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デンショウ ノ タメ ノ カブキゲショウ ノ  データカ ト ソノ オウヨウ ニ カンスル ケ ンキュウ

松永, 孔梨子

Faculty of Design, Kyushu University

https://doi.org/10.15017/17124

出版情報:Kyushu University, 2009, 博士(芸術工学), 課程博士 バージョン:

権利関係:

(2)
(3)

付録

(付録 1)歌舞伎白粉サンプル (「模型」と同じ素材 ) の偏角反射率 ( 488nm, 入射角Ψ , 反射角θ , 拡散反射率 D, 鏡面反射率 S)

 

θ Ψ80°_D Ψ80°_S Ψ75°_D Ψ75°_S Ψ60°_D Ψ60°_S Ψ45°_D

-90°

-85° 34.84869296 6.449047408 38.89565795

-80° 35.13513514 5.902636243 39.3409393

-75° 34.44029685 6.595480727 40.03101462

-70° 39.9556934

-65° 8.118077093 1.611652636 40.65241471

-60° 7.720425343 1.155294639 17.9536996 3.741360213 39.44505981

-55° 7.700487373 1.132033673 16.64277802 2.885467435 -50° 7.6362428 0.989144883 16.48449269 2.5

-45° 7.8865751 1.034559149 16.19882588 2.232720425 31.33097031 5.246677005 -40° 8.921134249 0.706690297 16.00476296 1.91603899 31.08595481 4.946389012 -35° 9.048515729 0.791980505 15.64864865 1.83174568 30.5254763 4.409725299

-30° 8.849136021 0.817456801 15.49025255 1.864754098 23.44871511 3.68852459 39.41404519 -25° 7.868852459 0.821887461 15.21112096 1.736597253 22.78190075 3.428887904 39.02636243 -20° 7.965219318 0.873947718 15.35844041 1.868409393 25.7714887 1.896544085 39.10943731 -15° 7.718210013 0.78865751 14.79087284 2.009304386 23.12871068 4.83429331 39.36863093 -10° 7.63402747 0.92490031 14.81103234 1.922352681 22.8389455 1.944616748 39.73416039 -5° 7.539875942 0.947053611 14.57941958 2.122840053 21.42800177 8.290208241 38.85135135 0° 7.557598582 1.025697829 14.60688968 2.078976518 23.11530793 2.612871068 39.38303057 5° 7.281789987 1.079973416 14.44483828 2.478954364 22.38469207 4.285445281 38.97097918 10° 7.410279132 1.243907842 13.98715109 2.690407621 21.48061586 4.362981834 39.39632255 15° 7.986264953 1.764510412 13.96433319 3.172906513 22.41260523 4.862649535 39.44173682 20° 7.90651307 2.1134249 11.73792645 3.096920691 22.53566681 6.630039876 39.84492689 25° 7.868852459 2.445724413 12.09680992 3.83839167 24.04951263 4.978289765 38.48914488 30° 7.585290208 2.62516615 12.35500665 4.892999557 22.16648206 9.072995126 39.85046522 35° 7.822330527 4.990031015 13.06989366 6.854674346 24.53511298 10.48958795 39.62893221 40° 7.809038547 6.519716438 12.7073549 8.924457244 23.7496677 18.91526362 39.81169694 45° 7.824545857 10.16393443 12.59847142 13.21233939 23.62328312 19.65861763 39.31989366 50° 7.783562251 13.6120957 12.71931768 18.92368188 24.60002215 25.32000443 39.25454143 55° 7.195392113 15.75542756 12.52060257 27.56989366 26.08584404 36.07421356 38.95547187 60° 7.296189632 31.87306159 11.8386132 36.44494905 27.63435977 50.84182543 38.184537 65° 7.23637572 61.09105007 11.81025698 56.24379708 26.76052282 54.724856 37.49556934 70° 7.498892335 102.6151972 41.55062029 93.01185202 23.40507311 71.26838724 36.31590607 75° 7.885467435 206.2893221 11.80117412 163.5691183 17.72463447 80.59614533 34.37749225 80° 7.998449269 371.0700044 12.41083296 258.0878378 16.94705361 106.0515064 31.40562694 85° 9.530350022 424.527027 10.24856004 326.9277802 12.99977847 112.1683651 26.4798405 90°

(4)

 

θ Ψ45°_S Ψ30°_D Ψ30°_S Ψ15°_D Ψ15°_S Ψ0°_D Ψ0°_S

-90°

-85° 6.420026584 44.6107665 5.900863979 47.0691183 6.292645104 38.9543642 7.305050953 -80° 6.339167036 45.83429331 6.072995126 50.06202924 6.857554276 46.94284448 8.515728844 -75° 6.051174125 46.55626938 6.248227736 50.86730173 6.880815241 50.68785999 8.915595924 -70° 6.490917147 46.8412716 6.753766061 51.63269827 6.97939743 52.63291981 9.20248117 -65° 6.70026584 47.40418697 6.869517058 51.5651307 7.413602127 53.66858662 9.412937528 -60° 7.199822774 47.63170137 7.205914931 52.00487373 7.729286664 54.64665485 9.370846256

-55° 48.25 7.870513957 52.01705804 8.01838724 55.25587062 9.709791759

-50° 47.97707133 8.53201152 52.09459459 8.757199823 55.44085069 9.493797076 -45° 44.4980062 9.064687638 52.19096145 8.794860434 55.72773593 10.13845813

-40° 51.81989366 9.019716438 56.19627825 11.01019052

-35° 52.0879486 10.3422685 56.5241471 11.52968542

-30° 7.071333629 52.1389012 11.02791316 56.98715109 12.31391227

-25° 6.645990253 57.64842712 12.35268055

-20° 6.124280018 58.00731059 12.54652193

-15° 5.958130261 44.42456801 8.990252548 59.16482056 17.5664599

-10° 6.205139566 44.28455915 8.262184315 -5° 6.466548516 44.44672131 9.135245902

0° 6.871953921 44.4335401 8.947939743 52.31723527 13.53123615 5° 7.76362428 45.34791759 9.557155516 53.37505538 12.46455472 10° 8.233274258 44.84138237 9.811918476 52.72264067 13.0449712

15° 8.829198051 45.10223748 10.44029685 52.94085069 13.06047851 59.16482056 17.5664599 20° 10.26694728 45.59968985 10.75841825 53.03500222 12.50553833 58.00731059 12.54652193 25° 11.37793531 45.6369074 11.30217102 52.12007089 13.35290208 57.64842712 12.35268055 30° 12.28400532 46.42733717 12.51052282 53.30859548 12.41249446 56.98715109 12.31391227 35° 13.48582189 47.35079752 12.31723527 53.3429331 11.97275144 56.5241471 11.52968542 40° 15.23371732 47.12117856 13.54065131 52.80460789 11.86420027 56.19627825 11.01019052 45° 18.38059371 47.46156402 14.09559149 53.02724856 12.12450155 55.72773593 10.13845813 50° 20.59481613 47.30649092 15.11564023 52.42135578 11.73238813 55.44085069 9.493797076 55° 23.03943288 47.28732831 15.8617634 53.77713779 11.49313248 55.25587062 9.709791759 60° 26.59282233 47.05970315 17.86663713 54.46389012 11.71134249 54.64665485 9.370846256 65° 30.77979619 46.66304829 19.26428888 55.07421356 14.32100133 53.66858662 9.412937528 70° 33.24213558 46.22197607 20.25310146 53.95990253 13.37394772 52.63291981 9.20248117 75° 38.71510855 45.38015064 21.50686752 50.27691626 14.01196278 50.68785999 8.915595924 80° 44.72197607 43.16581746 23.32443509 47.7724856 13.89676562 46.94284448 8.515728844 85° 81.35135135 42.76705804 24.40086398 51.17301728 13.7738148 38.9543642 7.305050953 90°

(5)

(付録 2)歌舞伎化粧料の分光反射率 化粧料の分光反射率 SCE(正反射光除去)

 

肌に塗布した化粧料の分光反射率 肌サンプルに塗布した化粧料の分光反射率

波長 白粉 紅 黒 白粉 紅 黒

360nm 4.93 0.09 1.73 5.97 0.01 1.99

370nm 12.49 0.93 2.94 17.23 0.01 2.89

380nm 28.65 2.57 3.72 40.24 0.13 3.38

390nm 47.08 3.55 3.89 64.92 0.29 3.38

400nm 51.39 3.24 3.66 69.6 0.01 3.18

410nm 51.56 2.97 3.47 69.58 0.01 2.98

420nm 51.54 2.79 3.28 69.17 0.01 2.8

430nm 51.44 2.62 3.1 68.58 0.01 2.64

440nm 51.97 2.44 2.94 68.33 0.01 2.5

450nm 52.37 2.11 2.8 67.78 0.01 2.37

460nm 52.75 1.65 2.64 67.35 0.01 2.24

470nm 52.89 1.3 2.48 66.82 0.01 2.1

480nm 52.91 1.03 2.33 66.31 0.01 1.98

490nm 53.03 0.76 2.19 65.96 0.01 1.86

500nm 53.26 0.58 2.05 65.66 0.01 1.76

510nm 53.18 0.6 1.94 64.91 0.01 1.67

520nm 53 0.75 1.85 64.36 0.02 1.61

530nm 52.49 0.88 1.78 63.7 0.04 1.57

540nm 52.12 1.09 1.74 63.06 0.06 1.54

550nm 52.13 1.39 1.7 62.3 0.07 1.51

560nm 52.23 1.87 1.64 61.51 0.53 1.47

570nm 52.03 2.44 1.56 61.1 1.23 1.42

580nm 52.38 3.65 1.49 61.26 2.29 1.37

590nm 54.13 8.05 1.43 61.83 5.86 1.32

600nm 56.08 18.38 1.36 62.12 16.32 1.28

610nm 57.23 31.87 1.3 61.86 32.97 1.23

620nm 58.02 42.63 1.24 61.58 47.8 1.21

630nm 58.42 48.25 1.19 61.08 55.84 1.17

640nm 58.76 50.89 1.14 60.65 59.28 1.14

650nm 59.16 52.06 1.11 60.25 60.62 1.13

660nm 59.3 52.65 1.07 59.77 60.99 1.11

670nm 59.44 52.95 1.04 59.25 61.06 1.09

680nm 59.63 53.26 1 58.83 61.03 1.07

690nm 59.81 53.42 0.98 58.4 60.98 1.07

700nm 59.98 53.68 0.94 58.05 60.89 1.06

710nm 60 53.7 0.92 57.58 60.61 1.05

720nm 59.89 53.67 0.9 57.03 60.33 1.04

730nm 59.82 53.62 0.88 56.61 60.09 1.03

740nm 59.57 53.32 0.87 56 59.57 1.03

(6)

(付録 3)D65 光源、ろうそくサンプル照明光源の分光放射輝度

 

波長 D65光源 ろうそくサンプル照明

380nm 0.4998 0.000000

390nm 0.5465 0.000001

400nm 0.8275 0.000001

410nm 0.9149 0.000002

420nm 0.9343 0.000002

430nm 0.8668 0.000004

440nm 1.0486 0.000005

450nm 1.1701 0.000006

460nm 1.1781 0.000008

470nm 1.1486 0.000010

480nm 1.1592 0.000012

490nm 1.0881 0.000016

500nm 1.0935 0.000019

510nm 1.078 0.000023

520nm 1.0479 0.000028

530nm 1.0769 0.000034

540nm 1.0441 0.000041

550nm 1.0405 0.000048

560nm 1 0.000055

570nm 0.9633 0.000063

580nm 0.9579 0.000075

590nm 0.8869 0.000091

600nm 0.9001 0.000108

610nm 0.896 0.000125

620nm 0.877 0.000141

630nm 0.9329 0.000159

640nm 0.837 0.000178

650nm 0.8003 0.000199

660nm 0.8021 0.000220

670nm 0.8228 0.000243

680nm 0.7828 0.000267

690nm 0.6972 0.000293

700nm 0.7161 0.000320

710nm 0.7435 0.000346

720nm 0.616 0.000376

730nm 0.6989 0.000407

740nm 0 0.000316

(7)

(付録 6)Torrance-Sparrow G=1 反射モデルプログラミング  Cg 言語

//torrance-sparrowG=1.cgfx

/*****************************************************************/

/*** HOST APPLICATION IDENTIFIERS ********************************/

/*** Potentially predefined by varying host environments *********/

/*****************************************************************/

// #define _XSI_ /* predefined when running in XSI */

#ifndef FXCOMPOSER_VERSION /* for very old versions */

#define FXCOMPOSER_VERSION 180

#endif /* FXCOMPOSER_VERSION */

// #define FLIP_TEXTURE_Y /* Different in OpenGL & DirectX */

/*****************************************************************/

/*** EFFECT-SPECIFIC CODE BEGINS HERE ****************************/

/*****************************************************************/

/******* Lighting Macros *******/

/** To use "Object-Space" lighting definitions, change these two macros: **/

#define LIGHT_COORDS "World"

// #define OBJECT_SPACE_LIGHTS /* Define if LIGHT_COORDS is "Object" */

/** Define the macro USE_SHARED_SHADOW to permit the import and use of "shared surface "shadow maps created by COLLADA-FX. **/

// #define USE_SHARED_SHADOW float Script : STANDARDSGLOBAL <

string UIWidget = "none";

string ScriptClass = "object";

string ScriptOrder = "standard";

string ScriptOutput = "color";

string Script = "Technique=Main;";

> = 0.8;

/**** UNTWEAKABLES: Hidden & Automatically-Tracked Parameters **********/

// transform object vertices to world-space:

float4x4 gWorldXf : World < string UIWidget="None"; >;

// transform object normals, tangents, & binormals to world-space:

float4x4 gWorldITXf : WorldInverseTranspose < string UIWidget="None"; >;

// transform object vertices to view space and project them in perspective:

float4x4 gWvpXf : WorldViewProjection < string UIWidget="None"; >;

// provide tranform from "view" or "eye" coords back to world-space:

float4x4 gViewIXf : ViewInverse < string UIWidget="None"; >;

//// TWEAKABLE PARAMETERS ////////////////////

// "DirPos" Lamp 0 /////////

float4 gLamp0DirPos : POSITION < // or direction, if W==0 string Object = "Light0";

string UIName = "Lamp 0 Position/Direction";

string Space = (LIGHT_COORDS);

> = {-0.5f,2.0f,1.25f,1.0};

float3 gLamp0Color : COLOR <

string UIName = "Lamp 0";

string Object = "Light0";

string UIWidget = "Color";

> = {1.0f,1.0f,1.0f};

// "DirPos" Lamp 1 /////////

float4 gLamp1DirPos : POSITION < // or direction, if W==0 string Object = "Light1";

string UIName = "Lamp 1・Position/Direction";

string Space = (LIGHT_COORDS);

> = {-0.5f,2.0f,1.25f,1.0};

float3 gLamp1Color : COLOR <

string UIName = "Lamp 1";

string Object = "Light1";

string UIWidget = "Color";

> = {1.0f,1.0f,1.0f};

(8)

// " /////////

// Ambient Light float3 gAmbiColor <

string UIName = "Ambient Light";

string UIWidget = "Color";

> = {0.07f,0.07f,0.07f};

float gKd <

string UIWidget = "slider";

float UIMin = 0.0;

float UIMax = 1.0;

float UIStep = 0.05;

string UIName = "Kd";

> = 0.53;

float gNfresnel <

string UIWidget = "slider";

float UIMin = 0.0;

float UIMax = 10.0;

float UIStep = 0.05;

string UIName = "refractive index";

> = 2.72;

float gGanma <

string UIWidget = "slider";

float UIMin = 0.0;

float UIMax = 1.0;

float UIStep = 0.0001;

string UIName = "Ganma";

> = 0.35;

//////// COLOR & TEXTURE /////////////////////

texture gColorTexture <

string ResourceName = "default_color.dds";

string UIName = "Diffuse Texture";

string ResourceType = "2D";

>;

sampler2D gColorSampler = sampler_state { Texture = <gColorTexture>;

MinFilter = LinearMipMapLinear;

MagFilter = Linear;

WrapS = Repeat;

WrapT = Repeat;

};

#ifdef USE_SHARED_SHADOW

#define MAX_SHADOW_BIAS 0.01

#define MIN_SHADOW_BIAS 0.00005

#include "include/shadowMap.cgh"

DECLARE_SHADOW_XFORMS("SpotLight0",gLampViewXf,gLampProjXf,gShadowViewProjXf)

(9)

float4 UV : TEXCOORD0;

float4 Normal : NORMAL;

float4 Tangent : TANGENT0;

float4 Binormal : BINORMAL0;

};

/* data passed from vertex shader to pixel shader */

struct vertexOutput {

float4 HPosition : POSITION;

float2 UV : TEXCOORD0;

// The following values are passed in "World" coordinates since // it tends to be the most flexible and easy for handling // reflections, sky lighting, and other "global" effects.

float3 LightVec : TEXCOORD1;

float3 WorldNormal : TEXCOORD2;

float3 WorldTangent : TEXCOORD3;

float3 WorldBinormal : TEXCOORD4;

float3 WorldView : TEXCOORD5;

float3 LightVec1 : TEXCOORD6;

#ifdef USE_SHARED_SHADOW

// This optional value expresses the current location in "light"

// coordinates for use with shadow mapping.

float4 LProj : LPROJ_COORD;

#endif /* USE_SHARED_SHADOW */

};

///////// VERTEX SHADING /////////////////////

/*********** Generic Vertex Shader ******/

vertexOutput std_dp_VS(appdata IN,

uniform float4x4 WorldITXf, // our four standard "untweakable" xforms uniform float4x4 WorldXf,

uniform float4x4 ViewIXf, uniform float4x4 WvpXf,

#ifdef USE_SHARED_SHADOW

uniform float4x4 ShadowViewProjXf, uniform float ShadBias,

#endif /* USE_SHARED_SHADOW */

uniform float4 LampDirPos, uniform float4 Lamp1DirPos ) {

vertexOutput OUT = (vertexOutput)0;

OUT.WorldNormal = mul(WorldITXf,IN.Normal).xyz;

OUT.WorldTangent = mul(WorldITXf,IN.Tangent).xyz;

OUT.WorldBinormal = mul(WorldITXf,IN.Binormal).xyz;

float4 Po = float4(IN.Position.xyz,1);

float4 Pw = mul(WorldXf,Po); // convert to "world" space

#ifdef OBJECT_SPACE_LIGHTS

float4 Lw = mul(WorldXf,LampDirPos);

float4 Lw1 = mul(WorldXf,Lamp1DirPos);

// convert to "world" space

#else /* !OBJECT_SPACE_LIGHTS -- standard world-space lights */

float4 Lw = LampDirPos;

float4 Lw1 = Lamp1DirPos;

#endif /* !OBJECT_SPACE_LIGHTS */

if (Lw.w == 0) {

OUT.LightVec = -normalize(Lw.xyz);

} else {

// we are still passing a (non-normalized) vector OUT.LightVec = Lw.xyz - Pw.xyz;

}

if (Lw1.w == 0) {

OUT.LightVec1 = -normalize(Lw1.xyz);

} else {

// we are still passing a (non-normalized) vector OUT.LightVec1 = Lw1.xyz - Pw.xyz;

}

#ifdef FLIP_TEXTURE_Y

(10)

OUT.UV = float2(IN.UV.x,(1.0-IN.UV.y));

#else /* !FLIP_TEXTURE_Y */

OUT.UV = IN.UV.xy;

#endif /* !FLIP_TEXTURE_Y */

#ifdef USE_SHARED_SHADOW

float4 Pl = mul(ShadowViewProjXf,Pw); // "P" in light coords float4x4 BiasXf = make_bias_mat(ShadBias);

OUT.LProj = mul(BiasXf,Pl); // bias to make texcoord

#endif /* USE_SHARED_SHADOW */

OUT.WorldView = normalize(float3(ViewIXf[0].w,ViewIXf[1].w,ViewIXf[2].w) - Pw.xyz);

OUT.HPosition = mul(WvpXf,Po);

return OUT;

}

///////// PIXEL SHADING //////////////////////

float4 blinn_PS(vertexOutput IN, uniform float3 LampColor, uniform float3 LampColor1, uniform sampler2D ColorSampler,

// insert shadow and reflection bits here - KB uniform float3 AmbiColor,

uniform float Kd, uniform float Nfresnel, uniform float Ganma

) : COLOR {

// "standard" normalized vectors....

float3 Ln = normalize(IN.LightVec);

float3 Ln1 = normalize(IN.LightVec1);

float3 Vn = normalize(IN.WorldView);

float3 Nn = normalize(IN.WorldNormal);

float3 Hn = normalize(Vn + Ln);

float3 Hn1 = normalize(Vn + Ln1);

float hdn = dot(Hn,Nn);

float hdn1 = dot(Hn1,Nn);

float3 Rv = reflect(-Ln,Nn);

float3 Rv1 = reflect(-Ln1,Nn);

float rdv = dot(Rv,Vn);

rdv = max(rdv,0.001);

float rdv1 = dot(Rv1,Vn);

rdv1 = max(rdv1,0.001);

float ldn=dot(Ln,Nn);

ldn = max(ldn,0.0);

float ldn1=dot(Ln1,Nn);

ldn1 = max(ldn1,0.0);

(11)

float distrib1 = exp(-log(2.0f)*pow(ro1,2)/pow(Ganma,2));

//Geometrical Attenuation Factor float Gb = 2.0 * hdn * ndv / hdv;

float Gc = 2.0 * hdn * ldn / hdv;

float Ga = min(1.0,min(Gb,Gc));

//Geometrical Attenuation Factor1 float Gb1 = 2.0 * hdn1 * ndv / hdv;

float Gc1 = 2.0 * hdn1 * ldn / hdv;

float Ga1 = min(1.0,min(Gb1,Gc1));

//Fresnel function

float g = sqrt(Nfresnel*Nfresnel+ldn*ldn-1.0f);

float gpc = g+ldn;

float gmc = g-ldn;

float fresnelHack = 0.5f*(gmc*gmc)/(gpc*gpc)*(1.0f+(ldn*gpc-1.0f)*(ldn*gpc-1.0f)/(ldn*gmc+1.0f (ldn*gmc+1.0f));

//Fresnel function1

float g1 = sqrt(Nfresnel*Nfresnel+ldn1*ldn1-1.0f);

float gpc1 = g1+ldn1;

float gmc1 = g1-ldn1;

float fresnelHack1 = 0.5f*(gmc1*gmc1)/(gpc1*gpc1)*(1.0f+(ldn1*gpc1-1.0f)*(ldn1*gpc1-1.0f)/(ldn1 gmc1+1.0f)*(ldn1*gmc1+1.0f));

//Ks

float Ldegree = degrees(pusai);

float Ks = exp(-0.00000562f*Ldegree*Ldegree*Ldegree +0.00092875f*Ldegree*Ldegree

-0.03845182f*Ldegree+2.15972141f)/100.0f;

//Ks1

float Ldegree1 = degrees(pusai);

float Ks1 = exp(-0.00000562f*Ldegree1*Ldegree1*Ldegree1 +0.00092875f*Ldegree1*Ldegree1

-0.03845182f*Ldegree1+2.15972141f)/100.0f;

hdn = distrib * 1 * fresnelHack / ndv;

float3 diffContrib = ldn * Kd * LampColor;

float3 specContrib = hdn * Ks * LampColor;

float3 diffuseColor = tex2D(ColorSampler,IN.UV).rgb;

hdn1 = distrib1 * 1 * fresnelHack1 / ndv;

float3 diffContrib1 = ldn1 * Kd * LampColor1;

float3 specContrib1 = hdn1 * Ks1 * LampColor1;

#ifdef USE_SHARED_SHADOW

float shadowed = tex2Dproj(DepthShadSampler,IN.LProj).x;

float faded = 1.0-(ShadDens*(1.0-shadowed));

diffContrib *= faded;

specContrib *= shadowed;

#endif /* USE_SHARED_SHADOW */

float3 result = max(specContrib,0.0)+max(specContrib1,0.0)+max(diffuseColor,0.0)*(max(

,0.0))+max(diffuseColor,0.0)*(max(diffContrib1,0.0))+AmbiColor;

// return as float4 return float4(result,1);

}

///////////////////////////////////////

/// TECHNIQUES ////////////////////////

///////////////////////////////////////

technique Main <

string Script = "Pass=p0;";

> {

pass p0 <

string Script = "Draw=geometry;";

> {

VertexProgram = compile vp40 std_dp_VS(gWorldITXf,gWorldXf,

(12)

gViewIXf,gWvpXf,

#ifdef USE_SHARED_SHADOW

gShadowViewProjXf, gShadBias,

#endif /* USE_SHARED_SHADOW */

gLamp0DirPos,gLamp1DirPos);

DepthTestEnable = true;

DepthMask = true;

CullFaceEnable = false;

BlendEnable = false;

DepthFunc = LEqual;

FragmentProgram = compile fp40 blinn_PS(gLamp0Color,gLamp1Color, gColorSampler,

gAmbiColor,

gKd,gNfresnel,gGanma);

} }

/////////////////////////////////////// eof //

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