|
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
|