ADVANCED ANIMATION WITH DIRECTX SOURCE

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Advanced 3D Game Programming with DirectX - phần 1 doc

ADVANCED 3D GAME PROGRAMMING WITH DIRECTX PHẦN 1 DOC

But it isn't perfect. First of all, OpenGL has a large amount of functionality in it. Making the interface so simple requires that the implementation take care of a lot of ugly details to make sure everything works correctly. Because of the way drivers are implemented, each company that makes a 3D[r]

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net game programming with directx 9.0 (2003)

NET GAME PROGRAMMING WITH DIRECTX 9 0 2003

Sprite: Fast and Transparent
Before we start coding the Sprite class, there are two things we must know: How to draw the sprite as fast as possible.
How to draw nonrectangular sprites: Since most of our game objects won't be rectangles or squares (like in the .Nettrix example), and all the fun[r]

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Advanced 3D Game Programming with DirectX - phần 9 pot

ADVANCED 3D GAME PROGRAMMING WITH DIRECTX PHẦN 9 POT

dimensions. You can take advantage of this and use the two lateral dimensions to classify the relations of the objects.
The scene is initially bounded on all sides by a bounding square. The recursive algorithm proceeds as follows: If there is more than one object in the bounding square, the squa[r]

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Character Animation with Direct3D- P17 docx

CHARACTER ANIMATION WITH DIRECT3D- P17 DOCX

F OLLOWING A T ERRAIN
To follow a terrain mesh you need to sample the height of the terrain at the current position of your agent. This can be done in many different ways, mostly depending on what kind of terrain/environment you have. If, for example, you are having an outside terrain generated fr[r]

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LUYỆN ĐỌC TIẾNG ANH QUA CÁC TÁC PHẨM VĂN HỌC – THE MAN IN THE IRON MASK ALEXANDRE DUMAS CHAPTER 27 ppsx

LUYỆN ĐỌC TIẾNG ANH QUA CÁC TÁC PHẨM VĂN HỌC – THE MAN IN THE IRON MASK ALEXANDRE DUMAS CHAPTER 27 PPSX

Raoul smiled again so sadly that this time Athos was wounded to the heart, and replied to him by a severe look. Raoul comprehended it all; he recovered his calmness, and was so guarded that not another word escaped him. The duke at length rose, on observing the advanced hour, and said w[r]

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Character Animation with Direct3D- P16 pdf

CHARACTER ANIMATION WITH DIRECT3D- P16 PDF

C ONCLUSIONS
This chapter covered all aspects of normal mapping, from the theory of normal maps to how to create them and how to apply them on a real-time character. This base knowledge then allows you to implement the more advanced wrinkle maps as an animated extension to normal maps. I ho[r]

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Character Animation with Direct3D- P15 pptx

CHARACTER ANIMATION WITH DIRECT3D- P15 PPTX


Once you have the halfway vector in the pixel shader, you need to determine how much of the light source will be reflected, or, in other words, how large the specular highlight will be. This is actually governed by how perfect the surface is. If the surface is rough, more of the light will[r]

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Character Animation with Direct3D- P14 pdf

CHARACTER ANIMATION WITH DIRECT3D P14 PDF


256 Character Animation with Direct3D
Before you get in contact with the wrinkle maps you need to have a solid understanding of how the more basic normal mapping technique works. Even though normal mapping is a very common technique in today’s games, it is surprisingly hard[r]

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Character Animation with Direct3D- P5 potx

CHARACTER ANIMATION WITH DIRECT3D P5 POTX

aKey.Value = D3DXVECTOR3(0.2f, 1.5f, -2.3f);
aKey.Time = 2.5f * aAnimSet->GetSourceTicksPerSecond();
This code creates a new position key and sets the time stamp of the key to 2.5 seconds. It is very seldom you need to manually create animation keys like this, but the knowledge of how[r]

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Character Animation with Direct3D- P12 docx

CHARACTER ANIMATION WITH DIRECT3D P12 DOCX


C ONCLUSIONS
In this chapter you learned the basics of facial animation and how to use morphing animation to put together a simple Face class. I also separated the logic from the Face
class and stuffed it into the FaceController , making the Face class a strict resource conta[r]

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Character Animation with Direct3D- P10 pptx

CHARACTER ANIMATION WITH DIRECT3D P10 PPTX

C REATING THE M ORPH V ERTEX D ECLARATION
With the D3DVERTEXELEMENT9 structure, you can build vertex formats with the exact information you need for your specific application. For example, in the case of morphing animation you need to have several positions for each vertex an[r]

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Character Animation with Direct3D- P9 pptx

CHARACTER ANIMATION WITH DIRECT3D- P9 PPTX

Then to run the simulation all you need to do is call the stepSimulation()
function each frame, like this:
pDynamicsWorld->stepSimulation(deltaTime);
That’s it! The rigid body you have now created will be simulated each frame, colliding with other rigid bodies, etc. However, you sti[r]

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Character Animation with Direct3D- P8 potx

CHARACTER ANIMATION WITH DIRECT3D P8 POTX

The example exe files will not be available until you have made your first build of the Bullet physics engine.
B UILD THE B ULLET L IBRARIES
The next thing you need to do is to compile the Bullet libraries. In the root folder of the Bullet library, find the “C:\Bullet\msvc” folder and open it.[r]

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Beginning Direct 3D Game Programming P2

BEGINNING DIRECT 3D GAME PROGRAMMING P2


The common files give you the direct access you need and encapsulate the details of setting up Direct3D, which is great for your learning curve. You can concentrate on the essentials while still being able to see everything on the lowest level. This framework gives you a common ground on which yo[r]

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Character Animation with Direct3D- P1 pdf

CHARACTER ANIMATION WITH DIRECT3D P1 PDF

To get to the fun stuff as soon as possible, I won’t waste time covering simple things like basic Direct3D rendering, basic data structures, and so on. There are more books available on these topics than absolutely necessary, so if you feel you’re lacking in knowledge about basic DirectX prog[r]

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Character Animation with Direct3D- P7 pdf

CHARACTER ANIMATION WITH DIRECT3D- P7 PDF


C ONCLUSIONS
In this chapter you learned about some more advanced topics of character animation. You learned about animation blending, which is something you’ll definitely need if you ever aim to create a realistic character. With it, you can create new animations by[r]

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Character Animation with Direct3D- P6 pdf

CHARACTER ANIMATION WITH DIRECT3D P6 PDF


The compression flag can be either D3DXCOMPRESS_DEFAULT , which is a fast compression scheme, or D3DXCOMPRESS_STRONG , which is a slower but more accu- rate compression method. (Note: Strong compression is not yet supported, but perhaps in future releases of DirectX it will be.) You can a[r]

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Character Animation with Direct3D- P4 ppt

CHARACTER ANIMATION WITH DIRECT3D P4 PPT

This formula multiplies the bone weight (w x ) with the bone transformation matrix (M x ) for all influencing bones and sums up the result (M Tot ). The resulting matrix is then used to transform the vertex. In DirectX, the information about which bones influence which vertices, as wel[r]

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Advanced 3D Game Programming with DirectX - phần 5 pptx

ADVANCED 3D GAME PROGRAMMING WITH DIRECTX PHẦN 5 PPTX


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problem (or put another way, to give a certain output given a set of inputs). You can initially seed the network with random values for all of the edge biases and then have the network learn. Neural nets can be trained or can learn autonomously. An autonomously learning neural net wo[r]

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Advanced 3D Game Programming with DirectX - phần 4 ppsx

ADVANCED 3D GAME PROGRAMMING WITH DIRECTX PHẦN 4 PPSX

creature be anything interesting. However, when the deltas are that large, the result is some ugly numerical stability problems (characterized by a jittering when the creature gets very close to an obstacle). Sampling multiple times each frame fixes the problem.
The GDI isn't useful for writing[r]

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