<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title type="text">博客园_oiramario</title><subtitle type="text"/><id>http://feed.cnblogs.com/blog/u/14515/rss</id><updated>2012-04-28T03:02:01Z</updated><author><name>千里马肝</name><uri>http://www.cnblogs.com/oiramario/</uri></author><generator>feed.cnblogs.com</generator><link rel="alternate" type="text/html" href="http://www.cnblogs.com/oiramario/"/><link rel="self" type="application/atom+xml" href="http://feed.cnblogs.com/blog/u/14515/rss"/><entry><id>http://www.cnblogs.com/oiramario/archive/2012/04/28/2474773.html</id><title type="text">今天无聊中翻开十几年前自己手写的个人主页，看到aboutme页面时顿时感受到一股小清新……</title><summary type="text">我叫唐亮，网名炎龙，如果在聊天室你看到一个狂聊的ID为PII的人，哈~ 那是我！告诉你我的OICQ号是： 4172485我是从96年开始学电脑的，一直都是自学。我记得初中时开了一门课叫LOGO语言，我一拿到书就把它啃了一遍。书上说（有情人千里能共婵娟：）LOGO语言是由人控制一只小乌龟在屏幕上画图，当时我高兴得不得了，因为你可以叫一只小乌龟在屏幕上画画，这该是多么有趣的一件事啊！谁知一瞧，只是一个小三角形？？？真是太失望了~ 唉，这是我第一次对电脑没有了兴趣！然后是在电脑培训班学习，学中英文打字、WPS等简单的东西。听老师讲课，可里面的老师讲得实在是太无聊了（对不起，应该尊师重道）。因为要..</summary><published>2012-04-28T03:02:00Z</published><updated>2012-04-28T03:02:00Z</updated><author><name>千里马肝</name><uri>http://www.cnblogs.com/oiramario/</uri></author><link rel="alternate" href="http://www.cnblogs.com/oiramario/archive/2012/04/28/2474773.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/oiramario/archive/2012/04/28/2474773.html"/><content type="html">&lt;div&gt;&lt;li&gt;&lt;img height="150" src="file:///G:/notebookBackup/MyHomePage1/tl1.jpg" width="180" align="left"  alt="" /&gt;我叫唐亮，网名炎龙，如果在聊天室你看到一个狂聊的ID为PII的人，哈~ 那是我！告诉你我的OICQ号是：  4172485&lt;br /&gt;&lt;br /&gt;我是从96年开始学电脑的，一直都是自学。我记得初中时开了一门课叫&lt;strong&gt;LOGO&lt;/strong&gt;语言，我一拿到书就把它啃了一遍。书上说（有情人千里能共婵娟：）LOGO语言是由人控制一只&lt;strong&gt;小乌龟&lt;/strong&gt;在屏幕上画图，当时我高兴得不得了，因为你可以叫一只小乌龟在屏幕上画画，这该是多么有趣的一件事啊！谁知一瞧，只是一个&lt;strong&gt;小三角形&lt;/strong&gt;？？？真是太失望了~  唉，这是我第一次对电脑没有了兴趣！&lt;img height="30" src="file:///G:/notebookBackup/MyHomePage1/ren.gif" width="30" align="middle"  alt="" /&gt;&lt;br /&gt;&lt;br /&gt;然后是在电脑培训班学习，学&lt;strong&gt;中英文打字、WPS&lt;/strong&gt;等简单的东西。听老师讲课，可里面的老师讲得实在是太无聊了（对不起，应该尊师重道）。因为要顾及全部的学生，所以当时我真是烦S了！！！不过还好的是和老师们混熟了后，里面的机器可是随你玩（有个限度）。那时有11台机器，有两台&lt;strong&gt;10M&lt;/strong&gt;硬盘的&lt;strong&gt;486DX-66&lt;/strong&gt;，  其余的全是&lt;strong&gt;386+5寸软驱&lt;/strong&gt;。我还记得&lt;strong&gt;6&lt;/strong&gt;号和&lt;strong&gt;11&lt;/strong&gt;号机是486，所以暑假那段时间我每次都早早地去抢这两台机器。感觉真是：  爽啊~ 快啊~ ：）&lt;img height="180" src="file:///G:/notebookBackup/MyHomePage1/tl2.JPG" width="163" align="right"  alt="" /&gt;&lt;br /&gt;&lt;br /&gt;慢慢地先学会了&lt;strong&gt;FOXBASE&lt;/strong&gt;，不过觉得做数据库实在是太枯燥了。因为里面有一位同仁做了一个管理系统出来（当时我很佩服他：），所  以自己也想要做一个，于是做了一个后。接着我花了一个多星期的时间去做了一个&amp;#8220;&lt;strong&gt;飞机打子弹&lt;/strong&gt;&amp;#8221;，是真的哦，（因为只能打子弹而已：）FOXBASE里有键盘控制的函数！起因是无聊时在硬盘上到处找同学们编的程序的时候，看到一个动画效果：一个字符串在屏幕上移动。（可以说是它影响了我的一生：），原来程序还可以这么编？！？！&lt;br /&gt;&lt;br /&gt;当发觉到FOXBASE做小游戏实在是不可能时，我开始学习&lt;strong&gt;DOS622&lt;/strong&gt;下的&lt;strong&gt;QBASIC&lt;/strong&gt;，做过一些小游戏。然后听说&lt;strong&gt;C语言&lt;/strong&gt;是多么多么地好，于是找人借了一本&lt;strong&gt;谭浩强&lt;/strong&gt;老师的C语言的书看了起来。当时最有成就感的就是做了一个小RPG游戏（实在是太小了：），只能在屏幕上四处走，然后在5秒的随机时间里会遇上敌人FIGHT，还做了战斗画面的哦~  可以买东西（加血），可以睡觉（加体力）。还可以打FINAL  BOSS：）还有一个作品是模仿FC上的&lt;strong&gt;中东战争&lt;/strong&gt;做的可以双打的射击游戏。一个人控制飞机，一个人控制坦克。所有的游戏图案都是用字符拼起来的。就是现在想起来了也感觉很COOL~  不过偶所有的程序在一次机房大清理中，全部被 Format 给 Destroy了~ ：~~~~~~~（ 好伤心！&lt;br /&gt;&lt;br /&gt;&lt;img height="360" src="file:///G:/notebookBackup/MyHomePage1/tl3.JPG" width="169" align="left"  alt="" /&gt;好累好累~  休息一下！！！&lt;br /&gt;&lt;br /&gt;然后考试要考&lt;strong&gt;BASIC&lt;/strong&gt;和&lt;strong&gt;PASCAL&lt;/strong&gt;，我可是一次课都没认真听过：）没办法，考BASIC头一天晚上花了4、5个小时抱着书一边啃一边睡着了。结果分数一下来&amp;#8212;&amp;#8212;73分，哈~  ENOUGH！！！  PASCAL就不敢这样了，因为语法偶都不清楚啊，于是乎俺提前一个星期复习，一边学一边写一些小程序：计算器啊四则运算啊什么的！最后也竟然考了83分。算考&lt;strong&gt;C&lt;/strong&gt;的时候最轻松了，半个小时做完，然后四处丢纸条（因为同志间的关爱啊，其实是考&lt;strong&gt;政经&lt;/strong&gt;的时候要靠他们：）因为连检查都没有，所以拿个89分也算是理想的成绩了^o^/~  &lt;br /&gt;&lt;br /&gt;经过一番努力，现在华中师范大学多媒体所工作，终于可以做一个真正的程序员了。因为工作或自己的需要，我在公司里学会了ASP、PHP、XML、HTML、CSS、JAVASCRIPT、FLASH、DIRECTX、DHTML、DELPHI、（可是一样都不精：）只是VC比过去更精通了！做为一个&lt;strong&gt;Programmer&lt;/strong&gt;，我很开心~  所以要继续努力学习，大家也是！！！&lt;br /&gt;&lt;br /&gt;技术每天都在变化，我们目前没有能力来领导这股潮流，就应该紧紧地跟随，努力一直站在最前沿。只是有时深感精力有限，不能把每一样自己想学的东西都学好。写程序，就意味着每天要生活在悲喜之间。不过它是一件令人快乐的事情~~~  &lt;br /&gt;感觉来到这个世上最高兴的事： 我是&lt;strong&gt;程序员&lt;/strong&gt;~~~~~~~~~~~~~~~~~~~~~~&amp;nbsp;&lt;/li&gt;&lt;/div&gt;&lt;img src="http://www.cnblogs.com/oiramario/aggbug/2474773.html?type=1" width="1" height="1" alt=""/&gt;&lt;p&gt;&lt;a href="http://www.cnblogs.com/oiramario/archive/2012/04/28/2474773.html" target="_blank"&gt;本文链接&lt;/a&gt;&lt;/p&gt;</content></entry><entry><id>http://www.cnblogs.com/oiramario/archive/2012/04/27/2473961.html</id><title type="text">【翻译】【西川善司】3D图形的概念和渲染管线（5回完)</title><summary type="text">http://www.opengpu.org/forum.php?mod=viewthread&amp;tid=7550&amp;extra=page%3D1本文取自西川善司的3D图形技术连载，全99回本贴为9~13回，争取每1~2天更新一回吧。半年更新完。也希望大家能支持。翻译 Trace校对&amp;注解 千里马肝3D图形的概念和渲染管线（Render Pipeline）前面介绍了3D图形历史，接下来要解说的是3D图形的处理流程。3D图形管线的流程图图1是3D图形的流程模型。这个虽然是对应DirectX 10/SM4的GPU流程模型，不过部分流程会根据GPU的不同，有时会有更细致的处理，有</summary><published>2012-04-27T10:12:00Z</published><updated>2012-04-27T10:12:00Z</updated><author><name>千里马肝</name><uri>http://www.cnblogs.com/oiramario/</uri></author><link rel="alternate" href="http://www.cnblogs.com/oiramario/archive/2012/04/27/2473961.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/oiramario/archive/2012/04/27/2473961.html"/><content type="html">&lt;div&gt;&lt;a href="http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7550&amp;amp;extra=page%3D1"&gt;http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7550&amp;amp;extra=page%3D1&lt;/a&gt;&amp;nbsp;&lt;/div&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;本文取自西川善司的3D图形技术连载，全99回&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;本贴为9~13回，争取每1~2天更新一回吧。半年更新完。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;也希望大家能支持。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;翻译 Trace&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;校对&amp;amp;注解 千里马肝&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;3D图形的概念和渲染管线（Render Pipeline）&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;前面介绍了3D图形历史，接下来要解说的是3D图形的处理流程。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;3D图形管线的流程图&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;图1是3D图形的流程模型。这个虽然是对应DirectX 10/SM4的GPU流程模型，不过部分流程会根据GPU的不同，有时会有更细致的处理，有时也会做一些简略，这点敬请谅解。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;首先，介绍一下3D图形的处理为什么会变成这样的根本原因。会变成这个样子，是由于在漫长又短暂的实时3D图形历史中，这个部分需要进行最顺畅的处理，更重要的是因为这样设计GPU会更容易实现的原因。这个流程不管是在Direct3D还是在OpenGL里都没有太大的差异。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/26/x182437fuday68zyrd6y69a.jpg.pagespeed.ic.dRsSwGL1AJ.jpg" alt="" width="800" height="284" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;图1 GPU内部的渲染流程&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;CPU负责的3D图形处理部分 = 游戏引擎？&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;图1的[1]和[2]的部分，主要是在CPU里进行的处理。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;配置3D物体或是移动后再设置，因为这两种很类似，所以把这些在系统中处理的部分全部称作[游戏引擎]。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;在游戏引擎中，遵从键盘输入、鼠标输入、游戏控制输入让3D角色移动，或是进行开枪击中敌人的命中时的碰撞检测，根据碰撞的结果，虽然要进行把3D角色们击飞的物理模拟，但这些是游戏逻辑的部分，某种意味上，是和[1][2]相同的部分。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;另外，在[2]中如果有对应DirectX 10/SM4.0的GPU，要是能利用Geometry Shader，那么也可以在GPU上进行了，例如关于particle或billboard这样的point sprite，把创建和销毁用Geometry Shader来处理，就可以实现让GPU介入的处理。虽然如此，一般的3D游戏处理中，这部分还是由CPU来处理的部分。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;Vertex Pipeline和Vertex Shader的坐标系是什么？&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;图中红线的[3][4][5][6]的部分，是进行顶点相关处理的顶点管线。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;通常从这里开始是在GPU内部进行处理的部分。但是，为了简化内部逻辑以降低成本，所以要让图形机能整合，就是所谓的[统一芯片组]，把这个顶点管线转移到CPU的（仿真）系统也是存在的。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;那么，直到稍早之前，很多时候把这个顶点管线称为[几何体处理]。所谓几何体(Geometry)就是是[几何学]。在高中，虽然就会在数学或是[代数&amp;#8226;几何]的课程中，学到[向量(Vector)运算]和[线性映射(Linear Map)或线性变换(Linear Transformation)]，不过这就是那个世界的事了。说句闲话，NVIDIA的GPU，GeForce系列的名字是由「Geometric Force(几何学的力量)」的缩写所造的名词，可以说有着[G-Force重力]的双关语。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;把话题转回来，说回3D图形上的[3次元向量]的概念，简单而言想成是[三次元空间上的&amp;#8221;方向&amp;#8221;]就可以了。这些&amp;#8221;方向&amp;#8221;被x,y,z的3个轴的坐标值来表示，以这些&amp;#8221;方向&amp;#8221;为基准的被称之为[坐标系]。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;「局部坐标系」，如果具体的描述就是对于某个3D角色来说，设置为基准的坐标系，3D角色的方向就是这个3D角色的基准坐标系，通过处理[朝向是哪里]，控制的人会很轻松，所以利用了局部坐标系这个概念。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;对了，一般的3D角色上虽然有很多是带有手臂和脚，考虑到那些手脚在关节处弯曲的情况，如果用关节为基准的局部坐标系进行控制会更容易理解，但是这样考虑的话，就要把局部坐标系做成多层的结构，最终的处理会变得不容易理解。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;接下来，支配3D全局空间的整体坐标系就很有必要了，这就是[世界坐标系]。在处理3D图形的顶点管线中的顶点单位时，从局部坐标系向世界坐标系的变换会多次发生。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;这样生成的顶点要根据shader程序进行坐标系的变换处理，就是[3][顶点着色语言][Vertex Shader]。通过着色器编程，就可以进行独特而特殊的坐标系变换。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/26/x1824391qlzl8lz63d0hbd1.jpg.pagespeed.ic.k09ZnncaNo.jpg" alt="" width="631" height="500" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp;&lt;/div&gt;&lt;p&gt;图2 坐标系的概念图&amp;nbsp;&lt;/p&gt;&lt;img src="http://www.cnblogs.com/oiramario/aggbug/2473961.html?type=1" width="1" height="1" alt=""/&gt;&lt;p&gt;&lt;a href="http://www.cnblogs.com/oiramario/archive/2012/04/27/2473961.html" target="_blank"&gt;本文链接&lt;/a&gt;&lt;/p&gt;</content></entry><entry><id>http://www.cnblogs.com/oiramario/archive/2012/04/03/2431223.html</id><title type="text">【翻译】西川善司《伊甸之子》（Child of Eden）讲座前篇</title><summary type="text">http://www.opengpu.org/forum.php?mod=viewthread&amp;tid=7568&amp;extra=page%3D1游戏介绍育碧于2011年10月06日公布了由Tetsuya Mizuguchi指导的，Q Entertainment开发的《伊甸之子(Child Of Eden)》。该游戏是一部多感官的射击游戏，它会把玩家带入一个奇幻的矩阵世界，将会带来里程碑式的新体验。游戏预计在明年第一季度登陆Xbox和PS3。 在《伊甸之子(Child Of Eden)》中，玩家将会进入到拯救Lumi计划的战争中。Eden是全部人类智慧的结晶，而Lumi计划就是要为</summary><published>2012-04-03T12:08:00Z</published><updated>2012-04-03T12:08:00Z</updated><author><name>千里马肝</name><uri>http://www.cnblogs.com/oiramario/</uri></author><link rel="alternate" href="http://www.cnblogs.com/oiramario/archive/2012/04/03/2431223.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/oiramario/archive/2012/04/03/2431223.html"/><content type="html">&lt;p&gt;&lt;a href="http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7568&amp;amp;extra=page%3D1"&gt;http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7568&amp;amp;extra=page%3D1&lt;/a&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;table cellspacing="0" cellpadding="0" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; empty-cells: show; border-collapse: collapse; table-layout: fixed; width: 757px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; font-size: 12px; line-height: 18px; background-color: #ffffff; "&gt;&lt;tbody style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; "&gt;&lt;tr style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; "&gt;&lt;td id="postmessage_52110" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-size: 14px; "&gt;&lt;ignore_js_op style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; "&gt;&lt;img id="aimg_11640" src="http://www.opengpu.org/forum.php?mod=attachment&amp;amp;aid=MTE2NDB8OWNmMmZmYTJ8MTMzMzQ1NDAxOXwxMzE3fDc1Njg%3D&amp;amp;noupdate=yes" zoomfile="forum.php?mod=attachment&amp;amp;aid=MTE2NDB8OWNmMmZmYTJ8MTMzMzQ1NDAxOXwxMzE3fDc1Njg%3D&amp;amp;noupdate=yes&amp;amp;nothumb=yes" file="forum.php?mod=attachment&amp;amp;aid=MTE2NDB8OWNmMmZmYTJ8MTMzMzQ1NDAxOXwxMzE3fDc1Njg%3D&amp;amp;noupdate=yes" width="800" inpost="1" alt="Cover.jpg" title="Cover.jpg" initialized="true" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; cursor: pointer; " /&gt;&lt;/ignore_js_op&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;游戏介绍&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;育碧于2011年10月06日公布了由Tetsuya Mizuguchi指导的，Q Entertainment开发的《伊甸之子(Child Of Eden)》。该游戏是一部多感官的射击游戏，它会把玩家带入一个奇幻的矩阵世界，将会带来里程碑式的新体验。游戏预计在明年第一季度登陆Xbox和PS3。 在《伊甸之子(Child Of Eden)》中，玩家将会进入到拯救Lumi计划的战争中。Eden是全部人类智慧的结晶，而Lumi计划就是要为Eden赋予人性。就在该计划将要实现的时候，Eden遭到了未知病毒的攻击。玩家的任务就是拯救Eden，拯救和平与希望。&amp;nbsp;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;原文地址&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;a href="http://game.watch.impress.co.jp/docs/series/3dcg/20120301_515240.html" target="_blank" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #336699; "&gt;http://game.watch.impress.co.jp/docs/series/3dcg/20120301_515240.html&lt;/a&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;翻译&amp;nbsp;Trace&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;hr style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; clear: both; height: 1px; border-top-style: none; border-right-style: none; border-bottom-style: none; border-left-style: none; border-width: initial; border-color: initial; border-image: initial; background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-color: #cdcdcd; color: #cdcdcd; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;Trace译注：简单介绍一下「联觉」的意思。「联觉」又可以理解为「共感」或「联感」等，当我们听到清脆的风铃声会感觉到一丝丝的凉意，让炙热的夏天感觉不至于这么难耐，这就是&lt;/strong&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;「联觉」&lt;/strong&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;。但是所谓的「联觉人」，他们看数字或字母的时候会附带相对应的色彩，或者是看到特别的色彩及画面时会听到其他人听不到的声响。&lt;/strong&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;img src="http://www.cnblogs.com/oiramario/aggbug/2431223.html?type=1" width="1" height="1" alt=""/&gt;&lt;p&gt;&lt;a href="http://www.cnblogs.com/oiramario/archive/2012/04/03/2431223.html" target="_blank"&gt;本文链接&lt;/a&gt;&lt;/p&gt;</content></entry><entry><id>http://www.cnblogs.com/oiramario/archive/2012/03/28/2420531.html</id><title type="text">【翻译】西川善司为了3D游戏粉丝的[生化危机5]图形讲座(后篇)</title><summary type="text">http://www.opengpu.org/forum.php?mod=viewthread&amp;tid=7558&amp;extra=page%3D1西川善司为3D游戏粉丝的[生化危机5]图形讲座（后篇）MT Framework 1.x的成熟图形魅力的新表现是什么？http://game.watch.impress.co.jp/docs/series/3dcg/20090601_170531.html翻译 Trace校对 千里马肝2009年4月收录会场：卡普空总公司在[生化危机5]图形讲座的后篇中，要接触到的是最近在本连载中刊登次数增加的全局照明技术（Global Illuminati</summary><published>2012-03-27T16:39:00Z</published><updated>2012-03-27T16:39:00Z</updated><author><name>千里马肝</name><uri>http://www.cnblogs.com/oiramario/</uri></author><link rel="alternate" href="http://www.cnblogs.com/oiramario/archive/2012/03/28/2420531.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/oiramario/archive/2012/03/28/2420531.html"/><content type="html">&lt;p&gt;&lt;a href="http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7558&amp;amp;extra=page%3D1"&gt;http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7558&amp;amp;extra=page%3D1&lt;/a&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;西川善司为3D游戏粉丝的[生化危机5]图形讲座（后篇）&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;MT Framework 1.x的成熟图形魅力的新表现是什么？&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;http://game.watch.impress.co.jp/docs/series/3dcg/20090601_170531.html&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;翻译 Trace&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;校对 千里马肝&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;2009年4月收录&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/1936372s97zo330sj3su0y.jpg" alt="" width="800" height="533" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;会场：卡普空总公司&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;在[生化危机5]图形讲座的后篇中，要接触到的是最近在本连载中刊登次数增加的全局照明技术（Global Illumination ）技术。还有，让大家看看现在的3D图形里的经典表现，在「BH5」中的[阴影生成]、[水面表现]等独特的实现方法，还有大家在意的PS3和XBox360版的区别等。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;[生化危机5]中的Global Illumination技术&lt;/strong&gt;&lt;/p&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 在本世代的3D游戏图形中，开始倾向于重视环境光的处理。不仅有从设置在场景里的光源而得到的直接照明，还要考虑光源在复杂的反射后，布满空间的间接光照来实现照明的动感效果，使整体变得活跃。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 这种复杂的照明效果被称作全局照明(Global Illumination)，通常被简称为GI。[GI方面的考虑]，说起来比较简单，但现在的实时3D图形的标准渲染管线中，只有直接光的照明(Lighting)手段。为了转换由GI来执行，必须要有特殊的方法来实现。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; GI最符合定义的实现是[光线追踪(Ray Trace)]等方法，但想要把这个在实时3D图形上实现，现在的GPU性能还不够，所以现在的主流是采用预先计算的模拟GI的方法。日本的游戏里，致力于采用这种模拟GI方法的有[索尼克世界大冒险]，这个在之前的连载里也有，在基础方面希望参考这篇。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 在「BH5」中，玩家虽然可以体验到动感丰富的舞台（Stage），这些都是在关卡设计师(Level Design)(舞台设计)的巧手中完成的，实际上很意外的是做成了一个整体的&amp;#8220;箱庭&amp;#8221;(译者注：这里可以理解为把游戏里一章的所有舞台都做在一个大场景里)。也就是说，即使玩家是认为自己在自由行动，实际也只是在游戏系统的手掌上打转。虽然听上去不太好听，但这样构造的原因是为了让设计师和美工可以更容易控制。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 场景是如此得接近玩家，为了让玩家的视觉印象感受深刻的地方，需要手动的进行环境光的设定。在表演舞台和影像的设置上，要在关键地方加入环境光。具体的，要先设定舞台中的重点位置的影响范围，再设定支配这个影响范围的环境光。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 这个环境光本身，开始是在MT Framework的工具上，使用CubeMap(6面构造的的全方位纹理)来进行设定，对进入影响范围的3D物体对象给予全方位6方向的环境光的形态。CubeMap的构成，是把这个场景给予的动态和静态光的影响，还有精确的全局照明一起进行预先计算（也可以让设计师手工制作CubeMap）。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;[CubeMap]&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/26/22052812z6sjg40n1yp114.jpg" alt="" width="800" height="450" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/26/220537cc8g18c8od3bbps1.jpg" alt="" width="800" height="450" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/26/2205302mgm57y7qf2m9c57.jpg" alt="" width="640" height="480" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;上图是CubeMap的影响范围的可视化截图，在范围内的部分表现有被特别设定的全方位环境光。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;中图是最终效果截图。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;下图是场景内设定的CubeMap。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 由于「BH5」舞台的箱庭结构，需要大量给予环境光的CubeMap，而实际上这种CubeMap在运行时需要在内存管理上做大量辛苦的工作。所以在「BH5」中，把CubeMap用有9个系数的球谐波函数来做近似表现的实现。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 关于球谐波函数的基本概念，可以参考本连载的[杀戮地带2（KILLZONE2）]。简单得说，就是把全方位的放射能量分布近似化的进行不可逆压缩的方法。「BH5」中，把9个系数分配到RGB来存放，虽然多少会粗糙点，但能够复原出来自全方位的环境光。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/26/221548qth8lvqvtuqajqqt.jpg" alt="" width="800" height="483" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;译者注：杀戮地带2和生化5都是采用了l=2的球谐波函数。&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 运行时上述的照明(lighting)是如何实现的呢？单纯的考虑，就是使用了9个系数的球谐波函数(SH)来复原环境CubeMap，再通过这个，使用IBL(Image Based Lighting)的方法？&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;石田先生[不是这样，没有使用恢复为CubeMap的方法。使用的SH Lighting是比这个更简便的方法。原理上使用了斯坦福大学的Ravi Ramamoorthi的[An Efficient Representation for Irradiance Environment Maps]方法(地址是&lt;a href="http://graphics.stanford.edu/papers/envmap/" target="_blank" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #336699; "&gt;http://graphics.stanford.edu/papers/envmap/&lt;/a&gt;)。使用这个方法，从3次（9个系数的）球谐波函数在Piexl Shader上复原全方位的环境光，就可以取得对应阴影处理对象法线的环境光。如果9个系数可以展开为10个左右的指令的话，那么恢复为CubeMap的方法在Pixel Shader上的成本更少。]&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 根据石田先生所说，可以分析出，就算使用SPU等芯片制作CubeMap，也无法实现低GPU负荷的将CubeMap恢复的方法。顺便说一句，PS3专用的[杀戮地带2]，采用了使用SPU来恢复CubeMap的方法。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;[SH Lighting]&amp;nbsp;&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/26/220539o392omwjl2952o5l.jpg" alt="" width="800" height="600" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/26/2205424ayj9je92e9wnhnh.jpg" alt="" width="800" height="600" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/26/220544bqzbvcbw0qctpw9q.jpg" alt="" width="800" height="600" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/26/220547yc6xlnxmbccmec64.jpg" alt="" width="800" height="600" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;此图是实现不使用纹理(Texture)内存，直接从球谐波函数得到所需方向的环境光的方法的实现。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/26/2205548fhxsfu3dg0ox2dz.jpg" alt="" width="800" height="533" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;卡普空第一程序制作室 程序员 上田干夫先生&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 对了，根据场景的不同，特定的环境光CubeMap要可以设置在哪些区域(Area)产生影响和那些区域不产生影响。特别是屋外不能应用特定CubeMap的区域很多。这些区域，要选择使用全局设定的环境光CubeMap。具体的，屋外情况使用全局环境光CubeMap，要设定从天井方向而来的天球光和地面方向的地面反射而来的地面光。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 还有，放在邻接的CubeMap之间的3D物体对象的情况，采用插值表现两者的球谐波函数系数，在通过球谐波函数，来计算出全方位环境光的方法。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;&amp;nbsp; &amp;nbsp; 上田干夫先生[环境光以外的静态光源，也要一起细致的设定影响范围。例如，从小屋向屋外看时，Bloom的出现方式要由设计师来调整。在「BH5」中的情况，比起基于物理正确的照明，更重视为了在印象上使照明看上去更容易印象深刻的&amp;#8220;基于设计师视觉正确的照明&amp;#8221;。]&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp;关于环境光，和连载里刊登的[合金装备4（MGS4）]的手法非常相似。当然，虽然与[把预先生成CubeMap通过球谐波来获得]的实现等级不同，但舞台中环境光的配置，通过设计师来设定这些的影响范围等制作的风格上有相似的地方。虽然「MGS4」和「BH5」游戏类型上不同，但制作方对于画面要实现电影般的照明效果的重视，这方面是非常近似的，因此才有了一样的照明概念吧。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;[由球谐波函数得到的环境光照明]&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/26/220924kh8tka5w5fxhweew.jpg" alt="" width="800" height="450" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/26/221015o5tkt5p6muitonlj.jpg" alt="" width="800" height="450" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;上图是没有球谐波函数的环境光，下图是根据球谐波函数得到的环境光（最终效果截图）&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.cnblogs.com/oiramario/aggbug/2420531.html?type=1" width="1" height="1" alt=""/&gt;&lt;p&gt;&lt;a href="http://www.cnblogs.com/oiramario/archive/2012/03/28/2420531.html" target="_blank"&gt;本文链接&lt;/a&gt;&lt;/p&gt;</content></entry><entry><id>http://www.cnblogs.com/oiramario/archive/2012/03/23/2413397.html</id><title type="text">【翻译】GDC 2012 Epic Games 《Bringing AAA graphics to mobile platforms》</title><summary type="text">http://www.opengpu.org/forum.php?mod=viewthread&amp;tid=7522#lastpostGDC 2012］Epic Games谈在智能手机上制作和台式游戏机同等级的图形游戏的经验。編集部：aueki翻译 Trace校对 千里马肝Epic Games的主引擎程序员 Niklas Smedberg「GDC 2012」的第4天的3月8日（当地时间），Epic Games进行了题为「Bringing AAA graphics to mobile platforms」的演讲，会议的内容是在智能手机上实现和台式游戏机类似的图形表现的游戏经验技术，具体的是介</summary><published>2012-03-23T03:47:00Z</published><updated>2012-03-23T03:47:00Z</updated><author><name>千里马肝</name><uri>http://www.cnblogs.com/oiramario/</uri></author><link rel="alternate" href="http://www.cnblogs.com/oiramario/archive/2012/03/23/2413397.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/oiramario/archive/2012/03/23/2413397.html"/><content type="html">&lt;div&gt;&lt;a href="http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7522#lastpost"&gt;http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7522#lastpost&lt;/a&gt;&amp;nbsp;&lt;/div&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;table cellspacing="0" cellpadding="0" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; empty-cells: show; border-collapse: collapse; table-layout: fixed; width: 757px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; font-size: 12px; line-height: 18px; background-color: #ffffff; "&gt;&lt;tbody style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; "&gt;&lt;tr style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; "&gt;&lt;td id="postmessage_51758" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-size: 14px; "&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;GDC 2012］Epic Games谈在智能手机上制作和台式游戏机同等级的图形游戏的经验。&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;編集部：aueki&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;翻译 Trace&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;校对 千里马肝&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/22/174322iinx8z2vo5ioetnp.jpg" alt="" width="250" height="319" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;Epic Games的主引擎程序员 Niklas Smedberg&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;「GDC 2012」的第4天的3月8日（当地时间），Epic Games进行了题为「Bringing AAA graphics to mobile platforms」的演讲，会议的内容是在智能手机上实现和台式游戏机类似的图形表现的游戏经验技术，具体的是介绍在开发「Infinity Blade II」的过程中得到的经验。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&amp;nbsp;&amp;nbsp;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/p&gt;&lt;p&gt;&lt;table cellspacing="0" cellpadding="0" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; empty-cells: show; border-collapse: collapse; table-layout: fixed; width: 757px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; font-size: 12px; line-height: 18px; background-color: #ffffff; "&gt;&lt;tbody style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; "&gt;&lt;tr style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; "&gt;&lt;td id="postmessage_51758" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-size: 14px; "&gt;&lt;em style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: -30px; margin-left: 0px; display: block; font-size: 12px; text-align: center; font-style: normal; line-height: 32px; color: #999999; "&gt;本帖最后由 trace 于 2012-3-22 18:07 编辑&lt;/em&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;进行演讲的是Epic Games从事Unreal Engine的开发者Niklas Smedberg。虽然内容是如何把GPU的性能发挥出来的专题，不过会议是从智能手机的硬件周边开始讲的，据Niklas Smedberg所称，这是[非常重要]的部分。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;智能手机的使用在GPU方面和PC有很大的不同，除了NVIDIA的Tegra系列，大部分采用的是Tile based架构。因为这点要求有和PC的GPU完全不同的优化方法，以Imagination Technologies的SGX GPU为例，进行关于Tile base架构的基本工作要怎样进行的解说，顺便说一下，SGX系列是PowerVR GPU正统的继任者，iOS和PlayStation Vita上也是使用的这款GPU。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/22/174401vuprlzttyyruqpwz.jpg" alt="" width="800" height="533" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;所谓的Tile based架构，是把画面分割成小的区域，在这些区域画面单位里进行绘制的方式。也存在有认为这样的处理会导致效率低下的观念，不过，这么考虑未必错了。一旦要说为什么会产生这样的方式的话，那是因为3D图形处理主要是操作大量的数据，而不是仅仅是处理的速度，所以可以预期到内存带宽是瓶颈。即使在当时，显存和主内存是用相同的64bit来连接的，感觉大幅度提高带宽是很困难的。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;Tile based架构中，内部有少量的超高速内存，将操作的范围做分割处理，即使处理数据变多也可以维持合理的性能的想法作为根本。因为即便使用便宜的内存也可以维持性能，在显存非常高价和缓慢的时代，作为非常有效率的解决办法而收到了关注。当时，都认为显存的带宽是界限。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;然而，NVIDIA等公司在128bit或256bit的总线带宽上进行了cross bar连接，因为持续的保证了带宽，内存的带宽问题就变的不怎么在意，Tile based的优势就不能发挥了，以此确立了连接对于当前GPU的发展趋势。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;另一方面，在硬件资源有限的手机（注：这里是指非智能手机）上，效率很好的tile based架构被重新评估。Tile based的特征是，Tile各自独立的运作，在Tile全部处理结束时，再实际的写回到图形显存数据。尽可能的在GPU内部完成处理，成为了提升性能的关键。&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/p&gt;&lt;img src="http://www.cnblogs.com/oiramario/aggbug/2413397.html?type=1" width="1" height="1" alt=""/&gt;&lt;p&gt;&lt;a href="http://www.cnblogs.com/oiramario/archive/2012/03/23/2413397.html" target="_blank"&gt;本文链接&lt;/a&gt;&lt;/p&gt;</content></entry><entry><id>http://www.cnblogs.com/oiramario/archive/2012/03/12/2391616.html</id><title type="text">【翻译】西川善司为了3D游戏粉丝的[生化危机5]图形讲座(前篇)</title><summary type="text">http://www.opengpu.org/forum.php?mod=viewthread&amp;tid=7467&amp;extra=page%3D1西川善司为了3D游戏粉丝的[生化危机5(BIOHAZARD5)]图形讲座(前篇)所谓潜藏在魅力角色里“难看的一瞬间”所表现的真实感是什么？http://game.watch.impress.co.jp/docs/series/3dcg/20090529_170470.html翻译 Trace校对 千里马肝注意:这里的视频都是用截图表示，如果想看视频请去原文观看。2009 4月收录会场：CAPCOM(卡普空)总公司[著者近影]喜欢大场面游戏</summary><published>2012-03-12T05:08:00Z</published><updated>2012-03-12T05:08:00Z</updated><author><name>千里马肝</name><uri>http://www.cnblogs.com/oiramario/</uri></author><link rel="alternate" href="http://www.cnblogs.com/oiramario/archive/2012/03/12/2391616.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/oiramario/archive/2012/03/12/2391616.html"/><content type="html">&lt;div&gt;&lt;a href="http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7467&amp;amp;extra=page%3D1"&gt;http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7467&amp;amp;extra=page%3D1&lt;/a&gt;&lt;/div&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;西川善司为了3D游戏粉丝的[生化危机5(BIOHAZARD5)]图形讲座(前篇)&lt;/strong&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;所谓潜藏在魅力角色里&amp;#8220;难看的一瞬间&amp;#8221;所表现的真实感是什么？&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;a href="http://game.watch.impress.co.jp/docs/series/3dcg/20090529_170470.html" target="_blank" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #336699; "&gt;http://game.watch.impress.co.jp/docs/series/3dcg/20090529_170470.html&lt;/a&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;翻译 Trace&amp;nbsp;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;校对 千里马肝&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;span style="color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; "&gt;注意:这里的视频都是用截图表示，如果想看视频请去原文观看。&lt;/span&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;2009 4月收录&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;会场：CAPCOM(卡普空)总公司&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/1936372s97zo330sj3su0y.jpg" alt="" width="800" height="533" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/200844i9u7u80kcaul8lc6.jpg" alt="" width="800" height="600" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;[著者近影]&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;喜欢大场面游戏和多画面游戏，还喜欢游戏图形技术的技术记者，在本连载内主要负责GPU和3D图形相关的报道。作为一名几乎全玩过生化危机系列所有作品的铁杆粉丝，在这次的采访中，得到了众多开发人员在私有物品[生化危机5]上的签名，表现出了追星族的一面。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 2009年上半年，日本开发的3D游戏中，在图形上引起最大轰动的绝对是CAPCOM的[生化危机5]了吧。[生化危机5]是使用CAPCOM在世界上引以为傲的游戏引擎[MT Framework]的最新版本而完成的作品，CAPCOM在这个作品中使用了许多全新的技术。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 这次的采访因为内容丰富，所以用前后篇的方式刊登，在前篇中要介绍关于[生化危机5]的基本图形参数，采访[生化危机5]制片人竹内润先生关于好莱坞协作的话题，还有真实的脸部动画的秘密。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;/div&gt;&lt;p&gt;【千里马肝注：Tips，日版叫做[BIOHAZARD]，美版叫做[Resident Evil]，国内译作[生化危机]，港台译作[惡靈古堡]，原制作人是三上真司。作为僵尸题材的知名系列作品，从0代至3代(0代的女主角是以滨崎步为原型创作的哦)，包括外传[Code Veronica]都是带解谜成份的恐怖游戏，后来因为更换了制作人(也是因为恐怖游戏这种类型过于小众)从4代起开始转型为动作游戏(Devil May Cry原本只是一款生化续作的创新型试验作品，阴差阳错变成独立的系列作)。前几作打来打去都只是围绕着浣熊镇在发生故事，4、5代换成打非洲人(= =b)，终于在6代扩大世界观，变成以全球感染为背景。】&amp;nbsp;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;div&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;[生化危机5]的图形规格&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 首先，还是像以前一样，看看[生化危机5](以下简称[BH5])的图形基本规格。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 渲染分辨率是1280X720像素，帧率(Frame Rate)规定为每秒30帧(30fps)。场景中对应GPU的几何渲染平均为300万到500万多边形。这个数量包含了为生成动态阴影shadow map和其他的动态素材等眼睛无法识别的几何体渲染消耗。眼睛可以看到的多边形数由场景来决定，第一阶段的非洲村民Majini(译者注：&amp;#8220;Majini&amp;#8221;是生化危机中对感染了PlagasII型和PlagasIII型人类的称呼)的战斗，大约要用50W左右多边形(其中半透明是10W多边形)。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;[游戏内的线框(Wire Frame)截图]&amp;nbsp;&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/193711dzfnx5k5bsf5kjzz.jpg" alt="" width="800" height="450" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/193717ad1nrkawqqrzckcn.jpg" alt="" width="800" height="450" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&amp;nbsp;&amp;nbsp;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;游戏中一个场景的线框截图和最终截图&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/193722gp07hy7hoy7hs7hh.jpg" alt="" width="800" height="450" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/1937245ft94dqpppq51sd9.jpg" alt="" width="800" height="450" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;剧情场景的线框截图和最终截图&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;[Chris和Sheva的线框图]&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/193726low3ll1g8wgh8hgr.jpg" alt="" width="800" height="592" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/193729kbkl4nxwikw6vke2.jpg" alt="" width="800" height="592" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/1937313yglelbyhz2gthfe.jpg" alt="" width="800" height="450" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/19373313gmg6v7vd1cd6fp.jpg" alt="" width="800" height="592" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/193734ixs3pypvrssmmmho.jpg" alt="" width="800" height="592" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/193807bia7tiybinzisx8a.jpg" alt="" width="800" height="450" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&amp;nbsp; &amp;nbsp;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;Chris和Sheva的线框截图和最终截图&amp;nbsp;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 1个场景里的纹理(texture)的总容量是180MB到200MB左右。要把显存预算的6到7成分配给纹理。游戏中的主人公Chris，一个角色的多边形总数，面部和身体总数是15000多边形。在Movie场景里，因为有面部特写的关系，会有把面部切换成4000多边形左右高品质版的情况。这样的话，1个角色就有多达2W以上的多边形了。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; LOD(Level of Detail)用3个等级来实现。以Majini等配角来说，最细节的模型为4000多边形，中等距离用2000多边形，远处的完全低细节用500多边形。还有骨骼的数量也会跟着LOD等级变更并做微调。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 身上的光溢出效果以Sprite(Billboard)为基础，镜头光晕(lens flare)是在美术阶段制作的，只在特定的场所中出现，以特定的角度和视线关系决定看到太阳时的特效。景深(DOF)的表现通常不在游戏场景里采用，只在Movie场景里出现。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;[LOD(Level of Detail)]&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/193811x6ffnjfxyxjw6b43.jpg" alt="" width="800" height="450" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/193813zjq2r5rc5rzttszi.jpg" alt="" width="800" height="450" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/193814pykrvkys34zxrofp.jpg" alt="" width="800" height="450" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;杂兵敌人角色(Majini)模型中看到的LOD的区别，从上向下是500多边形，2000多边形，4000多边形，多边形低的模型一般用在远处显示。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/19381706nq01x6ndg6a1hh.jpg" alt="" width="704" height="1200" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/20170406lwptznwibrw60l.jpg" alt="" width="704" height="1200" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/194248gsk0otjjbt530bxj.jpg" alt="" width="704" height="1200" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;[BH5]的LOD系统不只是多边形，也可以进行骨架数的切换。从上开始依次是35关节，57关节，91关节，注意指关节详细度的区别。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;[景深(DOF)的模拟]&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/193826whihzcrpdbmkwikd.jpg" alt="" width="800" height="450" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/201348kkdrrr4kdrojgpkg.jpg" alt="" width="800" height="450" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;景深模拟开启/关闭的比较截图，根据焦点平面(forcus plane)的偏差，应用了很大的模糊滤镜来实现。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 物理模拟采用的是HAVOK5.5，使用了里面的HAVOK PHYSICS、RAGDOLL等。这个是从[失落的星球]开始就没有很大变化的部分。关于根据地面倾斜和凹凸来控制人体角色的IK(Inverse Kinematics&amp;#8758;反方向运动学)，是使用自制引擎来实现的。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 敌人的AI，以正统的权重路径探索为基础来运行。敌人AI设计成了如果不能看到玩家角色，就会暂时失去敌人位置的公平的设计，在进行路径探索后，提示敌人进行搜索玩家的动作。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;[物理模拟的演示]&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201203/11/1947109yxmh0syhvshsw4i.jpg" alt="" width="484" height="288" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;在BH5中，物理模拟采用HAVOK5.5。注意破坏的木桶碎片也能互相作用。&lt;/div&gt;&lt;/p&gt;&lt;img src="http://www.cnblogs.com/oiramario/aggbug/2391616.html?type=1" width="1" height="1" alt=""/&gt;&lt;p&gt;&lt;a href="http://www.cnblogs.com/oiramario/archive/2012/03/12/2391616.html" target="_blank"&gt;本文链接&lt;/a&gt;&lt;/p&gt;</content></entry><entry><id>http://www.cnblogs.com/oiramario/archive/2012/02/27/2370226.html</id><title type="text">【翻译】【西川善司】GPU和Shader技术的基础知识 （一共有99回，翻译中）</title><summary type="text">http://www.opengpu.org/forum.php?mod=viewthread&amp;tid=7376&amp;extra=page%3D1本文取自西川善司的3D图形技术连载，全99回本贴为1~8回，争取每1~2天更新一回吧。半年更新完。因为年底比较早了，对我来讲就是复习计算机日语和图形学知识..也希望大家能支持。翻译 Trace校对 千里马肝本连载的主要目的，是介绍最新的PC和GAME所使用的最新3D图形技术的发展趋势。暂时的方针是，首先是考虑介绍比较新的PC Game和PS3，XBOX360等新时代游戏机的游戏所采用的技术。那么首先，想回顾一下近年来的3D图形技术的进化历</summary><published>2012-02-27T10:13:00Z</published><updated>2012-02-27T10:13:00Z</updated><author><name>千里马肝</name><uri>http://www.cnblogs.com/oiramario/</uri></author><link rel="alternate" href="http://www.cnblogs.com/oiramario/archive/2012/02/27/2370226.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/oiramario/archive/2012/02/27/2370226.html"/><content type="html">&lt;div&gt;&lt;a href="http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7376&amp;amp;extra=page%3D1"&gt;http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7376&amp;amp;extra=page%3D1&lt;/a&gt;&amp;nbsp;&lt;/div&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;本文取自西川善司的3D图形技术连载，全99回&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;本贴为1~8回，争取每1~2天更新一回吧。半年更新完。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;因为年底比较早了，对我来讲就是复习计算机日语和图形学知识..&amp;nbsp;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;也希望大家能支持。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;翻译 Trace&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;校对 千里马肝&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div&gt;本连载的主要目的，是介绍最新的PC和GAME所使用的最新3D图形技术的发展趋势。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;暂时的方针是，首先是考虑介绍比较新的PC Game和PS3，XBOX360等新时代游戏机的游戏所采用的技术。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;那么首先，想回顾一下近年来的3D图形技术的进化历史。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;实时3D图形技术的进化历史&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;目前，不仅索尼的PS3，微软的Xbox360，任天堂的Wii这些最新的游戏机，以及最新的微软Windows Vista的用户界面变成了3D图形，就连NDS和PSP等掌机，以及一部分最新的移动电话也支持了3D图形技术。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;说来，实时3D图形是怎么进化着，并向未来发展的呢？今后，要长期和实时3D图形打交道的人，先试着整理基础知识吧。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;1980年代后半到90年代前半，Flat Shading 到 Texture Mapping的时代。&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;在这之前3D游戏还没有应用，&amp;nbsp; &amp;nbsp; 基本上[3D图形]是用在技术训练的模拟，解释自然现象或光学现象的学术研究，比如说对影像表现的应用等，在专业用途和学术用途的领域里进化着。从1980年代后期开始到1990年代，大型游戏制造厂商在街机用途的游戏系统里采用了实时的3D图形系统。从这开始3D图形才真正在游戏里被有效的利用。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;要说这个时代具有代表性的作品就是NAMCO（南梦宫）的「winning run」(1988年)、SEGA(世嘉)的[Virtual Fighter（VR战士）」(1992年)。那时候虽然也使用多边形模型来实时表现，但多边形数很少，采用的lighting也是以多边形为单位的Flat Shading为主流。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;但是，游戏和3D图形的相遇，确立了[实时3D图形]这个领域，并一直支援着它的进化。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;在NAMCO的[RIDGE RACER(山脊赛车)](1993年)里， 应用Texture Mapping 的3D模型（在多边形上贴上贴图）可以自由运动，就好像是从积木集合体那样的3D图形开始，一下提高了真实性。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201202/26/00433266j4jjq556jf5w60.jpg" alt="" width="640" height="480" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;[Virtual Fighter（VR战士）」(1993年)。只是以多边形单位lighting为基本的[Flat Shading]，也没有Texture Mapping这个概念，因此，脸和服装都使用&amp;#8221;某种形状的多边形&amp;#8221;来绘制(C)SEGA。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;1990年代中期～家用游戏机开辟了面向消费者的实时3D图形。&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;当时，除了特殊的图形工作站，如果限定在[游戏平台]，那么当时3D图形技术最先进的是街机游戏系统。然而，1994年发生历史性的逆转，那就是SONY PlayStation（PS1）和 SEGA Saturn的登场。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;尽管分辨率不是太高，但提供给消费者对应Texture mapping的实时3D图形的意义很大。在这些主机上，实时3D图形和3D游戏图形以并行的关系性，开始急速的进化。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;另一方面，很遗憾，这时适合普通消费者的PC的3D图形技术，要比游戏机大幅度落后。适合普通消费者的PC 3D图形技术真正的普及，是在1995年登场的新操作系统，Windows95的时代之后。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;微软发表了把Windows环境下的Sound，Graphic，network，Game controller等多媒体API组件整合到一起的「DirectX」，Windows 95也采用了它。DirectX后面增加版本号的称呼也成为惯例、Windows环境下真正的3D显卡开始普及。实时3D图形可以使用是在1997年发表的[DirectX 5]之后。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;也正是这个时候，大型的CPU/Chipset制造厂商Intel的新图形端口AGP（Accelerated Graphics Port）总线技术也投入实用化。强大的图形芯片制造厂商NVIDIA推出了RIVA 128系列，ATI(2006年和AMD合并)推出了RAGE 3D系列。都深受欢迎。比PS1登场晚了3年，PC平台终于有了可以和PS1同程度的实时3D图形。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201202/26/0044032z7az7lgs2lcmjum.jpg" alt="" width="640" height="480" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;NVIDIA的「RIVA 128」&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201202/26/0044115fqdmk688gm5dmyt.jpg" alt="" width="640" height="480" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;DirectX 5時代、「用PC玩3D游戏」并广为传播的「Quake II」(1997年、id software)&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;(C)1997 id Software，Inc.All Rights Reserved。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201202/26/0044130qimfiqitcibtbtu.jpg" alt="" width="640" height="480" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;DirectX 6時代，以显卡的经典游戏而闻名的「Incoming」(1998年、Rage社) (C)Rage Games Ltd 1998。&lt;/div&gt;&lt;p&gt;(西川善司)&amp;nbsp;&lt;/p&gt;&lt;img src="http://www.cnblogs.com/oiramario/aggbug/2370226.html?type=1" width="1" height="1" alt=""/&gt;&lt;p&gt;&lt;a href="http://www.cnblogs.com/oiramario/archive/2012/02/27/2370226.html" target="_blank"&gt;本文链接&lt;/a&gt;&lt;/p&gt;</content></entry><entry><id>http://www.cnblogs.com/oiramario/archive/2012/02/26/2368295.html</id><title type="text">【翻译】【CGWORLD】怪物猎人携带版3rd制作介绍</title><summary type="text">http://www.opengpu.org/forum.php?mod=viewthread&amp;tid=7372&amp;extra=page%3D1怪物猎人携带版3rd目标是不输给家用机品质的掌机游戏在多个平台上展开，特别是在PSP上，即使说成是牵引着硬件也不为过。[怪物猎人携带版]系列。这次来探寻期待新作的开发过程。TEXT-久代忠史翻译 Trace原文扫描自CGWOLRD2011合订本有效利用前作美术资源的方法 本作作为大人气系列的第3代，在视觉概念上，要寻求以前的怪物猎人(以下简称MH)系列都没有的新视觉感。加入了[日本]风格。在这个基础上，为了继承一直贯穿在全系列中的[混合文</summary><published>2012-02-25T16:34:00Z</published><updated>2012-02-25T16:34:00Z</updated><author><name>千里马肝</name><uri>http://www.cnblogs.com/oiramario/</uri></author><link rel="alternate" href="http://www.cnblogs.com/oiramario/archive/2012/02/26/2368295.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/oiramario/archive/2012/02/26/2368295.html"/><content type="html">&lt;div&gt;&lt;a href="http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7372&amp;amp;extra=page%3D1"&gt;http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7372&amp;amp;extra=page%3D1&lt;/a&gt;&lt;/div&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;怪物猎人携带版3rd&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;目标是不输给家用机品质的掌机游戏&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;在多个平台上展开，特别是在PSP上，即使说成是牵引着硬件也不为过。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;[怪物猎人携带版]系列。这次来探寻期待新作的开发过程。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;TEXT-久代忠史&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;翻译 Trace&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;span style="color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; "&gt;原文扫描自CGWOLRD2011合订本&lt;/span&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201202/25/202100m011rpwppwincf3z.jpg" alt="" width="800" height="851" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201202/25/2021098of286eqfgqg6k8w.jpg" alt="" width="800" height="444" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;有效利用前作美术资源的方法&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&amp;nbsp; &amp;nbsp; 本作作为大人气系列的第3代，在视觉概念上，要寻求以前的怪物猎人(以下简称MH)系列都没有的新视觉感。加入了[日本]风格。在这个基础上，为了继承一直贯穿在全系列中的[混合文化的气氛]，要加入亚洲的风味。使其有意识的在背景和猎人服装设计上反映出来。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;这个想法也加入到怪物的设计上，通过 [日本风格怪物]的关键词做联想，讨论怪物应有的细节设计。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 还有，本作中新登场的怪物等方面，在加入台式机的[怪物猎人3]（以下简称MH3)要素的同时进行开发。这些都继承了贯穿全系列登场的怪物形状和动作等。但是，把台式机的WII作为平台的MH3数据，在本作中直接使用，因为硬件的处理能力和容量问题，是不可能的。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 开发组加入了各种方法才把这个问题解决。例如，在模型上，多边形数的消减就不用说了，纹理的减色上是通常是减到256色，一些颜色少的物体，就用16色，这样争取把内存分配到纹理分辨率上，可以取得很大的尺寸。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 还有，在动画上也大胆的减少了骨骼诗句，来抑制内存的消耗，在特效上为了减少计算负荷，采用了交换模型的方法来表现。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 就这样，在进行数据的优化的同时，在PSP上尝试着以MH3那样丰富的视觉为目标。在这个方面，台式机和掌机存在着差异。但既然是系列作品，还是会被在视觉上做比较，在背景上追求和台式机的MH3同级别的量感到极限，把配置了小道具的画面做的豪华，把WII机能做出的质感，用别的手法再现，为了接近原气氛而努力。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 这样一边推进数据的优化，一边同时在PSP上尝试进行把MH3那样丰富的视觉作为目标。这个方面，虽然家用机和掌机有着区别，但既然是系列作品，还是会在视觉上被比较，在背景上群求和MH3同级别的量感直到极限，把配置小道具的画面做的豪华，把在WII上的技能做出的质感用其他手法在线，为了接近同样气氛而努力着。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 还有，在本作刚开始开发时，据说重新讨论了各部分的内存分配，和Exporter周边的改善相结合，&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;各部分和前作[怪物猎人携带2rd]比，可以使用的内存都增加了。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 那么，请看看开发组使用的各种创意方法吧。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201202/25/2021122fefzeb2s22fcfmf.jpg" alt="" width="472" height="330" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;照片从左开始&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;背景主管。末吉英了先生&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;特效主管。疋田裕一先生&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;动作主管。中井真也先生&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;模型主管。户田胜己先生&lt;/div&gt;&lt;p&gt;（以上都是CAPCOM的员工）&amp;nbsp;&lt;/p&gt;&lt;img src="http://www.cnblogs.com/oiramario/aggbug/2368295.html?type=1" width="1" height="1" alt=""/&gt;&lt;p&gt;&lt;a href="http://www.cnblogs.com/oiramario/archive/2012/02/26/2368295.html" target="_blank"&gt;本文链接&lt;/a&gt;&lt;/p&gt;</content></entry><entry><id>http://www.cnblogs.com/oiramario/archive/2012/02/22/2362779.html</id><title type="text">【翻译】CAPCOM的[MT Framework 2.0]图形讲座</title><summary type="text">http://www.opengpu.org/forum.php?mod=viewthread&amp;tid=7336&amp;extra=page%3D1西川善司为3D游戏粉丝的[MT Framework 2.0]的图形讲座CAPCOM的次世代游戏引擎的真实一面！更快的把[失落星球2]的高科技视觉公开！！http://game.watch.impress.co.jp/docs/series/3dcg/20090613_283112.html原文 西川善司翻译 Trace校对 千里马肝2009年 6月 13日 随着时代的更新，游戏开发规模变大，游戏平台的复杂性也增加了。为了对应这种变化，20</summary><published>2012-02-22T03:06:00Z</published><updated>2012-02-22T03:06:00Z</updated><author><name>千里马肝</name><uri>http://www.cnblogs.com/oiramario/</uri></author><link rel="alternate" href="http://www.cnblogs.com/oiramario/archive/2012/02/22/2362779.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/oiramario/archive/2012/02/22/2362779.html"/><content type="html">&lt;div&gt;&lt;a href="http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7336&amp;amp;extra=page%3D1"&gt;http://www.opengpu.org/forum.php?mod=viewthread&amp;amp;tid=7336&amp;amp;extra=page%3D1&lt;/a&gt;&amp;nbsp;&lt;/div&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;西川善司为3D游戏粉丝的[MT Framework 2.0]的图形讲座&lt;/strong&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; " /&gt;&lt;/strong&gt;&lt;strong style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; font-weight: 700; "&gt;CAPCOM的次世代游戏引擎的真实一面！更快的把[失落星球2]的高科技视觉公开！！&lt;/strong&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;http://game.watch.impress.co.jp/docs/series/3dcg/20090613_283112.html&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;原文 西川善司&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;翻译 Trace&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;校对 千里马肝&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;2009年 6月 13日&amp;nbsp;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;img src="http://www.opengpu.org/data/attachment/album/201202/21/x202248l9azsb0sba3bl3ts.jpg.pagespeed.ic.wLLt7R_mzb.jpg" alt="" width="800" height="533" style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; cursor: pointer; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 随着时代的更新，游戏开发规模变大，游戏平台的复杂性也增加了。为了对应这种变化，2004年，从微软和索尼的次时代机的传言刚流出来的时候开始，先进的的游戏工作室就进行了把游&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;戏开发底层框架化的讨论。这里所谓的框架(Frame work)，是指把游戏程序的骨架部分做成通用程序库（common library）化的方案。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 既然可以用[游戏引擎]的形式来归结这个潮流，那不用说大家都应该知道EPIC GAME的[Unreal Engine 3.0]。相比以原本的游戏工作室为单位，日本的游戏工作室更重视每个开发组的独立&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;性和自主性，他们当初在接受这个潮流时，是有抵抗情绪的。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp;现在是2009年，虽然可以断言这时的日本和美国还没有技术差距，但即使这样，直到2005年和06年左右，对于[多核心CPU(Multi-core CPU)][可编程着色器架构(Programmable Shader&amp;nbsp;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;Architecture)]等新技术课题的基础研究，在很多游戏开发现场中，感觉都不是很充分。在这些技术面上，可以看到欧美阵营从一开始就决定冲刺了。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&amp;nbsp; &amp;nbsp; 其中，CAPCOM瞄准了这个时代的前端，进行了关于[游戏引擎][多核心CPU][可编程着色器架构]的研究，这些的研究成果，就是CAPCOM引以自豪的[MT Framework]。这次，作为[生化危机5]&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;篇的特别追加，介绍[MT Framework]的最新情况。&lt;br style="word-wrap: break-word; padding-top: 0px; padding-right: 0px; padding-bottom: 0px; padding-left: 0px; margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 0px; color: #444444; font-family: Tahoma, 'Microsoft Yahei', Simsun; background-color: #ffffff; " /&gt;&lt;/p&gt;&lt;img src="http://www.cnblogs.com/oiramario/aggbug/2362779.html?type=1" width="1" height="1" alt=""/&gt;&lt;p&gt;&lt;a href="http://www.cnblogs.com/oiramario/archive/2012/02/22/2362779.html" target="_blank"&gt;本文链接&lt;/a&gt;&lt;/p&gt;</content></entry><entry><id>http://www.cnblogs.com/oiramario/archive/2012/02/21/2361755.html</id><title type="text">[转]碉堡了，四川两个屌丝上电视，笑尿我了，不笑我吃翔三斤</title><summary type="text"/><published>2012-02-21T10:38:00Z</published><updated>2012-02-21T10:38:00Z</updated><author><name>千里马肝</name><uri>http://www.cnblogs.com/oiramario/</uri></author><link rel="alternate" href="http://www.cnblogs.com/oiramario/archive/2012/02/21/2361755.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/oiramario/archive/2012/02/21/2361755.html"/><content type="html">&lt;div&gt;&lt;object xcodebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab" height="480" width="640"  classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" &gt; &lt;param name="Movie" value="http://player.youku.com/player.php/sid/XMzQ3NDA1Nzc2/v.swf" /&gt; &lt;param name="Quality" value="high"/&gt;&lt;param name="wmode" value="transparent"/&gt;&lt;param name="allowFullScreen" value="true"/&gt;&lt;embed src="http://player.youku.com/player.php/sid/XMzQ3NDA1Nzc2/v.swf" width="640" height="480"  quality="high" wmode="transparent"   allowfullscreen="true"    type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" &gt;&lt;/embed&gt; &lt;/object&gt;&lt;/div&gt;&lt;img src="http://www.cnblogs.com/oiramario/aggbug/2361755.html?type=1" width="1" height="1" alt=""/&gt;&lt;p&gt;&lt;a href="http://www.cnblogs.com/oiramario/archive/2012/02/21/2361755.html" target="_blank"&gt;本文链接&lt;/a&gt;&lt;/p&gt;</content></entry></feed>
