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[其他] 这才是合格的跨平台作品!

引用:
原帖由 NintendoWii 于 2007-9-6 16:28 发表

我不想纯表情
MP3是一款第一人称冒险游戏,怎么着?
不能跟第一人称射击游戏比吗?战斗时的MP3不就是一款第一人称射击游戏吗?只不过其主干是冒险部分为主罢了。
你的逻辑真的很赞,我不 ...
建议多玩玩其他的fps

只靠一个mp3就打倒一切,你玩过几个?


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引用:
原帖由 Vulala 于 2007-9-6 17:00 发表

DQS算吗?
无双katana算:D



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引用:
原帖由 Vulala 于 2007-9-6 17:25 发表

哦,没技术层面上的教育吗?
长老的皮肤有法线吗?
http://main.halodev.org/articles/feature-focus-normal-mapping
How Bungie Uses Normal Mapping

Bungie stores normal maps in three ways:

   1. Uncompressed 32bits–per-pixel images (Halo PC/ CE only).
   2. DXT3 compressed 32bits-per-pixel images.
   3. Palettized 8bits-per-pixel images (Halo 1 / 2 Xbox only).


The first two formats are fairly self-explanatory, so let’s look a bit more into the last format. Palettized 8bit textures, also called P8 for short, are textures in which, instead of storing the actual normal per–pixel, they store a byte that gives an index from 0 to 255 to a predefined palette of normals. As an example, a 256x256 P8 texture may give an 8bit value of 0 at 0,0 but that 0 value actually corresponds to 127, 127, 256 in the predefined palette which, when converted to floats, is the normal 0,0,1.


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不来点实际的东西难以服人。。。。

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在三维计算机图形学中,法向映射是凸凹纹理映射技术的一种应用,法向映射有时也称为“Dot3 凸凹纹理映射”。 凸凹与纹理映射通常是在现有的模型法向添加扰动不同,法向映射要完全更新法向。与凸凹纹理映射类似的是,它也是用来在不增加多边形的情况下在浓淡效果中添加细节。但是凸凹纹理映射通常根据一个单独的灰度图像通道进行计算,而法向映射的数据源图像通常是从更加细致版本的物体得到的多通道图像,即红、绿、蓝通道都是作为一个单独的颜色对待。

法向映射通常有两个变体,即物体空间与 tangent-space 法向映射,它们的不同之处在于法向测量与储存所用坐标系统。

这项技术的一个有趣的应用是使用高分辨率模型的法向映射表大幅度地提高 low poly 模型的显示效果。尽管这种利用该分辨率模型细节创建位移映射取代非均匀有理B样条的方法早在 1996 年由 Krishnamurthy 与 Levoy 在 Proc. SIGGRAPH 1996 的文章“在密集多边形网格上使用光滑曲面”中已经提出,但是直到后来才开始用到更加普通的三角形网格。1998 年另外两篇论文提出了从高分辨率向低分辨率多边形网格转换细节作为法向映射的论文:Cohen et al. 在 SIGGRAPH 1998 的“保留外观的简化”以及Cignoni et al. IEEE Visualization '98 在“在简化的网格上恢复属性值的通用方法”。第一篇论文提出了一个特殊的约束简化算法,在化简过程中跟踪如何将丢失的细节映射到简化的网格。第二篇论文提出了分离高低精度多边形网格的简单方法,以及不受低精度模型构建方法影响的丢失细节恢复方法。后一种方法及其变体目前仍然是目前大多数可用工具使用的方法之一。



从维基里找来的。。也不是什么高深的东西。。。。。。。

附图一张

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引用:
原帖由 Vulala 于 2007-9-6 17:56 发表
谢谢楼上,法向映射和法线贴图是一回事吗?
中文的确切翻译我并不清楚,我只确定hanzo指的是normal mapping

http://en.wikipedia.org/wiki/Normal_mapping

原文

Normal mapping
From Wikipedia, the free encyclopedia


Normal mapping used to re-detail simplified meshes.In 3D computer graphics, normal mapping is an application of the technique known as bump mapping. Normal mapping is sometimes referred to as "Dot3 bump mapping". While bump mapping perturbs the existing normal (the way the surface is facing) of a model, normal mapping replaces the normal entirely. Like bump mapping, it is used to add details to shading without using more polygons. But where a bump map is usually calculated based on a single-channel (interpreted as grayscale) image, the source for the normals in normal mapping is usually a multichannel image (that is, channels for "red", "green" and "blue" as opposed to just a single color) derived from a set of more detailed versions of the objects. The values of each channel (color) usually represent the xyz coordinates of the normal in the point corresponding to that texel.

Normal mapping is usually found in two varieties: object-space and tangent-space normal mapping. They differ in coordinate systems in which the normals are measured and stored.

One of the most interesting uses of this technique is to greatly enhance the appearance of a low poly model exploiting a normal map coming from a high resolution model. While this idea of taking geometric details from a high resolution model had been introduced in "Fitting Smooth Surfaces to Dense Polygon Meshes" by Krishnamurthy and Levoy, Proc. SIGGRAPH 1996, where this approach was used for creating displacement maps over nurbs, its application to more common triangle meshes came later. In 1998 two papers were presented with the idea of transferring details as normal maps from high to low poly meshes: "Appearance Preserving Simplification", by Cohen et al. SIGGRAPH 1998, and "A general method for recovering attribute values on simplified meshes" by Cignoni et al. IEEE Visualization '98. The former presented a particular constrained simplification algorithm that during the simplification process tracks how the lost details should be mapped over the simplified mesh. The latter presented a simpler approach that decouples the high and low polygonal mesh and allows the recreation of the lost details in a way that is not dependent on how the low model was created. This latter approach (with some minor variations) is still the one used by most of the currently available tools.

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