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[其他] 这才是合格的跨平台作品!

引用:
原帖由 Vulala 于 2007-9-6 17:56 发表
谢谢楼上,法向映射和法线贴图是一回事吗?
中文的确切翻译我并不清楚,我只确定hanzo指的是normal mapping

http://en.wikipedia.org/wiki/Normal_mapping

原文

Normal mapping
From Wikipedia, the free encyclopedia


Normal mapping used to re-detail simplified meshes.In 3D computer graphics, normal mapping is an application of the technique known as bump mapping. Normal mapping is sometimes referred to as "Dot3 bump mapping". While bump mapping perturbs the existing normal (the way the surface is facing) of a model, normal mapping replaces the normal entirely. Like bump mapping, it is used to add details to shading without using more polygons. But where a bump map is usually calculated based on a single-channel (interpreted as grayscale) image, the source for the normals in normal mapping is usually a multichannel image (that is, channels for "red", "green" and "blue" as opposed to just a single color) derived from a set of more detailed versions of the objects. The values of each channel (color) usually represent the xyz coordinates of the normal in the point corresponding to that texel.

Normal mapping is usually found in two varieties: object-space and tangent-space normal mapping. They differ in coordinate systems in which the normals are measured and stored.

One of the most interesting uses of this technique is to greatly enhance the appearance of a low poly model exploiting a normal map coming from a high resolution model. While this idea of taking geometric details from a high resolution model had been introduced in "Fitting Smooth Surfaces to Dense Polygon Meshes" by Krishnamurthy and Levoy, Proc. SIGGRAPH 1996, where this approach was used for creating displacement maps over nurbs, its application to more common triangle meshes came later. In 1998 two papers were presented with the idea of transferring details as normal maps from high to low poly meshes: "Appearance Preserving Simplification", by Cohen et al. SIGGRAPH 1998, and "A general method for recovering attribute values on simplified meshes" by Cignoni et al. IEEE Visualization '98. The former presented a particular constrained simplification algorithm that during the simplification process tracks how the lost details should be mapped over the simplified mesh. The latter presented a simpler approach that decouples the high and low polygonal mesh and allows the recreation of the lost details in a way that is not dependent on how the low model was created. This latter approach (with some minor variations) is still the one used by most of the currently available tools.


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服了,跑题的经典案例



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你是对的
“法线贴图是可以应用到3D表面的特殊纹理,不同于以往的纹理只可以用于2D表面。作为凹凸纹理的扩展,它包括了每个像素的高度值,内含许多细节的表面信息,能够在平平无奇的物体上,创建出许多种特殊的立体外形。你可以把法线贴图想像成与原表面垂直的点,所有点组成另一个不同的表面。对于视觉效果而言,它的效率比原有的表面更高,若在特定位置上应用光源,可以生成精确的光照方向和反射。”
按照59楼的说法是这个含义。

回到主题:
用到一个“法线贴图”技术 就能 直观比较 画面好坏了。


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引用:
原帖由 gil 于 2007-9-6 16:53 发表


昨天特地开了两个游戏比较了一下,说一下自己的观点而已。
阁下捏?凭印象吗?还是凭自己那对N氏无敌的信任感?:D
好吧,算是凭印象,但HALO2和MP3我在几乎接近的时间玩过,一个用的是VGA线,一个用的是AV线

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引用:
原帖由 hanzo 于 2007-9-6 17:06 发表

halo2有法线贴图的

GS的MP3 review里The Bad果然又有一句:Streamlined controls make things a little too easy and a little less adventurous

看来我这样的重口味是比较适合玩美式FPS
你不会玩高难度啊

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法线贴图啊,真深奥,可以吃的么?

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偏到哪里去了。。。。。。。。。。

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相对于hanzo言简意赅,gil 还需要测试过才能得出结论。
chovosky的普教,我砂锅问底的讲究;
将此贴提高了一个层次。

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我服了,还有你们这种比画面的,抛开主观感受不说,用了法线贴图的自然在技术上要好些,至于你看的舒不舒服,那是大部分是个人问题,你看到的都是设计师想让你看的,你接受那个风格,自然觉得好些,不然,你也可以说它差,这种主观的东西根本说不清楚,纯技术论那就简单多了

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楼主推荐个音乐游戏,就有小白来表忠心,可惜连MP1也没玩过,真是可怜可笑

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照我说,MP3连XO上的一个普通FPS也不如.

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