About H3D2 Engine

H3D2 Engine: 从OpenGL到Direct3D的转变
H3D ENGINE是一个基于OpenGL的图形引擎,最初设计支持多种硬件平台。由于ATI驱动对OpenGL兼容性的挑战,H3D2 Engine转向Direct3D开发,提供FX制作工具并考虑兼容低配置需求。引擎特性包括动态LOD、地形系统、软阴影等,通过扩展实现复杂渲染环境的变化。未来计划考虑借鉴UNREAL3的阴影技术、LIGHTMAP增强和全局光照解决方案。

*H3D2 ENGINE开发

早年的H3D ENGINE,现在有个商业游戏产品应用。基于OPENGL的H3D,当初设计具有GL的1.2.1 ,1.3和1.5三条渲染管道。就是在TNT2(radeon), GEFORCE2-4(RADEON8500-9200), GEFORCE5(ATI9500-)三种平台上分别跑固定管线,带VP,带VP和FP的图形功能。当时的硬件大概是这么划分的。对应于D3D,大概相当于D3D7,D3D8,D3D9 sm2吧。 GL2的规范和驱动迟迟未出,GLSL也是很晚驱动才支持。所以引擎没有支持GLSL。

我一直挺喜欢这个引擎截图。http://www.horizon3d.com.cn/horizon3d/horizon3d_client_004.jpg

引擎支持一套相当于D3DX Effect系统,只不过是自己定义的格式。另外有一些比较重要的扩展。动态支持VP FP(VS,PS)。以及所有渲染状态。FX中的TECHNIQUE,H3D ENGINE相当于对3个硬件平台的动态支持。管道的支持使用C++的多态。在做完H3D SHADER系统后返回去看EFFECT,才发现又做了重复工作。M$已经做得很好了。

另外还有一些诸如动态LOD /OUT OF CORE 地形室外系统,以及后期加入的portal/octree室内系统。后期的研究中,对点光源soft shadow做了一些工作,并未彻底,如图:

这些会争取在项目开发不那么紧张的时候加入进去。

不过EFFECT缺少了一项对动态渲染上下文变化的对应支持。相当于一个带凹凸象素光照的动物,从远处半透明FADE IN,从雾中走出,中间经过一个聚光灯,走过一片水塘旁的一棵大树,树背后一堆绿色篝火,被投影上一棵树的阴影和闪动的绿火,且水波的涟漪被映射在动物身上,动物皮

【视频教程】Hands-on Three.js 3D Web Visualisations-September 16, 2019.part2.rar Hands-on Three.js 3D Web Visualisations September 16, 2019 English | MP4 | AVC 1920×1080 | AAC 48KHz 2ch | 3h 46m | 968 MB eLearning | Skill level: All Levels Create stunning visualizations and 3D scenes using the Three.js library Three.js is the most popular JavaScript library for displaying 3D content on the web, giving you the power to display incredible models, games, music videos, and scientific/data visualizations in your browser and even on your smartphone! This course begins with a 3D beginner-level primer to 3D concepts and some basic examples to get you started with the most important features that Three.js has to offer. You’ll learn how to quickly create a scene, camera, and renderer and how to add meshes using the Geometry primitives included with the library. You’ll explore troubleshooting steps that will focus on some of the common pitfalls developers face. You’ll learn the very sophisticated animation system included with the library. The course concludes by introducing post-processing, essentially adding filters to your rendered scene, and GLSL, the shading language that is used by all materials included with the library. You’ll see how creating your materials is easier than you’d imagine using GLSL. By the end of this course, you’ll be able to quickly add advanced features to your 3D scenes, improve the way users interact with them, and make them look stunning. Learn Learn the basics of 3D applications: vertices, faces, meshes, cameras, and renderers Learn how to set up a Three.js web app: the scene, camera, and renderer Master the scene hierarchy and child-parent relationships, and how they affect the final location and orientation of objects Explore simple mesh shapes (such as boxes, spheres, cylinders, planes, and cones) using the Three.js library Learn how to source, create, and load complex assets, including textures Discover how to use the brilliant animation system that is part of the THREE.js library Add a post-processor to a rendered image, to make it look like an old film or a dot screenprint + Table of Contents 1 The Course Overview 2 Introducing the THREE.js website 3 D Basics 4 Your first THREE.js web page` 5 The THREE.js Editor 6 Debugging Your Pages 7 Let’s Keep It Simple – Starting with a Box 8 Materials One – Basic and Wireframe 9 Spheres and Cylinders 10 Materials Two – Lambert and Phong 11 Cones and Tori 12 Scene Hierarchy 13 Perspective Camera 14 Orthographic Camera 15 Dummy Cameras and Lerping 16 Complex Camera Paths 17 Ambient and Hemisphere Lighting 18 Directional and Point Lighting 19 Spot and RectArea Lighting 20 Adding Shadows to Your Scenes 21 Physically Correct Lighting 22 Online Sources of 3D Assets 23 Using Blender with THREE.js 24 The GLTFLoader Class 25 The FBXLoader Class 26 LatheGeometry and ExtrudeGeometry 27 The Basics of the Animation System 28 Skinned Meshes 29 Switching and Blending Animations 30 Splitting an Animation Clip 31 A WASD Control System for a Player Character 32 THREE.js Post Processing 33 Introducing GLSL – ShaderMaterial 34 Introducing GLSL – Vertex Shaders 35 Introducing GLSL – Importance of Noise Function 36 Introducing GLSL – Textures
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