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429: 327 [sage] 02/02/09 14:08 ID:??? AAS
 >>421421(2): 名前は開発中のものです。 [sage] 02/02/09 13:22 ID:??? AAS
 >>419 
 Have you seen the movie clips posted at the Vmag.Online? 
 The Tidepool demo explains the effect of z-correct bump mapping. 
 外部リンク[html]:www.vwalker.com 
  
 It seems that whereas the actual geometry is not displaced, the depth value of the 
 water surface is replaced on per-pixel basis according to the height of the surface. 
 I think that the demo is using AFFINE_DEPTH_REPLACE operation or something. 
  
 Anyone knows what "z-correct bump mapping" means at all? 
  
 >>420 
 Yeah, I think so :) 
  
 Thanks.  
>>419419(2): 名前は開発中のものです。 [sage] 02/02/09 12:41 ID:??? AAS
 >>418 
 >z-correct bump mapping" mentioned in the recent review at Tom's Hardware?  
 No.  
Vmag.オンラインのムービークリップを見たことがありますか? 
 TidepoolデモはZ補正バンプ・マッピングの効果について説明します。 
 外部リンク[html]:www.vwalker.com  
  
 実際のジオメトリは置き換えずに、 
 水面の深度値が表面の高さによってピクセル毎に置換されているように見えます。 
 私はデモがAFFINE_DEPTH_REPLACEオペレーションか何かを使用していると思います。 
 みんな「Z補正バンプ・マッピング」の意味を知っています? 
  
 >>420420(4): 名前は開発中のものです。 [sage] 02/02/09 13:18 ID:??? AAS
 Umm,it seems to be working fine as a filter as 390 said. 
、いぇー、私もそう思う。:) 
 どうも。
430(2): 名前は開発中のものです。 [sage] 02/02/09 14:21 ID:??? AAS
 Hey 327, you made a great job for us! 
 (though there seem to be some minor mistranslations...) 
 Anyway, thanks a lot for your help. 
431: 327 [sage] 02/02/09 14:37 ID:??? AAS
 >>430 
 誤訳を訂正してもらえると嬉しいです。 
 (半分は英語の勉強のために訳していますので)
432: 名前は開発中のものです。 [sage] 02/02/09 16:58 ID:??? AAS
 スゲーぜ、おめーら。 
 おれもがんばって英語覚えるぞー。 
433(1): 430 [sage] 02/02/09 18:49 ID:??? AAS
 Hi 327, I'm afraid you have mistranslated the following sentences. 
  
 >>418418(3): 名前は開発中のものです。 [age] 02/02/09 12:17 ID:??? AAS
 I have a question regarding GeForce4 Ti. 
 Does someone have any idea what GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV does? 
 This new token seems to be defined in GL_NV_texture_shader3 OpenGL extension, 
 which is available only on GeForce4 Ti series. Does it have something to do with 
 "z-correct bump mapping" mentioned in the recent review at Tom's Hardware? 
 外部リンク[html]:www.tomshardware.com  
 (last sentence) 
 これは、Tom's Hardwareでの最近のレビューで言及されていた 
 「Z補正バンプマッピング」と関係があるのでしょうか? 
  
 >>420 
 うーむ、390の言ったとおりフィルタとしてうまく機能しているようだな。 
  
 >>421 (third paragraph) 
 「Z補正バンプマッピング」が一体何を意味しているのか、 
 誰かわかる人はいませんか? 
434(1): 名前は開発中のものです。 [sage] 02/02/10 00:59 ID:??? AAS
 A certain Japanese console has a unusual need for its clipping  
 matrix, it needs -|w| < z < +|w| rather then the usual 0 < z < w. 
  
 This means any text book clipping matrix, needs modifing  
 for GS chip what we call FUCH-KUTARAGI-CHIP. 
  
 The best reference IMHO for clipping and perspective transforms is  
 Jim Blin`s Trip down the Graphics Pipeline which describes the  
 perspective system in details, and it also explains how to create  
 your own clipping space. 
  
 bye.
435: 327 [sage] 02/02/10 02:20 ID:??? AAS
 >>433 
 どうもありがとうございます。 
 勉強になりました。
436: 名前は開発中のものです。 [sage] 02/02/10 05:17 ID:??? AAS
 一人だけ自作自演で頑張ってるけど誰も食いつかない駄スレ。 
437(1): 名前は開発中のものです。 [sage] 02/02/10 06:30 ID:??? AAS
 I'm having a hard problem in transforming a direction vector from  
 one coordinate space to the another.   
 I need to transform the direction of the ray from world space  
 to the object space so I can do an intersection on the triangles  
 in a mesh. 
  
 Thanks for any help
438(2): 名前は開発中のものです。 [sage] 02/02/10 06:38 ID:??? AAS
 to 327 
 I think you did a very great job but it seems your  
 translation into the Japanese is calling some suck guys like as 436. 
 I highly recommend to stop your translating,sorry.
439: 名前は開発中のものです。 [sage] 02/02/10 07:59 ID:??? AAS
 2chに巣食うクリッピングヲタ。 
440(4): 名前は開発中のものです。 [age] 02/02/10 08:32 ID:??? AAS
 >>434 
 OpenGL, the most popular graphics library in the world, requires that z value in 
 homogeneous clipping space be within the range between -w and w, as is the case 
 with your platform. Historically, I believe, this type of projection matrices 
 rather than DirectX-style projection matrices (0 < z < w) has been widly used. 
  
 >>437 
 You can use the upper-left 3x3 matrix of your transform matrix (from world space 
 to object space) to transform a direction vector into object space if and only if 
 the 3x3 matrix is orthonormal, which means the 3x3 matrix represents pure rotation 
 without any scaling or shearing. Otherwise (if the 3x3 matrix is not orthonormal), 
 you need to use the inverse transpose of the upper-left 3x3 matrix instead. 
  
 >>438 
 I agree. No Japanese translation is needed for us. 
 327, we hope you meet our request. Thanks in advance. 
441: 440 [sage] 02/02/10 09:01 ID:??? AAS
 Sorry there are typos at the end of first paragraph. 
 wrong: has been widly used. 
 correct: have been widely used. 
442: 440 [sage] 02/02/10 09:15 ID:??? AAS
 Oops, "has" is correct since the subject of that sentence is "the type" 
 which is a singular noun. I'm so sorry to have interrupted our discussion. 
443: 名前は開発中のものです。 [sage] 02/02/10 09:21 ID:??? AAS
 英語の話の中身は高度でもないので読む必要ないYO!
444: 名前は開発中のものです。 [sage] 02/02/10 09:46 ID:??? AAS
 Vous avez raison. Je suis d'accord avec vous. 
445: 名前は開発中のものです。 [sage] 02/02/10 10:41 ID:??? AAS
 仏語か。次はロシア語きぼーん。 
446(1): 名前は開発中のものです。 [sage] 02/02/10 11:32 ID:??? AAS
 당신이 옳습니다. 내가 당신과 같은 의견입니다. 
447: 327 [sage] 02/02/10 11:45 ID:??? AAS
 >>438 
 >>440 
 Understood.
448(1): 名前は開発中のものです。 [sage] 02/02/10 13:25 ID:??? AAS
 >>446 
 일반적인 확산 광원을 계산 (본 예제에서는 단방향 광원) 하며, 결과를 
 확산 반복 색에 넣는 대신 단순한 밴딩 광도 질감의 질감 좌표로 조명 
 값을 사용합니다. 확산 반복기에 로드된 원하는 재질 색을 갖는 질감을 
 조정함으로써 채색이 이루어집니다. 다음 Vertex Shader를 참고하십시오. 
449(1): 名前は開発中のものです。 [] 02/02/10 14:40 ID:PnH3ZC3y(1) AAS
 Hi. I am Tinko Muketa.please call me Muketin. 
 So I am going to ask you bitch.fuck you. 
450(1): 名前は開発中のものです。 [sage] 02/02/10 14:45 ID:??? AAS
 >>22(4): 名前は開発中のものです。 [sage] 02/02/02 14:05 ID:??? AAS
 光沢プレフィルタリングについて語りましょう。  
chに巣食うクリッピングヲタ。 
 The clipping topics is one of the most hardest things and required 
 high skills more than it looks and these discussions might never end.
451(1): ガチンコゲームクラブ [age] 02/02/10 14:48 ID:??? AAS
 >>449 
 값을 사용합니다. 확산 반복기에 로드된 원하는 재질 색을 갖는 질감을  
 일반적인 확산 광원을 계산 (본 예제에서는 단방향 광원) 하며, 결과를  
 당신이 옳습니다. 내가 당신과 같은 의견입니다.
452: ガチンコゲームクラブ [age] 02/02/10 14:48 ID:??? AAS
 >>448だ!! 
453(1): 名前は開発中のものです。 [sage] 02/02/10 14:54 ID:??? AAS
Is there a place where I can find standrd constraints values  
 for joints of a human mesh? (saying a list of euler limit angles as used in using UK) 
 Apparently most of the time they come from an converting proccess but 
 I would like this to be a little more automatic...well you know if can do,  
 it sounds reasonable because I'm going to deal only with human bones.
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