﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>博客园-计算机图形学</title><link>http://cg.cnblogs.com</link><description>研究计算机图形学的理论及实践</description><language>zh-cn</language><lastBuildDate>Sun, 11 May 2008 23:24:18 GMT</lastBuildDate><pubDate>Sun, 11 May 2008 23:24:18 GMT</pubDate><ttl>60</ttl><item><title>Realtime Subsurface Scattering Skin Rendering On the GPU 视频</title><link>http://www.cnblogs.com/skyman/archive/2008/05/10/skin_video.html</link><dc:creator>Skyman</dc:creator><author>Skyman</author><pubDate>Fri, 09 May 2008 18:20:00 GMT</pubDate><guid>http://www.cnblogs.com/skyman/archive/2008/05/10/skin_video.html</guid><description><![CDATA[<embed src="http://www.youtube.com/v/dq2FarnoKyg&amp;fmt=18&amp;hl=en" width="425" height="355" type="application/x-shockwave-flash" wmode="transparent"><br />
    <br />
    高清版地址：<font face="Verdana"><a href="http://www.youtube.com/watch?v=dq2FarnoKyg&amp;fmt=18">http://www.youtube.com/watch?v=dq2FarnoKyg&amp;fmt=18</a></font>
<img src ="http://cg.cnblogs.comaggbug/1190804.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyman.cnblogs.com/" target="_blank">Skyman</a> 2008-05-10 02:20 <a href="http://www.cnblogs.com/skyman/archive/2008/05/10/skin_video.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>我参与的一个作品-《律动》</title><link>http://www.cnblogs.com/kaisa/archive/2008/05/09/1190427.html</link><dc:creator>怀沙</dc:creator><author>怀沙</author><pubDate>Fri, 09 May 2008 10:38:00 GMT</pubDate><guid>http://www.cnblogs.com/kaisa/archive/2008/05/09/1190427.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 作品《律·动》由杭州电子科技大学图形图像研究所与中国美术学院新媒体系、上海音乐学院共同制作完成，为2007上海电子艺术节“感·动”新视觉电子音乐会暨上海电子艺术节开幕式的第一幕作品，同时进行互动表演的有奥地利Ars Electronica林兹（腔·行）、青鸟新媒体艺术（墨·舞）。本作品后又在2008 SMG人文艺术频道开播盛典以及2008中国广播影视大奖•广播电视节目奖(第二十届电视文艺“星光奖”)颁奖典礼上演出。<br>    《律·动》融打击乐、声乐、多声道电子音乐与互动影像为一体，展示了一种全新的互动艺术表现方式。本作品以点状节奏为基本音乐语言，打击乐手、舞者等作为演员，利用红外摄像机捕捉、跟踪舞者的表演信息并通过粒子的形式来表现电子影像的形态、由舞者的运动状态来控制粒子的变化、同时现场采集打击乐手演奏的音乐来表达粒子影像的情绪状态，最终运用CG技术由计算机实时生成大屏幕上的电子影像。本作品&nbsp;&nbsp;<a href='http://www.cnblogs.com/kaisa/archive/2008/05/09/1190427.html'>阅读全文</a><img src ="http://cg.cnblogs.comaggbug/1190427.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://kaisa.cnblogs.com/" target="_blank">怀沙</a> 2008-05-09 18:38 <a href="http://www.cnblogs.com/kaisa/archive/2008/05/09/1190427.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>多通道的同步问题</title><link>http://www.cnblogs.com/ArenAK/archive/2008/05/09/1189610.html</link><dc:creator>ArenAK</dc:creator><author>ArenAK</author><pubDate>Fri, 09 May 2008 04:51:00 GMT</pubDate><guid>http://www.cnblogs.com/ArenAK/archive/2008/05/09/1189610.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 对于一个通道对应于<一台计算机、一个显示器>的多通道系统，同步问题包括三个方面或者说是涉及到三个层次：DataLock、SwapLock、GenLock。本文讲述三种Lock的作用，并重点叙述Genlock的实现方法。&nbsp;&nbsp;<a href='http://www.cnblogs.com/ArenAK/archive/2008/05/09/1189610.html'>阅读全文</a><img src ="http://cg.cnblogs.comaggbug/1189610.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://ArenAK.cnblogs.com/" target="_blank">ArenAK</a> 2008-05-09 12:51 <a href="http://www.cnblogs.com/ArenAK/archive/2008/05/09/1189610.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>SSS Skin Rendering Improvement: Brighter Shading</title><link>http://www.cnblogs.com/skyman/archive/2008/05/08/brighter_skin.html</link><dc:creator>Skyman</dc:creator><author>Skyman</author><pubDate>Wed, 07 May 2008 16:50:00 GMT</pubDate><guid>http://www.cnblogs.com/skyman/archive/2008/05/08/brighter_skin.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 通过加大Subsurface Scattering的亮度，使渲染出来的皮肤变亮了很多，更悦目。&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyman/archive/2008/05/08/brighter_skin.html'>阅读全文</a><img src ="http://cg.cnblogs.comaggbug/1187598.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyman.cnblogs.com/" target="_blank">Skyman</a> 2008-05-08 00:50 <a href="http://www.cnblogs.com/skyman/archive/2008/05/08/brighter_skin.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>(Update) physically-based water simulation and animation</title><link>http://www.cnblogs.com/bssrdf/archive/2008/05/06/1184358.html</link><dc:creator>BSSRDF</dc:creator><author>BSSRDF</author><pubDate>Mon, 05 May 2008 22:48:00 GMT</pubDate><guid>http://www.cnblogs.com/bssrdf/archive/2008/05/06/1184358.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: Just made some progress on my particle level set fluid simulator.<br>&nbsp;&nbsp;<a href='http://www.cnblogs.com/bssrdf/archive/2008/05/06/1184358.html'>阅读全文</a><img src ="http://cg.cnblogs.comaggbug/1184358.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://bssrdf.cnblogs.com/" target="_blank">BSSRDF</a> 2008-05-06 06:48 <a href="http://www.cnblogs.com/bssrdf/archive/2008/05/06/1184358.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Fast Realtime Subsurface Scattering Skin Rendering </title><link>http://www.cnblogs.com/skyman/archive/2008/05/06/skinfast.html</link><dc:creator>Skyman</dc:creator><author>Skyman</author><pubDate>Mon, 05 May 2008 16:04:00 GMT</pubDate><guid>http://www.cnblogs.com/skyman/archive/2008/05/06/skinfast.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 采用VTF技术对Subsurface Scattering进行优化，以实现对任意变形物体的实时的Subsurface Scattering效果的计算。&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyman/archive/2008/05/06/skinfast.html'>阅读全文</a><img src ="http://cg.cnblogs.comaggbug/1184236.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyman.cnblogs.com/" target="_blank">Skyman</a> 2008-05-06 00:04 <a href="http://www.cnblogs.com/skyman/archive/2008/05/06/skinfast.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Real Head Demo</title><link>http://www.cnblogs.com/skyman/archive/2008/05/02/real-head.html</link><dc:creator>Skyman</dc:creator><author>Skyman</author><pubDate>Thu, 01 May 2008 17:08:00 GMT</pubDate><guid>http://www.cnblogs.com/skyman/archive/2008/05/02/real-head.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 演示渲染一个真实的人头 :)&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyman/archive/2008/05/02/real-head.html'>阅读全文</a><img src ="http://cg.cnblogs.comaggbug/1179120.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyman.cnblogs.com/" target="_blank">Skyman</a> 2008-05-02 01:08 <a href="http://www.cnblogs.com/skyman/archive/2008/05/02/real-head.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Skin Demo优化之一</title><link>http://www.cnblogs.com/skyman/archive/2008/04/30/skinopt1.html</link><dc:creator>Skyman</dc:creator><author>Skyman</author><pubDate>Tue, 29 Apr 2008 17:24:00 GMT</pubDate><guid>http://www.cnblogs.com/skyman/archive/2008/04/30/skinopt1.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 使用cache机制对Skin Demo进行了优化。&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyman/archive/2008/04/30/skinopt1.html'>阅读全文</a><img src ="http://cg.cnblogs.comaggbug/1177057.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyman.cnblogs.com/" target="_blank">Skyman</a> 2008-04-30 01:24 <a href="http://www.cnblogs.com/skyman/archive/2008/04/30/skinopt1.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>实时皮肤SSS效果渲染Demo的改进</title><link>http://www.cnblogs.com/skyman/archive/2008/04/27/skindemoimpr.html</link><dc:creator>Skyman</dc:creator><author>Skyman</author><pubDate>Sun, 27 Apr 2008 15:59:00 GMT</pubDate><guid>http://www.cnblogs.com/skyman/archive/2008/04/27/skindemoimpr.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 对实时皮肤SSS效果渲染Demo的实现进行了一些改进，使效果更好。&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyman/archive/2008/04/27/skindemoimpr.html'>阅读全文</a><img src ="http://cg.cnblogs.comaggbug/1173720.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyman.cnblogs.com/" target="_blank">Skyman</a> 2008-04-27 23:59 <a href="http://www.cnblogs.com/skyman/archive/2008/04/27/skindemoimpr.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>实时皮肤SSS效果渲染Demo</title><link>http://www.cnblogs.com/skyman/archive/2008/04/26/skindemo.html</link><dc:creator>Skyman</dc:creator><author>Skyman</author><pubDate>Fri, 25 Apr 2008 23:04:00 GMT</pubDate><guid>http://www.cnblogs.com/skyman/archive/2008/04/26/skindemo.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 实时皮肤次表面散射效果Demo。&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyman/archive/2008/04/26/skindemo.html'>阅读全文</a><img src ="http://cg.cnblogs.comaggbug/1171776.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyman.cnblogs.com/" target="_blank">Skyman</a> 2008-04-26 07:04 <a href="http://www.cnblogs.com/skyman/archive/2008/04/26/skindemo.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>vsm vs pcf</title><link>http://www.cnblogs.com/mygamelib/archive/2008/04/25/1170879.html</link><dc:creator>icecoffee</dc:creator><author>icecoffee</author><pubDate>Fri, 25 Apr 2008 04:56:00 GMT</pubDate><guid>http://www.cnblogs.com/mygamelib/archive/2008/04/25/1170879.html</guid><description><![CDATA[<p>翻看了n个HLSL，终于把自己的vsm shader写好了。<br />
先发图，上面的2个是pcf,下面是vsm<br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/mygamelib/132684/o_2.PNG" border="0" /><br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/mygamelib/132684/o_3.PNG" border="0" /><br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/mygamelib/132684/o_1.PNG" border="0" /><br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/mygamelib/132684/o_4.PNG" border="0" /><br />
<br />
写一两个shader简单。可真正游戏跑起来情况就复杂了。。<br />
shadow caster可能有骨骼或者没有。<br />
shadow <font face="Verdana">receive</font>r就更复杂了，也许有normal map，也许有parallax,或者还有env map，还有可能上面有一个影子，也可能有n个。。<br />
想到这些。就又崩溃。。。。<br />
<br />
mygamelib，是在ogre的基础上写的，我觉得ogre实现的效果一复杂，所要做的工作量就成倍的增加。。而且渲染的pass又增加，效率又成问题了。。。<br />
<br />
看来要想想办法，能不能让材质系统简单一些，不对是用起来简单一些。。。<br />
还是以前的固定管道简单。。多一张贴图，加上一个stage基本上就解决了问题。。。</p>
 <img src ="http://cg.cnblogs.comaggbug/1170879.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://mygamelib.cnblogs.com/" target="_blank">icecoffee</a> 2008-04-25 12:56 <a href="http://www.cnblogs.com/mygamelib/archive/2008/04/25/1170879.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>[召集] 开源 .net 图像处理组件</title><link>http://www.cnblogs.com/IceSharK/archive/2008/04/24/1169017.html</link><dc:creator>[ IceSharK - PP.Poet ]</dc:creator><author>[ IceSharK - PP.Poet ]</author><pubDate>Thu, 24 Apr 2008 03:45:00 GMT</pubDate><guid>http://www.cnblogs.com/IceSharK/archive/2008/04/24/1169017.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: &nbsp;&nbsp;<a href='http://www.cnblogs.com/IceSharK/archive/2008/04/24/1169017.html'>阅读全文</a><img src ="http://cg.cnblogs.comaggbug/1169017.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://IceSharK.cnblogs.com/" target="_blank">[ IceSharK - PP.Poet ]</a> 2008-04-24 11:45 <a href="http://www.cnblogs.com/IceSharK/archive/2008/04/24/1169017.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>皮肤的SSS渲染效果改进</title><link>http://www.cnblogs.com/skyman/archive/2008/04/24/skinimprove.html</link><dc:creator>Skyman</dc:creator><author>Skyman</author><pubDate>Wed, 23 Apr 2008 16:12:00 GMT</pubDate><guid>http://www.cnblogs.com/skyman/archive/2008/04/24/skinimprove.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 对皮肤SSS渲染效果的一些改进。&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyman/archive/2008/04/24/skinimprove.html'>阅读全文</a><img src ="http://cg.cnblogs.comaggbug/1168420.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyman.cnblogs.com/" target="_blank">Skyman</a> 2008-04-24 00:12 <a href="http://www.cnblogs.com/skyman/archive/2008/04/24/skinimprove.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>shadow map</title><link>http://www.cnblogs.com/mygamelib/archive/2008/04/22/1165269.html</link><dc:creator>icecoffee</dc:creator><author>icecoffee</author><pubDate>Tue, 22 Apr 2008 03:24:00 GMT</pubDate><guid>http://www.cnblogs.com/mygamelib/archive/2008/04/22/1165269.html</guid><description><![CDATA[<p>最近没什么事,研究研究shadow map。<br />
paper几年前就看了一大堆，方法无非就是把模型画到一个buffer上面，然后用这个buffer帖到模型上。<br />
暂且就用PCF画影子吧。gears of war貌似也使用的PCF。<br />
做个稍微有点挑战的，点光源吧。<br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/mygamelib/132684/r_捕获.PNG" border="0" /><br />
<img alt="" src="http://www.cnblogs.com/images/cnblogs_com/mygamelib/132684/r_捕获4.PNG" border="0" /><br />
模型有点奇怪，随便在max里拉了一个。<br />
点光源要渲染6次，崩溃。。。<br />
</p>
<img src ="http://cg.cnblogs.comaggbug/1165269.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://mygamelib.cnblogs.com/" target="_blank">icecoffee</a> 2008-04-22 11:24 <a href="http://www.cnblogs.com/mygamelib/archive/2008/04/22/1165269.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>在游戏中实现一个支持表情动画和转义字符的聊天文本框</title><link>http://www.cnblogs.com/cproom/archive/2008/04/21/1164591.html</link><dc:creator>cproom</dc:creator><author>cproom</author><pubDate>Mon, 21 Apr 2008 14:46:00 GMT</pubDate><guid>http://www.cnblogs.com/cproom/archive/2008/04/21/1164591.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要:     在游戏聊天文本框中支持类似QQ的表情动画以及各种转义符号已经成为网络游戏的必然选择，表情动画大家都很熟悉，转义符号是指在文本中嵌入一些特殊字符以表示文本属性或者一些特定的输出控制。其实表情动画也是通过转义符号表示的，只不过你不必直接输入这些转义字符，而是通过在表情列表框中选择表情，系统自动帮你输入这些符号。举例来说，用#R、#G、#B表示后面的文字分别以红、绿、蓝颜色显示，#b表示后面的文字闪烁，#n表示把后面的文字属性恢复到默认值，#加三个数字表示特定的表情符号，如#001表示一号表情，比如是一个笑脸。<br>&nbsp;&nbsp;<a href='http://www.cnblogs.com/cproom/archive/2008/04/21/1164591.html'>阅读全文</a><img src ="http://cg.cnblogs.comaggbug/1164591.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://cproom.cnblogs.com/" target="_blank">cproom</a> 2008-04-21 22:46 <a href="http://www.cnblogs.com/cproom/archive/2008/04/21/1164591.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>皮肤的实时3S渲染（OpenGL + GLSL）</title><link>http://www.cnblogs.com/skyman/archive/2008/04/21/skinrender.html</link><dc:creator>Skyman</dc:creator><author>Skyman</author><pubDate>Sun, 20 Apr 2008 19:24:00 GMT</pubDate><guid>http://www.cnblogs.com/skyman/archive/2008/04/21/skinrender.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 使用Translucent Shadow Maps来实现皮肤的SubSurface Scattering效果的实时渲染，以OpenGL和GLSL实现。&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyman/archive/2008/04/21/skinrender.html'>阅读全文</a><img src ="http://cg.cnblogs.comaggbug/1163128.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyman.cnblogs.com/" target="_blank">Skyman</a> 2008-04-21 03:24 <a href="http://www.cnblogs.com/skyman/archive/2008/04/21/skinrender.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>除了随机还要进化——对Infinity进一步的想法</title><link>http://www.cnblogs.com/xiaop/archive/2008/04/11/1147907.html</link><dc:creator>小P</dc:creator><author>小P</author><pubDate>Fri, 11 Apr 2008 02:03:00 GMT</pubDate><guid>http://www.cnblogs.com/xiaop/archive/2008/04/11/1147907.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 其实目前随机过程已经可以实现大量东西了，但是和自然界比起来还是不值得一提啦。<br />
<br />
&nbsp; &nbsp;&nbsp; &nbsp; 和环形山一样，星球表面在固定点以少量参数甚至可以生成植物、生成建筑物，这可能是下一步的目标，但我最近迷住了进化神经网络，正在考查其在游戏中的应用可能性。<br />
<br />
&nbsp; &nbsp;&nbsp; &nbsp; 随机星球，也就是星球引擎，现在已经不少了，各处都有<span class="t_tag" onclick="tagshow(event)" href="tag.php?name=%E4%BB%8B%E7%BB%8D">介绍</span>。随机过程的建筑物其实也相当Cool，如果Infinity能让我们俯冲扫射星球表面的建筑物，那是相当的Cool啊！<a href="http://www.vterrain.org/Culture/BldCity/Proc/index.html" target="_blank"><font color="#000040">http://www.vterrain.org/Culture/BldCity/Proc/index.html</font></a>，这个地址是一个过程建筑物方面的网络节点，大家有兴趣可以去看看。<br />
<p align="center"><img style="cursor: pointer" onclick="zoom(this)" alt="" src="http://www.swarmagents.com/vm/articles/nks/structures.jpg" width="773" onload="attachimg(this, 'load')" border="0" resized="true" /></p>
<p align="center">这是随机方法生成的建筑物</p>
<p align="center"><img alt="" src="http://www.swarmagents.com/vm/articles/nks/building.jpg" onload="attachimg(this, 'load')" border="0" /></p>
<p align="center">用在纽约市就是这个样子</p>
<br />
&nbsp; &nbsp;&nbsp; &nbsp; 植物，Infinity由于专注于太空，对随机植物没有做什么应用，其实如果星球表面采用这个<span class="t_tag" onclick="tagshow(event)" href="tag.php?name=%E6%8A%80%E6%9C%AF">技术</span>的话，也很Cool，目前植物系统有很多方法实现，比如传统的左旋系统即L系统，或者进化方法等等。都非常漂亮，这里我有个网络节点的链接：来自于形态进化算法之父的网站，上面的生物很漂亮：<a href="http://www.genarts.com/karl/panspermia.html" target="_blank">http://www.genarts.com/karl/panspermia.html</a><br />
<p align="center"><img alt="" src="http://www.biota.org/gallery/jpgs/airh3000.jpg" onload="attachimg(this, 'load')" border="0" /></p>
<p align="center">这个不是海马，叫&#8220;天马&#8221;，呵呵，只用了几十个参数吧</p>
<p align="left">&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;大家感兴趣的话可以下载他网站上的视频，就是从宇宙中掉出来的种子，然后变化的图像，全部使用进化算法创建的图像，异常精彩！</p>
<br />
<p align="left">&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp;这里也有一篇我目前关于这方面的介绍和我的项目进度：<a href="http://bbs.gameres.com/showthread.asp?threadid=100231" target="_blank">http://bbs.gameres.com/showthread.asp?threadid=100231</a>，属于&#8220;过程图像&#8221;和&#8220;复杂系统&#8221;领域，其实我的目标主要是能在像Infinity这样的MMO上面应用这种可以自进化或者交互的的人工生命，大家试想如果Infinity不仅仅是图像漂亮和宇宙的宏大，每个NPC（敌方战舰或者星球表面的一群居民）能非常聪明的和你交互（不像现在这样的重复又重复），能够因为你的影响而改变（进化），那是多么&#8220;恐怖&#8221;的事情啊！^-^</p>
<img src ="http://cg.cnblogs.comaggbug/1147907.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://xiaop.cnblogs.com/" target="_blank">小P</a> 2008-04-11 10:03 <a href="http://www.cnblogs.com/xiaop/archive/2008/04/11/1147907.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>带贴图的卡通渲染（HLSL实现）</title><link>http://www.cnblogs.com/skyman/archive/2008/04/08/decalcartoon.html</link><dc:creator>Skyman</dc:creator><author>Skyman</author><pubDate>Tue, 08 Apr 2008 14:43:00 GMT</pubDate><guid>http://www.cnblogs.com/skyman/archive/2008/04/08/decalcartoon.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 简要实现了带贴图的卡通渲染&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyman/archive/2008/04/08/decalcartoon.html'>阅读全文</a><img src ="http://cg.cnblogs.comaggbug/1143076.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyman.cnblogs.com/" target="_blank">Skyman</a> 2008-04-08 22:43 <a href="http://www.cnblogs.com/skyman/archive/2008/04/08/decalcartoon.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Shadow Mapping Using GLSL</title><link>http://www.cnblogs.com/skyman/archive/2008/04/06/shadowmap.html</link><dc:creator>Skyman</dc:creator><author>Skyman</author><pubDate>Sat, 05 Apr 2008 18:41:00 GMT</pubDate><guid>http://www.cnblogs.com/skyman/archive/2008/04/06/shadowmap.html</guid><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 用GLSL实现了Shadow Mapping&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyman/archive/2008/04/06/shadowmap.html'>阅读全文</a><img src ="http://cg.cnblogs.comaggbug/1138866.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyman.cnblogs.com/" target="_blank">Skyman</a> 2008-04-06 02:41 <a href="http://www.cnblogs.com/skyman/archive/2008/04/06/shadowmap.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>gDebugger 4.0 破解</title><link>http://www.cnblogs.com/hesicong/archive/2008/04/01/1132640.html</link><dc:creator>Dream world 梦想天空</dc:creator><author>Dream world 梦想天空</author><pubDate>Tue, 01 Apr 2008 05:08:00 GMT</pubDate><guid>http://www.cnblogs.com/hesicong/archive/2008/04/01/1132640.html</guid><description><![CDATA[<font face="Verdana"><font face="Verdana">有两种方法：<a style="color: #ffffff" href="http://www.hesicong.net">http://www.hesicong.net</a><br />
1、安装的时候用Total Uninstaller（http://www.crsky.com/soft/5302.html）监视整个安装过程，过期以后用Total Uninstaller卸载重装即可，30天又回来了<a style="color: #ffffff" href="http://www.hesicong.net/">http://www.hesicong.net</a><br />
2、如果是老版本的30天过期了，就装这个新版本，然后有7天的宽限期。你会发现如果你调整你的时间，<a style="color: #ffffff" href="http://www.hesicong.net/">http://www.hesicong.net</a><a href="http://bbs.osgchina.org"><br />
</a>那么宽限期也会自动变化。所以找一个软件将时间锁住就OK了。可以到这里下载个时间宽限小软件即可搞定。<a style="color: #ffffff" href="http://www.hesicong.net/">http://www.hesicong.net</a><br />
</font></font>
 <img src ="http://cg.cnblogs.comaggbug/1132640.html?type=1" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://hesicong.cnblogs.com/" target="_blank">Dream world 梦想天空</a> 2008-04-01 13:08 <a href="http://www.cnblogs.com/hesicong/archive/2008/04/01/1132640.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>