ã«äº¤äº’ã«å³ç›®ã¨å·¦ç›®ã®æ˜ åƒã‚’æç”»ã™ã‚‹ã ã‘㧠立体ç¾ã§ãã¾ã™ã€‚ ・ZALMAN ZM-M215W 推奨ã•ã‚ŒãŸä½¿ã„æ–¹ã§ã¯ãªã„ã¨æ€ã„ã¾ã™ãŒã€RealD ã®æ˜ 画館ã§ã‚‚らãˆã‚‹å††åå…‰å¼ã®ãƒ¡ã‚¬ãƒãŒ ãã®ã¾ã¾ä½¿ãˆã¾ã—ãŸã€‚モニタã«ã¤ã„ã¦ãるメガãƒã¯å¹…ãŒç‹ã„ã®ã§ã“ã¡ã‚‰ã®æ–¹ãŒå¿«é©ã§ã™ã€‚ HDMI ã® 3D フォーマットã®å…¥åŠ›ã¯ã§ããªã„ã®ã§ PS3 ã¯ã¤ãªãŒã‚Šã¾ã›ã‚“。 ã§ã‚‚原ç†ãŒç°¡å˜ãªã®ã§ã¨ã‚Šã‚ãˆãšãƒ—ãƒã‚°ãƒ©ãƒ ã§æç”»ã™ã‚‹ã ã‘ãªã‚‰ç°¡å˜ã«å¯¾å¿œã§ããã†ã§ã™ã€‚ 眼é¡ã‚’ã¤ã‘ã‚‹ã¨ç¸¦ã®è§£åƒåº¦ãŒåŠåˆ†ã«ãªã‚‹ã‚‚ã®ã®ã€ãã®ã¾ã¾ä»–ã®(éžZALMAN)モニタを 見るã“ã¨ãŒå¯èƒ½ã€‚ ç”»é¢ã¯æš—ããªã‚‹ã‘ã©é–‹ç™ºæ™‚ã®ä½œæ¥ã‚’ã—ã¦ã„ã¦ã‚‚æ¯”è¼ƒçš„è² æ‹…ãŒå°‘ãªã„ã¨æ„Ÿã˜ã¾ã—ãŸã€‚ â—レンダリ
OpenGL 3.0 㨠GLSL 1.3 OpenGL 3.0 㨠GLSL 1.3 ã®ãƒ‰ã‚ュメントを軽ã眺ã‚ã¦ã„ãŸã‚“ã§ã™ãŒï¼Œã¡ã‚‡ã£ã¨æ°—ãŒæ»…å…¥ã£ã¦ãã¾ã—ãŸï¼Žæœ€åˆã«ã“れをèªã‚“ã§ç§ãŒé©šã„㟠The Deprecation Model ã¨ã„ã†ã®ã¯ï¼Œå›ºå®šæ©Ÿèƒ½ã‚’使ã†ã®ã‚’ã‚„ã‚ã¦ãƒ—ãƒã‚°ãƒ©ãƒžãƒ–ルシェーダã«ç§»è¡Œã™ã‚‹ã“ã¨ã‚’推奨ã™ã‚‹ã‚‚ã®ãªã‚“ã§ã™ã.後方互æ›æ€§ã¯ç¶æŒã•ã‚Œã¦ã„ã‚‹ã®ã§ã€Œç¾æ™‚点ã§ã¯ã€ã¾ã 焦る必è¦ã¯ãªã„ã¨æ€ã†ã®ã§ã™ãŒï¼Œå°†æ¥ã®ä»•æ§˜å¤‰æ›´ã«å¯¾ã™ã‚‹å‰æ–¹äº’æ›æ€§ã‚’確ä¿ã—よã†ã¨ã™ã‚‹ã¨ï¼ŒglBegin() / glEnd() ãŒä½¿ãˆãªã„ã°ã‹ã‚Šã‹ï¼ŒglVertexPointer() ç‰ã‚’使ã£ã¦é ‚点é…列を指定ã™ã‚‹ã“ã¨ã™ã‚‰ã§ãã¾ã›ã‚“.変æ›è¡Œåˆ—ã®æ“作や光æºã®è¨å®šï¼Œæ質ã®è¨å®šãªã‚“ã‹ã‚‚一切ã§ããªããªã£ã¦ã—ã¾ã„ã¾ã™ï¼Ž ã“ã®ãŸã‚ GLSL ã®å´ã§ã‚‚,ftransform() ãŒä½¿ãˆãªã„ã¨ã„ã†ã‚ˆã‚Šï¼Œgl_Vertex ã‚„ gl_Mode
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