User:LeGreg

From Wikipedia, the free encyclopedia

[edit] About

LeGreg HomePage - Gregory Massal

A voxel terrain render engine tutorial in C++

A raytracer tutorial in C++ - HDR, blobs, etc.

A small article on Bezier curves and surfaces

An article on high dynamic range

Sabine Massal animation mentor page

[edit] Contributions

Ere informatique

Lankhor

Mortville Manor

Reflections Interactive

List of video game musicians

Stéphane Picq

Extase (computer game)

Computer's Dream

B.A.T.

[edit] Scratch

\vec n = \frac{\vec \nabla P  }{\left \| \vec \nabla P \right \|}

n2 * sinΘt = n1 * sinΘI

 {I_{1}\over I_{0} } = e^{\epsilon  l  c}


 {I_{1}\over I_{0} } = {absorption}^{l}

\vec n_{near} \ = \cos (\rho). \vec x + \sin (\rho). \vec y

\vec n_{left} \ = \sin{(\rho + fov)}. \vec x\ - \cos{(\rho + fov)}. \vec y

\vec n_{right} \ = -\sin{(\rho - fov)}. \vec x\ + \cos{(\rho - fov)}. \vec y


wsun = pow(cos(Θviewsunangle),power)

cskytemp = wsun * cwhite + (1 − wsun) * cblue1

wsat = min(maxview / ρgradient,0),1)

csky = (wsat) * cskytemp + (1 − wsat) * cblue2