dooste aziz
dar ebteda mamnoonam ke in matlab ro be farsi bar gardandi. be soorate kolli ke negah kardam kamel bood.
avval az matlabe khodam shoroo mikonam:
moteasefane kheili bad type kardam. oon Iint nabood va computation e illumination bood. age be file e pdf i ke ferestadam negah koni formul be soorate dorost o hesabi toosh neveshte shode ast. maani oon ine ke baiad illumination ro ke hamoon check kardane angel ha hast ro baiad rooie in component anjam bedim.
albate formul e dorost taresh ine ke ambient light ro ham roosh hesab koni va begi
كد:
I(avvali) + I(ambient) = final illumination
dar morede soale dovometoon, age yek negah be formul bendazin moshakhas mishe. ma darim cosine e yek daraja ro be tavane shinyness miresoonim. az oonjaii ke cosine beine manfi e yek va yek hast, har che bishtar be tavan berese koochak tar mishe. dar natije harchi ke shinyness balatar bashe specular region koochektar mishe. bar akse in baraie KS sadeghe ke har chi bozorg tar bashe meghdare speculatiry bishtare.
dar morede normal vector, in ro baiad dar daneshgah va dar darse discreet mathematics behetoon yad dade bashand. vali man dobare tozih midam ke agar yadetoon rafte yadetoon biad:
agar yek plane (safhe) dashte bashim, normal vector e oon safhe (plane) perpendicular be oon safhe ast. in dar graphics kheili moheme. az backface culling (dar ray tracing va GI choon dar incremental image synthesis az raveshe digari ke bar asase clockwise ya anticlockwise boodane vertex ha hads mizane ke baiad cull beshe ya na estefade mikone) ta compute kardane reflection, refraction va kheili chizhaie dige kar bord dare. in ham moheme ke gofte beshe ke normal vector osoolan baiad normalize shode bashe ke be in maani ast ke baiad lenght e barabare 1 dashte base.
HLSL function e Normalize() dare ke inkaro mikone. vali khodetoon ham age lazem shod mitoonid in karo kheili rahat bokonid.
كد:
float l = Length( );
x /= l; y /= l; z /= l;
dar morede kare vertex shader va pixel shader. dooste man, age dar estefade az shader ha taze karid be shoma shadidan tosie mikonam ke berid va kamel bekhoonid ke baraie chi hastand. copy kardane effect ha az jahaii manande gamedev.net va gamasutra asoon hast vali agar natoonid befahmideshoon nemitoonid hich joori algorithm e jadid dorost konid ya hata hamoon algorithm ha ro dast kari ya optimize konid.
tozih dadane in ke rendering pipeline chi hast va jaie vertex shader va pixel shader koja hast kare 1 post nist va maghooleie kheili bazi hast. dar soorate inke ba Direct3D saro kar darid (na hata ba effect ha) shoma baiad HATMAN bedoonid ke pipeline e graphic card chejoori kar mikone. dar gheire in soorat be kolli moshkel bar mikhorid.
agar vaght kardam hatman baratoon yek file e pdf ke dar oon rendering pipeline va jaie vertex shader va pixel shader ro tozih mide misazam. alan intor be nazaram miad ke kheili behtar bood ke be jaie inke ba phong shading shoroo konam ba asas va mabanie shader ha shoroo mikardam.
man inja doost daram be shoma komak konam va az shoma yad begiram. va omidvaram ke in neveshte ham har chand ke be in soorate maskhareie pinglish hast be darde shoma bokhore.
dar morede dooste aziz sepul2 ke goftan in blinn shading ast, ta oonjaii ke man midoonam blinn az phong kond tar ast va aksaran output e behtari dare.
blinn bejoz mavarede bala az maghadiri mesle eccentricity va refractive index estefade mikone (har chand ke mitoonam eshtebah konam) va dar natije az in algorithm kamel tare. har chand ke in algorithm ham kari ke baiad ro mikone va specularity ro be object ezafe mikone.
har chand ke modele asli e phong in nabood va Phong BRDF nam dare (har do model tavasote Phong erae shod va be in esm ja oftad) vali in ham yek noee az phong shading hast.
Phong BRDF bar rooie noghteie asli e intersection anjam mishe va mesle in implementation hack nemikone :
كد:
color += ks * (((s+1)/2/(float)3.1415) * pow(cosbeta, s));
in model dar global illumination va ray tracing kar bord dare choon noghte ie aslie intersection dar ekhtiare. modele kheili sade tar az modeli ke goftam in ba name Phong E dar maya mojoode.
Blinn proposed a simpler and faster model, knows as the Blinn-Phong model that is based on the half-vector. The half-vector is a vector with a direction half-way between the eye vector and the light vector as shown in the following figure:
تاريخ عضويت: شنبه 24 دي 1384 تعداد ارسالها: 488 محل سكونت: تهران
4 شنبه 6 ارديبهشت 1385 - 22:35
ممنون Johness عزيز
جواب همه سوالهام رو گفتم
نقل قول:
be shoma shadidan tosie mikonam ke berid va kamel bekhoonid ke baraie chi hastand. copy kardane effect ha az jahaii manande gamedev.net va gamasutra asoon hast vali agar natoonid befahmideshoon nemitoonid hich joori algorithm e jadid dorost konid ya hata hamoon algorithm ha ro dast kari ya optimize konid.
tozih dadane in ke rendering pipeline chi hast va jaie vertex shader va pixel shader koja hast kare 1 post nist va maghooleie kheili bazi hast. dar soorate inke ba Direct3D saro kar darid (na hata ba effect ha) shoma baiad HATMAN bedoonid ke pipeline e graphic card chejoori kar mikone. dar gheire in soorat be kolli moshkel bar mikhorid.
agar vaght kardam hatman baratoon yek file e pdf ke dar oon rendering pipeline va jaie vertex shader va pixel shader ro tozih mide misazam. alan intor be nazaram miad ke kheili behtar bood ke be jaie inke ba phong shading shoroo konam ba asas va mabanie shader ha shoroo mikardam.
من كمتر از 2 ماهه كه شروع به يادگيري DX كردم و اطلاعاتم در اين زمينه خيلي كمه ولي دوست دارم كه بيشتر ياد بگيرم ، به خاطر همين از اطلاعات شما لذت ميبرم
در مورد اون فايل پي دي اف هم لازم نيست خودتون رو تو زحمت بندازيد ، اگر لينك مقاله ي انگليسي داريد لطف كنيد تا از روي همون مطالعه كنم
نقل قول:
man inja doost daram be shoma komak konam va az shoma yad begiram. va omidvaram ke in neveshte ham har chand ke be in soorate maskhareie pinglish hast be darde shoma bokhore.
شما لطف داري ، ما هم دوست داريم اگر كاري از دستمون بر مياد براتون انجام بديم
man ino ye negahe sar sari kardam khoob bood. agar ham didiid ke azash ziad sar dar nemiarid tooye google ebarate "Rendering Pipeline" ro search konid. ehtemalan 1000000 result hast