<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[brookbake的专栏]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/brookbake</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; brookbake]]></copyright><item><title><![CDATA[Euler Angle 以及 Gimble Lock]]></title><link>https://blog.youkuaiyun.com/brookbake/article/details/4646126</link><guid>https://blog.youkuaiyun.com/brookbake/article/details/4646126</guid><author>brookbake</author><pubDate>Fri, 09 Oct 2009 15:42:00 +0800</pubDate><description><![CDATA[我们使用Euler角主要是因为他简单：使用3个数字就可以表示一个3D空间的方向。但是他有很多问题：1。一个3D空间的Orientation具有3个自由度只使用3个数字来表示会产生aliasing 的现象。其中一个就是Gimble Lock2。我们必须制定一个规则来定义  - 旋转复合顺序  - 哪个方向为正向旋转角度  - 参考哪一个旋转轴 3。一个Orientatio]]></description><category></category></item><item><title><![CDATA[Real Time Camera 技术要点总结]]></title><link>https://blog.youkuaiyun.com/brookbake/article/details/4630301</link><guid>https://blog.youkuaiyun.com/brookbake/article/details/4630301</guid><author>brookbake</author><pubDate>Sat, 03 Oct 2009 15:02:00 +0800</pubDate><description><![CDATA[1。 Increase Horizontal Field Of View can increase the Sensation of Speed. And use Motion Blur for all objects except the player as a Post-Process ]]></description><category></category></item><item><title><![CDATA[上海地铁路线图]]></title><link>https://blog.youkuaiyun.com/brookbake/article/details/4543736</link><guid>https://blog.youkuaiyun.com/brookbake/article/details/4543736</guid><author>brookbake</author><pubDate>Fri, 11 Sep 2009 17:24:00 +0800</pubDate><description><![CDATA[超清楚]]></description><category></category></item><item><title><![CDATA[MOUT的Shadow渲染流程]]></title><link>https://blog.youkuaiyun.com/brookbake/article/details/4490692</link><guid>https://blog.youkuaiyun.com/brookbake/article/details/4490692</guid><author>brookbake</author><pubDate>Thu, 27 Aug 2009 17:58:00 +0800</pubDate><description><![CDATA[1. NiNew NiCamera    --> NiMemObject::operator new(NI_MEMHINT_NONE,__FILE__,__LINE__,__FUNCTION__)     --> NiMemManager::Get().Allocate(..)       --> Allocator::Allocate(..) 2. SetCaster:  -->Shad]]></description><category></category></item><item><title><![CDATA[如何确定照相机边界的射线（从照相机原点到Near Plane上的四个点）]]></title><link>https://blog.youkuaiyun.com/brookbake/article/details/4490511</link><guid>https://blog.youkuaiyun.com/brookbake/article/details/4490511</guid><author>brookbake</author><pubDate>Thu, 27 Aug 2009 17:19:00 +0800</pubDate><description><![CDATA[1。获得这些点在View Frustum中的坐标。 2。将它乘以照相机的Right, Up 向量（所有都是在世界坐标系） 3。加上照相机的Direction * 到Near Plane的距离 如果照相机放置在到Near Plane一个单位的地方：         kDir = GetWorldDirection() + GetWorldRightVector() *]]></description><category></category></item><item><title><![CDATA[如果使一个照相机包围一个被观察物体]]></title><link>https://blog.youkuaiyun.com/brookbake/article/details/4490129</link><guid>https://blog.youkuaiyun.com/brookbake/article/details/4490129</guid><author>brookbake</author><pubDate>Thu, 27 Aug 2009 15:40:00 +0800</pubDate><description><![CDATA[    // set the field of view of the camera to enclose the bounding sphere of     // the caster object.    float fRadius = m_spCaster->GetWorldBound().GetRadius();      //获得被观察物体的包围球     float fFOV]]></description><category></category></item><item><title><![CDATA[如何将照相机移动到空间中的一点，并且观察方向朝向某一物体]]></title><link>https://blog.youkuaiyun.com/brookbake/article/details/4490003</link><guid>https://blog.youkuaiyun.com/brookbake/article/details/4490003</guid><author>brookbake</author><pubDate>Thu, 27 Aug 2009 15:06:00 +0800</pubDate><description><![CDATA[1。确定照相机在世界坐标中的观察方向为 m_kCamDirection 2。确定被观察物体的世界位置为kTarget 3。将照相机沿着观察方向后退N给单位   - N * m_kCamDirection 4。将 kTarget加上   :      kTarget - N * m_kCamDirection   ]]></description><category></category></item><item><title><![CDATA[我的VS2008主题]]></title><link>https://blog.youkuaiyun.com/brookbake/article/details/4489143</link><guid>https://blog.youkuaiyun.com/brookbake/article/details/4489143</guid><author>brookbake</author><pubDate>Thu, 27 Aug 2009 11:20:00 +0800</pubDate><description><![CDATA[使用Dina字体（网上可以下到） 如下为使用方法 Black Background Low Contast Theme with Dina Font. 1. Copy Dina.fon into System/Fonts folder 2. Import Vs2008Setting.vssettings into Visual Studio 2008 3. VA S]]></description><category></category></item><item><title><![CDATA[Windows 与 Linux Socket 编程的区别]]></title><link>https://blog.youkuaiyun.com/brookbake/article/details/4485819</link><guid>https://blog.youkuaiyun.com/brookbake/article/details/4485819</guid><author>brookbake</author><pubDate>Wed, 26 Aug 2009 10:49:00 +0800</pubDate><description><![CDATA[socket相关程序从windows移植到linux下需要注意的  1)头文件  windows下winsock.h/winsock2.h  linux下sys/socket.h  错误处理：errno.h  2)初始化  windows下需要用WSAStartup  linux下不需要  3)关闭socket  windows下closesocket(...)  linux下close(...)]]></description><category></category></item><item><title><![CDATA[Planar Occlusion  平面遮挡(虽然方法老了但是还有保留的意义）]]></title><link>https://blog.youkuaiyun.com/brookbake/article/details/4483679</link><guid>https://blog.youkuaiyun.com/brookbake/article/details/4483679</guid><author>brookbake</author><pubDate>Tue, 25 Aug 2009 16:28:00 +0800</pubDate><description><![CDATA[#include "PlanarOccluder.h"NiImplementRTTI(PlanarOccluder, Occluder);//---------------------------------------------------------------------------PlanarOccluder::PlanarOccluder(){}//--------------]]></description><category></category></item><item><title><![CDATA[如何得到照相机抖动效果]]></title><link>https://blog.youkuaiyun.com/brookbake/article/details/4459859</link><guid>https://blog.youkuaiyun.com/brookbake/article/details/4459859</guid><author>brookbake</author><pubDate>Tue, 18 Aug 2009 17:17:00 +0800</pubDate><description><![CDATA[1。为位置以及摆动角度计算随机的噪声2。计算随机的位置变化和摆动角度变化3。将上面两项相成4。修改照相机的参数]]></description><category></category></item></channel></rss>