Homogeneous Notation

Math | Friday 26 September 2008 7:13 pm

When doing transformations you should use homogeneous notation of vectors and points.

A point is declared as p = (x,y,z,1)

A vector is declared as v = (x,y,z,0)

Projected Grid Water

Water | Friday 26 September 2008 5:23 pm

A method in which a grid is projected in post-perspective camera space. This gives an even-spaced grid so the detail level of the water is the same over the whole screen. The image below shows the implementation of it in the 3D engine jME.

Projected Grid Water

Link to the paper:
http://graphics.cs.lth.se/theses/projects/projgrid/

Using Vertex Texture Displacement for Realistic Water Rendering

Water | Friday 26 September 2008 5:01 pm

A method to create realistic water by combining normal mapping and vertex displacement. The water looks best when viewed from a distance.

Water Rendering

Link to the chapter in GPU Gems that describes this method:
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter18.html

Packing textures

Scene Management | Thursday 25 September 2008 11:02 pm

An approach to pack arbitrary sized textures in one big texture. This is useful for example when saving lightmaps as they will be small and in a large quantity so you don’t want to resize them all to power of twos’ and save them separetly.

 An image of the result of a packing of a big amount of lightmaps, the padding in white is just for making the different maps more visible.

Packed Lightmaps

Link to the source:
http://www.blackpawn.com/texts/lightmaps/default.html

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