<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title type="text">博客园_Antsam</title><subtitle type="text"/><id>http://feed.cnblogs.com/blog/u/8637/rss</id><updated>2005-03-15T04:21:21Z</updated><author><name>Antsam</name><uri>http://www.cnblogs.com/Antsam/</uri></author><generator>CNBlogs BlogServer</generator><link rel="alternate" type="text/html" href="http://www.cnblogs.com/Antsam/"/><link rel="self" type="application/atom+xml" href="http://feed.cnblogs.com/blog/u/8637/rss"/><entry><id>http://www.cnblogs.com/Antsam/archive/2005/03/15/119002.html</id><title type="text">Occlusion System</title><summary type="text">Occlusion&amp;#160;Culling&amp;#160;SystemOcclusion方面三篇比较经典的文章：Hierarchical&amp;#160;Z-Buffer&amp;#160;VisibilityVisibility&amp;#160;Culling&amp;#160;Using&amp;#160;Hierarchical&amp;#160;Occlusion&amp;#160;Map&amp;#160;Lazy&amp;#160;Occlusion&amp;#...</summary><published>2005-03-15T04:21:00Z</published><updated>2005-03-15T04:21:00Z</updated><author><name>Antsam</name><uri>http://www.cnblogs.com/Antsam/</uri></author><link rel="alternate" href="http://www.cnblogs.com/Antsam/archive/2005/03/15/119002.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/Antsam/archive/2005/03/15/119002.html"/></entry><entry><id>http://www.cnblogs.com/Antsam/archive/2005/03/11/117079.html</id><title type="text">Open Standards for Real-Time 3D Communication</title><summary type="text">X3D&amp;#160;is&amp;#160;a&amp;#160;powerful&amp;#160;and&amp;#160;extensible&amp;#160;open&amp;#160;file&amp;#160;format&amp;#160;standard&amp;#160;for&amp;#160;3D&amp;#160;visual&amp;#160;effects,&amp;#160; behavioral&amp;#160;modelling&amp;#160;and&amp;#160;interac...</summary><published>2005-03-11T11:33:00Z</published><updated>2005-03-11T11:33:00Z</updated><author><name>Antsam</name><uri>http://www.cnblogs.com/Antsam/</uri></author><link rel="alternate" href="http://www.cnblogs.com/Antsam/archive/2005/03/11/117079.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/Antsam/archive/2005/03/11/117079.html"/></entry><entry><id>http://www.cnblogs.com/Antsam/archive/2005/03/11/117077.html</id><title type="text">dPVS - Visibility Optimization</title><summary type="text">dPVS&amp;#160;is&amp;#160;the&amp;#160;first&amp;#160;efficient&amp;#160;general&amp;#160;purpose&amp;#160;visibility&amp;#160;optimizer&amp;#160; that&amp;#160;requires&amp;#160;no&amp;#160;scene&amp;#160;pre-processing&amp;#160;and&amp;#160;works&amp;#160;with&amp;#...</summary><published>2005-03-11T11:30:00Z</published><updated>2005-03-11T11:30:00Z</updated><author><name>Antsam</name><uri>http://www.cnblogs.com/Antsam/</uri></author><link rel="alternate" href="http://www.cnblogs.com/Antsam/archive/2005/03/11/117077.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/Antsam/archive/2005/03/11/117077.html"/></entry><entry><id>http://www.cnblogs.com/Antsam/archive/2005/01/15/92408.html</id><title type="text">State Transition</title><summary type="text">State Transition Why we must use State Transition? (From OpenSceneGraph) Without state sorting, the the buses and GPU will thrash between states, stalling the graphics pipeline and destroying graphics...</summary><published>2005-01-15T09:52:00Z</published><updated>2005-01-15T09:52:00Z</updated><author><name>Antsam</name><uri>http://www.cnblogs.com/Antsam/</uri></author><link rel="alternate" href="http://www.cnblogs.com/Antsam/archive/2005/01/15/92408.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/Antsam/archive/2005/01/15/92408.html"/></entry><entry><id>http://www.cnblogs.com/Antsam/archive/2004/12/29/83769.html</id><title type="text">Particle System</title><summary type="text">Particle&amp;#160;System关于粒子系统比较权威的文章，现在的粒子系统差不多都参考了这片文章吧。Particle&amp;#160;System&amp;#160;A&amp;#160;Technique&amp;#160;for&amp;#160;Modeling&amp;#160;a&amp;#160;Class&amp;#160;of&amp;#160;Fuzzy&amp;#160;Objects其他一些文章：Particle&amp;#160;Animation&amp;...</summary><published>2004-12-29T07:43:00Z</published><updated>2004-12-29T07:43:00Z</updated><author><name>Antsam</name><uri>http://www.cnblogs.com/Antsam/</uri></author><link rel="alternate" href="http://www.cnblogs.com/Antsam/archive/2004/12/29/83769.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/Antsam/archive/2004/12/29/83769.html"/></entry><entry><id>http://www.cnblogs.com/Antsam/archive/2004/12/29/83767.html</id><title type="text">Materail 脚本的设计（JavaScript 3）</title><summary type="text">[img]http://www.blogcn.com/User12/antsam/Upload/20041217142710.jpg [/img] 这是一幅关于JavaScript中四个重要组成的关系： Runtime、Script、Context和Object 其中有一点必须注意的是：object可以在不同的context之间共享。 在使用JS的过程中你肯定会想到，怎么样在一个JS文件中调用另外...</summary><published>2004-12-29T07:38:00Z</published><updated>2004-12-29T07:38:00Z</updated><author><name>Antsam</name><uri>http://www.cnblogs.com/Antsam/</uri></author><link rel="alternate" href="http://www.cnblogs.com/Antsam/archive/2004/12/29/83767.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/Antsam/archive/2004/12/29/83767.html"/></entry><entry><id>http://www.cnblogs.com/Antsam/archive/2004/12/29/83765.html</id><title type="text">引擎设计杂谈</title><summary type="text">引擎设计杂谈 好久没有去碰Ogre了，最近别人推荐了一个网站: http://gd.91.com/zt/ogre/ 前段时间又分析了OpenSceneGraph的结构，对于模块的划分已经很清楚，但是对 于这些模块间的交互还是需要时间搞清楚。 在你自己去写一个引擎的时候是否需要去用几个引擎？因为有很多东西在你没有 去用之前时没办法搞清楚的，或者在单纯的分析代码过程中时没有办法搞清楚的。 在用的过程中...</summary><published>2004-12-29T07:37:00Z</published><updated>2004-12-29T07:37:00Z</updated><author><name>Antsam</name><uri>http://www.cnblogs.com/Antsam/</uri></author><link rel="alternate" href="http://www.cnblogs.com/Antsam/archive/2004/12/29/83765.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/Antsam/archive/2004/12/29/83765.html"/></entry></feed>
