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Closed 11 years ago.
I have a 3D head model. How can I add hair? I only need to draw hair and animation is not required.
Could anyone provide some sample code? What is the simplest way to simulate hair in this case?
Edit:
I understand this is not a programming problem. But I have to implement it as my project. I searched online, which makes me more confusing. That is why I asked here.
Static hair can be rendered in a variety of ways depending on your needs:
Using a polygonal model. This gives hair that looks like what the characters from Dragon Ball or Yugi Oh! have.
Using a fur rendering algorithm. This is a very fill-rate intensive process.
Using multiple disjointed polygonal models. This works well for dreaded hair and in general hair which isn't too "fluffy".
These are just from the top of my head. There are most likely other algorithms out there. Also, as cbamber85, hair rendering is indeed a research field in itself!
Related
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Closed 10 years ago.
I'm trying to figure out an approach to compare two melodies to see how similar they are. Timbre doesn't matter. So if I had two recordings, one of a flute playing Happy Birthday and one of a Trumpet playing the same thing at the same pitches and tempo, it should consider them a match.
Is there a .NET or C++ library that can do this? If not, can someone give me an idea of what techniques I would need to do something like this?
Aubio has a C++ interface and several methods for performing pitch detection.
Since you are assuring that pitch and tempo will be the same and you seem to be ruling out harmonies, you can measure pitch over time and compare the two results.
Your comparison algorithm will require trial-and-error refinement. Keep in mind:
noise, timbre, and volume fluctuations can make the pitch at any moment a subjective topic
real-world performers can have similar pitch and tempo, but it's unlikely that they'll be perfectly the same.
The two songs may not start at the same moment in the recording.
It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.
Closed 10 years ago.
I am reading some introduction of an ancient Chinese game called Mahjong (a bit like poker but far more complicated). I have been spending couple days in writing a program to determine if a given hand is a win hand or not. Do anyone have any idea or know where can I find the free code for that? I only need the part to determine win/lose, I am not looking for the entire project. Thanks.
There is this cool Python library that can be used for scoring of a Mahjong hand given a situation. I know you are working in C++, but since python is highly readable, even to non-python coders, maybe you'll be able to copy/paste and edit the relevant part so you'll be able to use them.
Hope that helps you in some way.
It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.
Closed 11 years ago.
I want to render tiles to the screen from a text file. I have the random terrain generator working, and I can move the data from the text file to a 2d vector. What I'm having trouble with is understanding how to give those tiles the coordinates they need to be rendered at. How would I go about assigning each tile its own coordinates relative to the camera?
I suggest checking this lua tutorial on how create a tile engine in great detail. You'll learn much more then what someone will be willing to post here on stack. Tile Engines as you will see from this tutorial, requires more then just a few lines of code. After you learn it here, it shouldn't be to hard for you to translate it to sdl/c++. Just a thought.
Its a good starting place.
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Closed 11 years ago.
How to render ocean waves using opengl in 3D? Any reply will be welcome.
Edit:
Is there any source code that renders ocean waves but not using an other sdk or api? It's difficult to learn how render it by read OSG source code maybe. So any tutorials about it will be ok, it is very good that it attach the source code.
Christian (above) is right. Currently your question is very broad and difficult to answer. You might want to do some research yourself and then ask a more targeted question.
Start looking at shallow water equations for example. (I'm skipping full fluid simulations here for the moment) Or read Tessendorf's "Simulating Ocean Waves". Or have a look at Cem Yuksel's wave particles. Even if you don't end up implementing any of it, the references will be a good resource for you. Another one might be this collection of links.
Not really a clear answer, but give us more to go on and we can point you in a more specific direction.
Rendering realistic looking water is extremely difficult. Luckily there are tools to make it easier, like OSGOcean, which can render some quite impressive waves.
It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.
Closed 12 years ago.
I'm trying to remake the game of Star Fox for the N64. Right at the time I'm having trouble with collisions and getting the my ship to shoot like it suppose.
The biggest challenge I'm having right now is getting the aiming box for this game
anything would help.
sorry I didn't notice that half of my question was cut off. link to source code
Right now I'm trying to get box collisions to work. Also how do you put a bounding box on a primitive like a Cylinder, Torus, ect.
also so .X files would be just as good help if you know any sites.
Sorry, without more information...