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mazahist

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About mazahist

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  1. How to correct this transition:  
  2. I calculated spherical harmonics. How to use them in a scene?  
  3. How to smooth normals? When I calculate the normal, they become flat.        var figure = {     vertex: [1, 1, -1, -1, 0, 0, -1, 1, -1, 1, 0, 1, 1, 0, 0, -1, 0, 1],     index: [0, 1, 2, 3, 1, 4, 0, 4, 1, 3, 5, 1]     };          function calcNormal(vertex, index) {     var vertNormal = [];     var surfNormal = [];     for (var i = 0; i < index.length; i += 3) {     var v0_v = [vertex[index[i + 0] * 3 + 0], vertex[index[i + 0] * 3 + 1], vertex[index[i + 0] * 3 + 2]];     var v1_v = [vertex[index[i + 1] * 3 + 0], vertex[index[i + 1] * 3 + 1], vertex[index[i + 1] * 3 + 2]];     var v2_v = [vertex[index[i + 2] * 3 + 0], vertex[index[i + 2] * 3 + 1], vertex[index[i + 2] * 3 + 2]];     var p = Vector3.minus(v1_v, v0_v);     var q = Vector3.minus(v2_v, v0_v);     var n = Vector3.cross(p, q);     //n = Vector3.normalize(n);     surfNormal.push(-n[0]);     surfNormal.push(-n[1]);     surfNormal.push(-n[2]);          vertNormal[index[i + 0] * 3 + 0] = -n[0]; vertNormal[index[i + 0] * 3 + 1] = -n[1]; vertNormal[index[i + 0] * 3 + 2] = -n[2];     vertNormal[index[i + 1] * 3 + 0] = -n[0]; vertNormal[index[i + 1] * 3 + 1] = -n[1]; vertNormal[index[i + 1] * 3 + 2] = -n[2];     vertNormal[index[i + 2] * 3 + 0] = -n[0]; vertNormal[index[i + 2] * 3 + 1] = -n[1]; vertNormal[index[i + 2] * 3 + 2] = -n[2];     };     //... calculation smooth normals     //...     //createBuffer(vertNormal)     }     calcNormal(figure.vertex, figure.index);
  4. How to calculate 9 coefficients for spherical harmonics on the basis of cubemap texture? In the demo already contains the calculated coefficients; I need to get them on the basis of cubemap texture
  5. Hello, please help me find source code for this article
  6. mazahist

    VSSM

    The link to the document with the description of algorithm of vssm: http://www.graphics.cornell.edu/~zd/download/I3DPoster/VSSM_I3DPoster.pdf Explain to me please how to realize paragraph 2.1. I can't understand how to calculate the initial filter kernel.
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