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基于顶点着色器的雾化因子定义方法

王彦

计算机工程2011,Vol.37Issue(8):291-292,封3,3.
计算机工程2011,Vol.37Issue(8):291-292,封3,3.DOI:10.3969/j.issn.1000-3428.2011.08.100

基于顶点着色器的雾化因子定义方法

Definition Method of Fog Factor Based on Vertex Shader

王彦1

作者信息

  • 1. 暨南大学信息科学技术学院,广州,510632
  • 折叠

摘要

Abstract

Fog effect can enhance the realism and distance of scene. Linear, exponential and exponential-squared fog parameters are enumerated in Direct3D, and they make the real-time rendering rapid and convenient, however, the various transformations of fog are limited by the only three parameters. Fog factor is the key to define the formula of parameters, and vertex shader has the ability to render vertex separately. This paper discusses a way to reconstruct the formula of fog factor by combination of the features above, gives an example, which can implement the fog effect according to the altitude of scene, the distance between observer and scene and the density of fog. Experimental results show that the restriction of original parameters can be improved in this way, and fog effect in reality can be imitated freely.

关键词

Direct3D图形系统/顶点着色器/雾化因子/雾化效果

Key words

Direct3D/ vertex shader/ fog factor/ fog effect

分类

信息技术与安全科学

引用本文复制引用

王彦..基于顶点着色器的雾化因子定义方法[J].计算机工程,2011,37(8):291-292,封3,3.

计算机工程

OACSCDCSTPCD

1000-3428

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