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Description: 体积雾的实现
Platform: |
Size: 326043 |
Author: 杨眉 |
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Description: D3D实现的雾效,效果很酷,很有参考价值
Platform: |
Size: 50574 |
Author: 吕智涵 |
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Description: 精通D3D 中的体积雾 实例 可以一看
Platform: |
Size: 489824 |
Author: 寒羽 |
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Description: The Volume Fog sample shows the per-pixel density volumetric rendering
technique. The fog volume is modeled as a polygonal mesh, and the
density of the fog at every pixel is computed by subtracting the front
side of the fog volume from the back side. The fog is mixed with the
scene by accumulating an in/out test at every pixel -- that is, back-facing
fog polygons will add, while front-facing ones will subtract. If the value
is non zero, then the scene intersects the fog and the scene s depth value
is used. In order to get better results, this demo uses 12 bits of precision
by encoding high and low bits in different color channels.
Platform: |
Size: 28923 |
Author: 姚俊光 |
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Description: 体积雾的实现-Realize the size of fog
Platform: |
Size: 325632 |
Author: 杨眉 |
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Description: D3D实现的雾效,效果很酷,很有参考价值-D3D fog to achieve efficiency, the effect of cool, useful reference
Platform: |
Size: 50176 |
Author: 吕智涵 |
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Description: 精通D3D 中的体积雾 实例 可以一看-Proficient in the volume of fog D3D examples one can see
Platform: |
Size: 489472 |
Author: 寒羽 |
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Description: The Volume Fog sample shows the per-pixel density volumetric rendering
technique. The fog volume is modeled as a polygonal mesh, and the
density of the fog at every pixel is computed by subtracting the front
side of the fog volume from the back side. The fog is mixed with the
scene by accumulating an in/out test at every pixel -- that is, back-facing
fog polygons will add, while front-facing ones will subtract. If the value
is non zero, then the scene intersects the fog and the scene s depth value
is used. In order to get better results, this demo uses 12 bits of precision
by encoding high and low bits in different color channels. -The Volume Fog sample shows the per-pixel density volumetric rendering technique. The fog volume is modeled as a polygonal mesh, and the density of the fog at every pixel is computed by subtracting the front side of the fog volume from the back side. The fog is mixed with the scene by accumulating an in/out test at every pixel that is, back-facing fog polygons will add, while front-facing ones will subtract. If the value is non zero, then the scene intersects the fog and the scene s depth value is used. In order to get better results, this demo uses 12 bits of precision by encoding high and low bits in different color channels.
Platform: |
Size: 28672 |
Author: Phoebuson Ryao |
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Description: 精通directx3d中的体积雾示例程序-Directx3d good example of the size of fog procedures
Platform: |
Size: 492544 |
Author: 笨熊 |
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Description: 基于C++和DirectX的实现体积雾的源代码-C++ and DirectX based on the realization of the source code size of fog
Platform: |
Size: 489472 |
Author: wslxzd |
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Description: 在opengl中用c++实现的体积纹理渲染-In opengl texture with c++ achieve volume rendering
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Size: 114688 |
Author: liuyao |
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