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A method for implementing per-pixel shading is provided that is fast enough to be used with real time interactive graphics products. Computationally expensive color values are precalculated for a sample of normal vector orientations as a function of orientation-dependent color values, collected in a color map, and referenced through the color variables. The color variables are linearly related to angle coordinates that specify the normal vector orientations in a selected coordinate system. Angle coordinates are determined for the vertices of the polygons representing the object to be imaged. During rendering, the vertex angle coordinates are interpolated to provide pixel color angles, which are converted to color variables. Color values referenced by the color variables are assigned to the corresponding pixels.
1. A method for implementing per-pixel shading, comprising the steps of:
generating a table of color values referenced by orientation-dependent color variables;
estimating angle coordinates for a pixel in a polygon;
converting the angle coordinates to one or more color variable; and
assigning the pixel a color value according to the one or more color variables.
2. The method of
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associating a color value with each of a sample of normal vector orientations;
referencing each calculated color value through one or more color variables related to the associated normal vector orientation.
3. The method of
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selecting a normal vector orientation specified by a pair of angle coordinates; and
calculating a color value using a selected illumination model.
4. The method of
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mapping the angle coordinates to color variables having values between 0 and 1;
storing the calculated color value in a table indexed by the mapped color variables.
5. The method of
claim 1
determining angle coordinates for normal vector orientations at vertices of the polygon;
interpolating angle coordinates for the pixel from the determined angle coordinates.
6. The method of
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converting the angle coordinates to one or more color variables; and
assigning the pixel a color value associated with the color variables through the table.
7. A method for assigning a color value to a pixel comprising:
precalculating color values for a sample of normal vector orientations, each color value being associated with a scaled angle coordinate that specifies a normal vector orientation;
estimating an angle coordinate the pixel;
scaling the estimated angle coordinate; and
retrieving a color value for the pixel according to the scaled estimated angle coordinate.
8. The method of
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9. The method of
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10. The method of
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parameterizing a sample of normal vector orientations using angle coordinates defined relative to the reference vector;
calculating a color value for each normal vector orientation using a selected illumination model; and
associating each color value with the angle coordinates that parameterize the normal vector orientation used to calculate it.
11. A graphics system comprising:
a geometry engine, the geometry engine associating vector orientation data with vertices of one or more polygons representing an object in an image;
a color map including color values for a sample of vector orientations, each color value being referenced by one or more orientation dependent color variables; and
a rendering engine, the rendering engine converting vector orientation data for each polygon to one or more color variables for each pixel in the polygon and assigning a color value to each pixel according to its one or more color variables.
12. The graphics system of
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13. The graphics system of
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14. A machine readable medium on which are stored instructions that are executable by a system to implement a method for assigning a color value to an image pixel, the method comprising:
generating color values for a sample of normal vector orientations, each color value being associated with one or more scaled angle coordinates representing a corresponding normal vector orientation;
estimating one or more scaled angle coordinates for the pixel; and
retrieving a color value for the pixel according to the estimated scaled angle variables.
15. The machine readable medium of
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16. The machine readable storage medium of
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interpolating angle coordinates for the pixel from angle coordinates for the polygon vertices; and
converting the intepolated angle coordinates to scaled angle coordinates.
17. A graphics system comprising:
means for associating vector orientation data with vertices of one or more polygons representing an object in an image;
means for providing color values for a sample of vector orientations, each color value being referenced by one or more orientation dependent color variables; and
means for converting vector orientation data for each polygon to one or more color variables for each pixel in the polygon and assigning a color value to each pixel according to its one or more color variables.
[0001] 1. Technical Field
[0002] This invention relates to the field of computer graphics, and in particular to methods for implementing shading in computer graphics.
[0003] 2. Background Art
[0004] Computer images having realistic three dimensional appearances (�3D images�) are becoming increasingly prevalent in games, multi-media, and other graphics-heavy software. The methods employed to generate 3D images require processing power that has only recently become available in personal computers. A standard method for generating a 3D image begins with sets of polygons that represent the surfaces of each object in the image. An object that has a moderately complex shape may require thousands of polygons to represent its surface, and an image that includes multiple objects may require tens or even hundreds of thousands of polygons. Illumination and orientation data for each of these polygons must be processed and converted to pixel level data to generate a 3D image on a computer monitor. A computer may have to process 50 million pixels (≈0.5 million polygons) per second to generate a 3D image that includes multiple objects of moderate complexity. This places a significant burden on the processing power of the computer.
[0005] Image processing is implemented by a 3D pipeline that typically includes a geometry stage and a rendering stage. In the geometry stage, the orientation of each polygon and the location of any light sources that illuminate the polygon are determined with respect to a reference coordinate system and specified by vectors associated with the polygon's vertices. This vertex data is transformed to a coordinate system (�camera coordinate system�) that facilitates viewing the image on a computer monitor and rotated to a desired orientation. In the rendering stage, the vertex data for each polygon is converted into the pixel level data necessary to represent the object on the computer monitor. Since there are tens to hundreds of pixels per polygon, rendering significantly slows the image generation process.
[0006] The two dimensional (2D) image on the computer monitor obtains its 3D appearance through lighting and perspective effects implemented by the graphics pipeline. The 3D appearance of an object depends significantly on the shading method used to assign color values to the pixels of the polygons. Realistic 3D images require relatively sophisticated shading methods that determine color values on a pixel by pixel basis. Consequently, these shading methods are implemented during the rendering stage of the pipeline.
[0007] The principal shading methods are, in order of increasing sophistication, flat shading, Gouraud shading, and Phong shading. Flat shading assigns the same color values to all the pixels in a polygon. Gouraud shading assigns color values to the pixels by interpolating from the color values at the vertices of the polygon. Phong shading assigns color values by interpolating a normal vector for each pixel from the normal vectors at the polygon vertices, and evaluating an illumination equation at each pixel using its interpolated normal vector. Phong shading and its variants are referred to as per-pixel shading methods, since the colors of an image are calculated for each pixel according to its orientation characteristics. These per pixel orientation characteristics are also necessary to implement advanced graphic features, such as bump mapping. Bump mapping modifies lighting features by perturbing the surface normal from its interpolated value and determining color values using the perturbed normal.
[0008] Systems that generate fast, interactive graphics typically employ flat and Gouraud shading. These methods employ approximations in the rendering stage that are relatively cheap computationally, and the corresponding images can be generated in real time without elaborate graphics hardware. The images produced by these methods lack the lighting effects that distinguish quality 3D images, such as realistic specular highlights and diffuse light scattering. In addition, these methods are not amenable to bump mapping, since per pixel normal orientations are never determined. High end computer systems may include advanced rendering hardware to implement Phong shading. Even with high quality graphics hardware, the computational cost of Phong shading makes it difficult to generate real-time, interactive 3D images.
[0009] There is thus the need for a practical implementation of per-pixel shading methods that are suitable for use in real-time, interactive 3D graphics applications and may be implemented without the need for sophisticated graphics hardware.
[0010] The present invention provides per-pixel shading that is fast enough for real time interactive graphics applications and may be implemented using standard graphics hardware.
[0011] In accordance with the present invention, color values are precalculated, collected in a color map, and referenced by orientation-dependent color variables. During rendering, per-pixel vector orientations are mapped to color variables through a pair of angular coordinates, and pixel color values are provided by a corresponding entry in the color map.
[0012] The present invention may be understood with reference to the following drawings in which like elements are indicated by like numbers. These drawings are provided to illustrate selected embodiments of the present invention and are not intended to limit the scope of the invention.
[0013]FIG. 1 is shows the different vectors associated with a polygon to determine color values for the pixels of the polygon.
[0014]FIG. 2 is a flowchart representing an overview of a per-pixel shading method in accordance with the present invention.
[0015]FIG. 3 shows the angle coordinates used to represent the orientation of a vector in accordance with the present invention.
[0016]FIG. 4 is a color map comprising color values that are referenced through corresponding color variables.
[0017] FIGS. 5A-5D are examples of color maps generated using the method of the present invention.
[0018] FIGS. 6A-6E are images generated using the method of the present invention.
[0019]FIG. 7 is a coordinates system suitable for specifying light and halfway vectors when the light source is local to a polygon surface.
[0020]FIG. 8 is a block diagram of a system for implementing the per-pixel shading method of the present invention.
[0021]FIG. 9 is a block diagram of the system of FIG. 8 modified to implement a bump mapping method in accordance with the present invention.
[0022] The following discussion sets forth numerous specific details to provide a thorough understanding of the invention. However, those of ordinary skill in the art, having the benefit of this disclosure, will appreciate that the invention may be practiced without these specific details. In addition, various well known methods, procedures, and components have not been described in detail in order to focus attention on the features of the present invention.
[0023]FIG. 1 shows the different vectors that are associated with a polygon P for implementing various illumination models. In the following discussion, vectors and matrices are represented by bold capital letters. P is shown as a triangle for purposes of illustration with the understanding that any type of convex, planar polygon may be used to approximate the surface of an object. Vectors N, L, V, and H are shown for an arbitrary set of surface coordinates (s, t) on P. N is a unit vector that is normal to P at (s, t). L is a unit vector at (s, t) that points toward a light source illuminating P. V is a unit vector at (s, t) that points in the direction from which the object is viewed, e.g. the viewing or camera direction. H is a vector that is halfway between L and V. When normalized, H is given by (V+L)/|V+L|. H is convenient for determining the specular component of light at a surface location.
[0024] The three vertices of P are characterized by unit normals N1, N2, N3. These normals indicate the orientation of P at each vertex and are specified by a set of Cartesian coordinates (nx, ny, nz). The vertex normals may be generated in the geometry stage of a graphics pipeline or, more typically, provided with a model of the object. Although not shown in FIG. 1, the vertices of P may also be characterized by values of L and V.
[0025] In Phong-type per-pixel shading methods, the orientations of vectors N, L, and H are estimated for each pixel from their corresponding vertex values. An illumination model is evaluated at each pixel using the estimated vectors, and the resulting color value is assigned to the pixel for display on the computer monitor.
[0026] Equation (1) is representative of the illumination equations used to determine the color value of a pixel at a location (s,t).
[0027] Here, Md, Ms, and Ma are characteristics of the object material for diffuse, specular, and ambient light, respectively, and Ldj, Lsj, and Laj are the diffuse, specular, and ambient components of light source, Lj respectively. D(s,t,j) is the distance between light source Lj and the pixel at s,t, and A is the specular exponent of the material.
[0028] Using Eq. (1) to generate a 3D image requires the repetition of a number of costly operations for each pixel of the image. Ignoring various approximations, N, L, and H are estimated for each pixel from their corresponding vertex values. Eq. (1) is then evaluated for each pixel, using the estimated vectors. This entails evaluation of dot products (N�L and N�H), one of which is raised to a power (A). In addition, interpolation does not preserve the unit length of the normal, so that square root and division operations must be implemented for each pixel normal.
[0029] The computational overhead of Eq. (1) is thus large, and when implemented in the rendering stage of the graphics pipeline, makes real time interactive graphics impractical. This overhead can be reduced through various approximations. For example, cosine, square root, and inverse functions can be evaluated using look-up tables, which sacrifice accuracy for speed. The orientations of L and/or H can be treated as constant across the polygon, when the separation between the object and the light source or the viewer (camera) is relatively large. The object can be illuminated and viewed from the same direction, so that L and V (and thus L and H) are parallel, and N�L=N�H. This is a relatively common geometry in video games. Even with these strategies, Eq. (1) is still evaluated real time for each pixel, significantly slowing down the rendering process. The loss of accuracy can also produce noticeable defects in the resulting images.
[0030] The present invention provides per-pixel shading that is suitable for generating 3D images in real-time, interactive applications, using commonly available graphics hardware. This is accomplished by representing vector orientations through a pair of polar angle coordinates to simplify interpolation, scaling the angle coordinates to provide texture-like processing, and precalculating color values for a sample of normal vector orientations. The color values are parameterized by one or more angle-dependent color variables, collected in a color map, and referenced by their corresponding color variables. The color map needs to be recalculated only when the geometry with which the object is lit or viewed changes.
[0031] During rendering, angle coordinates of a vector, e.g. N, L, H, are determined for each pixel by interpolation from the values at the polygon vertices. Interpolation of the angle coordinates eliminates the need to renormalize the vector at each pixel. The angular coordinates are converted to color variables, which map the vector orientations to a two dimensional array. The color variables reference illumination data in the color map that is appropriate for the relative light, camera, and normal vector orientations at the pixels. Thus, color values may be provided during the rendering stage using a relatively fast look-up procedure. This approach may be used to shade objects for any number of light sources, and it may be used whether the light source(s) are near the object (local) or �infinitely� distant from the object (non-local). It may also be used whether the camera is local or non-local.
[0032]FIG. 2 provides an overview of a method in accordance with the present invention for implementing per-pixel shading. At step 210, one or more color maps are generated, according to the properties of the object and the one or more light sources that illuminate it. Angle coordinates are then generated 220 for L, H, and N at the vertices of a polygon. Steps 210 and 220 are typically implemented prior to rendering. During rendering, angle coordinates are estimated 230 for the pixels of the polygon and converted 240 to color variables. A color value is assigned 250 to the pixel from the one or more color maps according to its color variable(s). If 20 more polygons remain to be processed 260, vertex data for the next polygon is retrieved 270 and steps 230-260 are repeated. If no more polygons remain 260, processing for the object is done 270.
[0033] A detailed embodiment of the present invention is discussed first for the case in which the light source is non-local and the object is illuminated and viewed from the same direction (L and V are parallel). The modifications are then discussed for cases where V and L are not parallel and where multiple light sources are present. Finally, the modifications for the case of local light sources and cameras are discussed.
[0034] One feature of the present invention is the use of a two variable, polar coordinate system (angle coordinates) to represent vector orientations, instead of the conventional three variable, Cartesian coordinate system. As noted above, the angle coordinates can be interpolated without altering the normalization of the corresponding vector, and they provide uniform coverage of vector orientations using linear interpolation methods. They also simplify specification of relative vector orientations. The angle coordinates are linearly related to orthogonal color variables that range between 0 and 1. The color variables reference color values in a precalculated color map in much the same way that texture variables reference texture values in a texture map.
[0035] For one embodiment of the invention, the angle coordinates of a normal vector are mapped to a two dimensional (2D) grid of color variables, and color values are assigned to pixels from a color map that is referenced to the same color variable grid. The color map for this embodiment may contain light contributions from one or more light sources. For non-local light sources, angle coordinates specifying the relative orientation of the normal and light vectors are mapped to a one dimensional table of color variables, and color values are assigned to pixels from a one dimensional color map that is referenced to the same color variable table. The one dimensional color map represents light contributions from a single light source. One dimensional color maps for multiple light sources may be combined to form a 2D color map in which color values are referenced through a color variable and a light source identifier. In each case, the color mapping may be implemented using modified texture mapping techniques and hardware.
[0036]FIG. 3 illustrates angle coordinates suitable for representing the orientation of a vector, e.g. vertex normal N, in accordance with one embodiment of the present invention. In this coordinate system, L is a unit vector that is directed towards a light source. L, L1, and L2 form the basis vectors for a Cartesian coordinate system 300 in which a normal N is specified. S1 is a vector representing the projection of N onto a plane formed by the L and L1 basis vectors (�L-L1 plane�). A first angular variable, α, is defined as the angle between N and S1. A second angular variable, β, is defined as the angle between S1 and L1. In the disclosed coordinate system, cc ranges from 0 to π/2 and β to range from 0 to π.
[0037] For one embodiment, color variables uc and vc are related to α and β through the following relationships:
[0038] A color map for this case (L=V, light source at infinity) may be precalculated in terms of the color variables as follows:
C(u c , v c)=M a L a +M d L dΩL(u c , v c)+M S L S Ω H(u c , v c)A Eq. 3
[0039] Here, ΩL(uC, vc) and ΩH(uc, vc) are functions of color variables, uc and vc, representing a range of normal orientations. For the above example, where L and H are parallel, ΩL(uc, vc) and ΩL(uc, vc) are equal and are the orientation-dependent portion of Eq. 3 becomes (MdLd+MsLs)Ω(uc, vc), where Ω(uc, vc) is given by:
Ω(u c , v c)=cos[π(0.5+u c)]sin[2πv c]=sin[πu c]. Eq. 4
[0040] Here, the subscript has been dropped from Ω. FIG. 4 shows color maps 400, 401, 402, 403 calculated using Eq. 4 with different values of the specular exponent A. In accordance with the present invention, color maps 400-403 are precalculated and referenced through color variables uc and vc.
[0041] In order to assign color values from, e.g., color map 400 to the pixels representing the illuminated object, color variables are determined for each pixel of the component polygons. The starting point for determining pixel color variables for a given polygon is the angle coordinates α, β of the polygon's vertex normals. Vertex values of the angle coordinates may be determined using standard transformation techniques, as discussed below in greater detail. During rendering, angle coordinates α, β are generated for each pixel from the corresponding vertex normal values. The angle coordinates α, β for each pixel are then converted to color variables uc, vc, and a corresponding color value is provided from color map 400.
[0042] Illumination data related to other vectors quantities may be readily accommodated in color map 400. For example, when V and L are not parallel, the orientation function, ΩH(uc, vc) differs from ΩL(uc, vc) and must be determined independently. The orientation of H in the coordinate system of FIG. 3 may be specified by angular coordinates, αH, βH (or corresponding color variables ucH, vcH), and the corresponding orientation function is given by:
ΩH(u c , v c)=sin[π(u c −u cH)]sin[2π(v c −v cH)]. Eq. 5
[0043] Since ucH and vcH are constants for a given illumination/viewing geometry, the sum of MsLsΩH(uc, vc) and MdLdΩL(uc, vc) be referenced through the same color variables to form a color map for the case where L and H are not parallel.
[0044] Similarly, where multiple light sources are present, the orientation of each additional light source, Li, may be specified through angle coordinates, αLi, βLi (or their corresponding color variables, ucLi, vcLi). Diffuse terms for each additional light source may then be incorporated into color map 400 through a corresponding orientation function, ΩLi(uc, vc), in which uc, vc, are offset by constant color variables, ucLi, vcLi as in Eq. 5. Specular terms for each additional light source ΩHi(uc, vc) may be similarly incorporated for each Li that is not parallel to H.
[0045] One shortcoming of the coordinate system of FIG. 3 is that close normals may not correspond to close color texture coordinates. For example, if the viewing direction (V) corresponds to color variables near the edge of color map (FIG. 3), small changes in the viewing direction of the object may result in large changes in the color variables for normals on opposite sides of the origin (e.g. β=0). This can create a discontinuous appearance in those regions of the object that correspond to extreme color variables of the color map.
[0046] One method for addressing these discontinuities is to employ a coordinate system in which the defects, e.g. discontinuities, are on polygons on the side of the object opposite to that being viewed, independent of the location of the light source(s). This may be accomplished, for example, in a coordinate system in which the normal angles are defined relative to the camera (viewer) direction rather than light source direction. In FIG. 3, this means that L is replaced by V, and the angle coordinates α, β refer to the direction of a normal or a light source, Li, with respect to V.
[0047] As in the discussion of color map 400, a color map in the camera-fixed coordinate system is generated by sampling a range of normal orientations specified by, e.g., angle coordinates, α, β. The set of sampled normals defines a unit sphere. The hemisphere visible to the viewer is mapped to a planar grid as follows:
u c=α/π
v c=β/π Eq. 6
[0048] For one embodiment, the 2D color map or table includes diffuse lighting contributions from all light sources as a function of normal orientations specified by uc, vc. For specular lighting purposes, it is assumed that the central element of the 2D table (�, �) represents a normal pointing directly into the camera. Thus, H can be established and specular contributions can be determined and added for all lights.
[0049] During rendering, the orientation of a pixel normal is interpolated from vertex values of α, β, and converted to color variables uc, vc. The pixel color value is provided by the entry in the 2D table referenced by uc, vc. It is noted that since each pixel is treated independently, there are likely to be parallax errors, and pixels in shadow may be lit as if they were not in shadow.
[0050] A color map for multiple, non-local lights illuminating a polygon characterized by one set of material properties in the viewer-referenced coordinate system is calculated as follows:
[0051] Here, Lj and Hj are the light source and halfway vectors for light source () in the viewer-referenced coordinate system. For one embodiment of the present invention, Nx[uc,vc] and Ny[uc, vc] are a set of vectors that sample a range of orientations with respect V. NC[uc,v,] and Ny[uc, vc] are given by the following equations:
[0052] In this embodiment, the color variables, uc, vc are related to xu, yv as follows:
x u=2u c−1 Eq. 10a
y v=2v
[0053] The color map consists of the set of color values C1[uc, vc] and C2[uc,vc] for color variables uc, vc between 0 and 1. The geometry intensive calculations of Eqs. 7a and 7b, are precalculated, e.g. prior to rendering, for each object that has the same lighting, camera, and material characteristics.
[0054]FIGS. 5A and 5B are color maps, C1 and C2, respectively, for the following material and light source characteristics for red, green, and blue (RGB) wavelengths:
[0055] Ma=(0.15, 0.03, 0.12)
[0056] Md=(0.7, 0.12, 0.40)
[0057] Ms=(1.0, 1.0, 1.0)
[0058] Amat=40
[0059] La(0)=Ld(0)=Ls(0)=(1, 1, 1) (white light)
[0060] La(1)=Ld(1)=Ls(1)=(0, 0, 1) (blue light) Ma, Md, and Ms are material RGB color vectors for ambient, diffuse, and specular light, Amat is the specular exponent of the material, and La(j), L(j), and Ls(j) are RGB color vectors for light source (j).
[0061]FIGS. 5C and 5D are color tables C1 and C2 for the following material and light source RGB characteristics:
[0062] Ma=(0.12, 0.09, 0.03)
[0063] Md=(0.4, 0.37, 0.06)
[0064] Ms=(1.0, 0.80, 0.30)
[0065] Amat=40
[0066] La(0)=Ld(0)=Ls(0)=(1, 1, 1) (white light)
[0067] La(1)=Ld(1)=Ls(1)=(0, 0, 1) (blue light).
[0068] La(2)=Ld(2)=Ls(2)=(0, 1, 0) (green light)
[0070] Once the color map is calculated for given light source(s) and viewing geometry, angle coordinates are generated for the vertex vectors (N, L, H) of each polygon in the viewer-fixed coordinate system. Angle coordinates for pixel normals are then generated by interpolation from the vertex values and converted to corresponding color variables. Color values for the pixels may then be read from the color map through a relatively fast look-up operation.
[0071] For one embodiment of the present invention, vertex values of the angular coordinates in the viewer-fixed coordinate system are generated as follows. Let M={Mmn} represent a model view matrix for the object that is being imaged, and nxi, nyi, nzi, represent the x, y, and z components of the normal vector of the ith vertex of a polygon (ni). The model view matrix is the matrix that transforms the coordinates of points in the object from an object-fixed coordinate system (model coordinate system) to a camera-fixed coordinate system (view coordinate system). In the latter coordinate system, V is parallel to the z axis, and the x and y axes are in the plane of the computer monitor. In this embodiment, a normalized vertex normal m in the camera-fixed coordinate system is given by:
[0072] The color variables of the ith vertex normal in this coordinate system are:
u ci =m xi , v ci =m yi , w ci =m zi Eq. (12)
[0073] The color variables for the polygon pixels may be generated from {mxi, myi, mzi} using standard interpolation methods. These methods are described, for example, in Foley, van Dam, Feiner, and Hughes, Computer Graphics Principles and Practice, Addison Wesley, Reading Mass. (1996).
[0074] In the disclosed embodiment of the invention, the color value for a pixel is provided from color map C1 or C2, depending on the interpolated value of mz. A color value is assigned to the pixel from C1 when mz≦0, and a color value is assigned to the pixel from color table C2 when m z≦0. C2 is included in the discussion for completeness, since pixels that are mapped to color map C2 are not visible when the object is transformed to the camera coordinate system described above.
[0075] FIGS. 6A-6E show a series of images generated using the method of the present invention. For comparison, the same images generated using Gouraud shading and Phong shading are shown adjacent to them. The method of the present invention allows the figures to be generated in approximately the same amount of time as required for the Gouraud shaded object, and in much shorter times than required for the Phong object. The images in FIGS. 6A-6E generated by the present invention have highlights that are superior to those of the corresponding Gouraud shaded images and comparable to those achieved using the far more expensive Phong shading technique.
[0076] Local lights are not readily treated with the color maps described above, since the orientation of the light source vector varies with pixel position in the polygon. Color maps in which only normal vector orientations are sampled, e.g. FIGS. 4 and 5, are inadequate when the light vector varies as well. Color maps that sample both normal and light vector orientations are expensive to calculate and require four color variables to reference one color value. Since the color value depends only on the relative orientation of N and L (when L and V are parallel), the computational cost of the four parameter color map unnecessary. The use of four color variables also eliminates the parallels with texture mapping provided by the present invention.
[0077] For one embodiment of the present invention, local lights are treated using a one dimensional color map for each local light source. Returning to FIG. 4, it is evident from the symmetry of color map 400 that a significant amount of redundant information is present. This follows from the fact that the only angle of significance in Eq. (4) when L and V are parallel is the angle y between L and N (FIG. 3). For example, Eq. 4 for Ω(uc, vc) is equivalent to:
Cos γ=Cos α�Sin β. Eq. 13
[0078] A corresponding 1D color map may be generated from Eq. 8, with Ω(uc, vc)=Cos γ.
[0079] Color values can not be determined unambiguously by interpolating γ because vector orientations require two angles to be fully specified. However, angle coordinates α and β can be interpolated for each vector of interest, and γ (or some function of γ) can be generated using Eq 12. Color values may be accessed from the one dimensional color map through γ or a corresponding color variable. For multiple local light sources, a one dimensional color map may be generated for each light source/material combination, with color values referenced by a corresponding color variable. The set of one dimensional color maps may be combined into a single two dimensional color map, with color values indexed by a color variable and light source ID. Since the composite color map is 2 dimensional, it is readily accommodated into the color (texture) mapping framework of the present invention.
[0080]FIG. 7 shows a reference coordinate system defining angle coordinates α1, β1 and α2, β2 specifying the orientations of N and L, respectively, across a polygon. A similar approach applies to determining the relative orientation of N and V for the specular component of Eq. (1). In the disclosed coordinate system, Z is one of the basis vectors and Y is an axis that is perpendicular to Z. S1 represents the vector formed by projecting N onto the Z, Y plane and α1 is the angle between N and the Z, Y plane. S1 also makes an angle β1 with the Y coordinate axis in the Z, Y plane. Similarly, S2 represents the vector formed by projecting L onto the Z, Y plane, α2 is the angle between L and the Z, Y plane, and β2 is the angle between S2 and the Y coordinate axis in the Z, Y plane.
[0081] Using the reference coordinate system of FIG. 7, and the angle pairs α1, β1 and α2, β2, the vertex orientation of N and L may be specified unambiguously and interpolated to generate angle pairs α1(s,t), β1(s,t) and α2(s,t), β2(s,t), respectively, for pixels at locations (s, t). At each pixel location (s,t), angle pairs Δα(s,t) (=α1(s,t)−α2(s,t)) and Δβ(s,t) (=β1(s,t)−β2(s,t)) are determined. Since Δ (s,t) and Δβ(s,t) are perpendicular to each other, Cos γ is given by Cos Δα Sin Δβ, per Eq. 12.
[0082] Where both local and non-local light sources are present, a single color map may be determined for all non-local light sources in the manner described above, and a separate color map may be provided for each local light source. In each case, the color maps are precalculated for a sample of color variables and referenced according to the color variables. Color contributions for each pixel are then determined by interpolating the angle coordinates for each pixel in a polygon from the vertex values, determining corresponding color variables, and assigning the referenced color values from the appropriate color map.
[0083] The parallels between the present invention and texture mapping allows per-pixel shading to be implemented using standard, textures mapping hardware without perspective correction. In the present invention, the color map corresponds to the texture map that is being mapped to a polygon surface, and orientation parameters uc, vc that reference color values in the color map correspond to the texture coordinates uT, vT that reference texture values in the texture map. Where the graphics system supports more than one pipeline, per-pixel shading in accordance with the present invention can be carried out in parallel with texture mapping.
[0084]FIG. 8 is a block diagram indicating how the per-pixel shading method of the present invention may be implemented using texture mapping hardware available in most graphics systems. For purposes of illustration, each polygon vertex has associated color variables, uc, vc wc, corresponding to the angle coordinates of vertex vectors N, L, and H, as required by the particular illumination model, geometry, and simplifying assumptions. These parameters may be determined in the geometry stage of the graphics pipeline or, in the case of the normal vectors, specified in a model. Each polygon vertex is also shown having associated texture variables ut, vt, and wt for the case where texture mapping is implemented.
[0085] Color variables u(s,t)c, v(s,t)c w(s,t)c, are generated for each pixel location from the vertex values using the interpolation methods discussed above or their equivalents. The interpolated orientation parameters of a pixel are then used to access a color value stored in color map 820. The color value is provided to a color combining module 830 for further processing. Depending on the mix of local and non-local light sources, color values may be provided from different color maps 820.
[0086] Similarly, texture variables u(s,t)t, v(s,t)t, and w(s,t)t, at pixel location s, t are generated from the vertex texture values, using standard interpolation methods. The interpolated texture values are then used to access texture data from texture map 840. The accessed texture map values are then provided to color combining module 830. Color combining module 830 receives per-pixel shading and texture data from color map(s) 820 and texture map 840 and combines the received shading and texture data into a suitable shading value for the pixel.
[0087] The per-pixel shading method of the present invention may also serve as the basis for an efficient approach to bump mapping. This approach to bump mapping employs a perturbation source, such as a mathematical function, an algorithm, or a bump map, to alter the angle coordinates (or color variables) of pixel normals before referring to the color map(s). For one embodiment of the invention, the perturbation source generates orientation perturbations, Δα, Δβ, that may be combined with the angle coordinates of a pixel to generate �perturbed angle coordinates�. The perturbed angle coordinates are converted to color variables, which reference color values representing the perturbed normal orientation.
[0088]FIG. 9 is a block diagram of a system 900 for implementing bump mapping in accordance with the present invention for the case in which the perturbation source is a bump map. System 900 includes a bump map 910, a perturbation generator 920, a color map 930, and a color combining module 940. Also shown is an optional texture map 950. Color map 930 and color combining module 940 are substantially as shown and described in conjunction with FIG. 8. Bump map 910 is a precalculated set of orientation perturbation values (Δα, Δβ) that are referenced through bump coordinates, Pu, Pv, Pw, Pw is shown in parenthesis since it is used only when perspective correction is to be included.
[0089] Pixel values of the bump coordinates are interpolated from vertex values of the bump coordinates during rendering. A bump value (Δα, Δβ) referenced by the interpolated bump coordinates is provided from bump map 910 for combination with the angle coordinates of the pixel. The perturbed angle coordinates are converted to color variables and the corresponding color values are provided by the color map.
[0090] In the embodiment of FIG. 9, perturbation generator 920 combines bump values (Δα, Δβ) with angle coordinates (α, β) for a pixel to generate perturbed angle coordinates (α′=α+Δα, β′=β+Δβ). The perturbed angle coordinates are converted to color variables, which are then used to look up a color value in color map 930. The resulting color value is suitable to the perturbed orientation of the pixel's normal vector. As shown in FIG. 9, texture values may also be provided for a pixel from texture map 950 and combined with the color values from color map 930 by color combining module 940.
[0091] As noted above, sources other than a bump map may be used to provide the perturbations of the pixel normals. For example, one algorithm for generating perturbations computes the gradient of the color values for an image and converts the gradient to a bump value. Bump values may be generated and added to angle coordinates on the fly or they may be stored to a bump map and combined with angle coordinates on a subsequent pass through the image.
[0092] There has thus been provided a per pixel shading system that is suitable for use in real time interactive graphics systems. Color values are precalculated for a sample of normal vector orientations specified by pairs of polar angle coordinates. The color values are collected in a color map and referenced by angle coordinates that have been scaled to a range of between 0 and 1 (scaled angle coordinates or color variables). Values of the angle coordinates are determined for the vertices of each polygon used to model the object to be shaded. During rendering, pixel angle coordinates are determined by interpolating angle coordinates from the vertex values. The pixel angle coordinates are converted to color variables, and a color value referenced by the color variables is assigned to the pixel.
[0093] The method may be readily implemented using standard texture mapping hardware. In addition, bump mapping may be implemented by generating per pixel normal perturbations and adding these to the pixel angle coordinates prior to determining a color value.
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text:
BONE APPETITe
University Park Center (Near Kohl's)
5275 University Parkway unit 127
University Park (Bradenton), FL 34201
View Larger Map
Wednesday, March 25th
Bone Appetite is offering Anesthesia-Free Dentals
The service is being done in our store,
starting at 10:30AM. Call us for further information
as there will be limited appointments available.
The cost is $165.00, a $25.00 deposit is needed
to hold your time.

subset: commoncrawl


text:
"Icarus' Dream" is a visual interpretation of the mythological story of Icarus. Fascinated by the symbolic meaning of this figure I drew and animated an imaginary and metaphorical journey of its fall by interpreting it as a shamanic journey into Alice's hole.
It was produced by the Royal College of Art and it has been shown in Iceland, UK and USA.
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text:
I am trying to get a Haskell function to show whenever it is applied by adding a call to "putStrLn":
isPrime2 1 = False
isPrime2 n = do
putStrLn n
null (filter (==0) (map (mod n) (filter isPrime2 [2..(floor (sqrt(fromIntegral (n-1))))])))
(The ultimate goal is to demonstrate why one version of isPrime is more efficient than another.)
When I load the above code into GHCi, I get the error:
Couldn't match expected type
Boolwith actual type
m0 b0
I'm sure this is a n00b mistake. Could someone tell me the right way to accomplish what I'm trying to do?


text: Trusted in the jewelry industry since 1938, the Rumanoff family is proud to have carried on our tradition for four generations. Serving our community on the basis of trust, integrity and value, we are dedicated to continually provide our customers with the best in jewelry product and service in our uniquely friendly and comfortable atmosphere. We pride ourselves on playing a role in our customers' most precious life moments, and strive to exceed all expectations and provide our customers with a fun, enjoyable experience with every visit.


text:
The best beauty innovations of 2010 are easy and fun and let your brand of pretty shine through. Find your faves, get a shopping guide, then see how your picks look on you instantly! How cool is that?
more slideshows
36 New Sneakers To Top Off Your Spring WardrobeSometimes, the accessories make the outfit.
7 Yoga Moves for Strong, Gorgeous ArmsA quick, effective yoga flow that targets your arms, back
Green Your Routine: Luxe Eco-Friendly Fitness GearFocus that eco-consciousness energy on your workout wardrobe.
2010 Best Beauty Trends
KEYWORDS: beauty trends,Innovation


text:
Articles & Reviews
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A Look At The New Firefox UI On Ubuntu Linux
Published on 08 February 2014 04:10 AM EST
Written by
Michael Larabel
30 Comments
After yesterday's article about
the new Firefox UI landing in the Aurora channel
, here's some screenshots showing what the new Firefox marked at 29.0a2 looks like on Ubuntu Linux.
Being a big Firefox user myself on my production systems, after writing about the user-interface changes landing in Aurora and
the many changes
, I decided to try out the updated open-source web-browser.
I did some early tests from the
Intel Atom Bay Trail NUC Kit
(Intel DN2820FYK) and was pleased with the performance and the enhancements to the graphical user-interface. Embedded below are a couple screenshots for those interested.
Also worth noting is the new
Firefox Accounts
30 Comments
News Archives
Recent Mozilla News
Firefox 37 Coming Today With Heartbeat, HTTPS Bing
NSS 3.18 Release Increases RSA Key Pair Size, Ups Protocol Versions
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text: The 1938 wiki last edited by pikahyper on 04/20/13 05:06AM View full history The Complete Wash Tubbs and Captain Easy by Roy Crane were published by the Flying Buttress Classics Library. Widely considered to be one of the first great adventure strips, Wash Tubbs the wise-cracking, girl-chasing opportunist and soldier of fortune Captain Easy are back for more fun and adventure. Volume 13 (1938) reprints Crane's classic comic strips. Wash decides to tie the knot, or does he? Plus, Wash and Easy venture to the Orient.


text:
Robert Krier
ScienceWindy, wet weather expected this weekend
Mar 14, 2012, 6:12 p.m.
Wet and windy weather will barrel into San Diego County this weekend, National Weather Service forecasters say. "In a winter that hasn't had any huge storms, this will be our biggest," forecaster Joe Dandrea said. The coast and inland valleys could get 1 to 2 inches of rain from Friday night through Monday morning. The foothills could get 3 to 5 inches. Blizzardlike conditions are expected in the mountains, which may get more than a ...
Science QuestWet weather coming for the weekend
Jan 19, 2012, 5:05 p.m.
Get ready for a drippy, windy weekend. Late Friday, Southern California is expected to get its first taste of a series of storms that have been drenching the northern end of the state since Tuesday. National Weather Service forecasters expect slow, steady rain to start falling in San Diego County after about 10 p.m. Friday, continue through Saturday and possibly linger into Sunday morning. But don't worry about flooding down here. The rain should be ...
Science QuestLight rain breaks San Diego dry spell
Jan 16, 2012, 6:02 p.m.
A mini-storm Sunday night and early Monday broke San Diego County's winter-long dry spell. A much bigger storm appears headed this way next weekend. High pressure is expected to rebuild briefly and shoo away the clouds through Thursday. Highs at the coast should be in the low to mid 60s, while the inland valleys could be near 70. The light rain was the first measured in San Diego since Dec. 19. Rainfall totals around the ...
Science'Potentially damaging' winds to hit tonight
Updated Nov 29, 2011, 7:23 a.m.
The National Weather Service says the potentially strongest windstorm since 2007 will produce winds that will gust up to 65 ...
ScienceTemperatures hit 80s as heat wave begins
Updated Nov 26, 2011, 1:35 p.m.
A high pressure system will send temperatures up to 15 degrees above normal this weekend, and a fading swell out ...
ScienceStorms add up to a soggy November
Nov 22, 2011, 12:06 a.m.
San Diego's November rainfall total is moving up the charts. So far, 3.12 inches have fallen — more than three times the usual amount for the entire month. It's the most rain during November since 1985 and puts the month in seventh place since record-keeping began in town in 1850. And the month could climb the list, because more rain is forecast for Thanksgiving. National Weather Service forecaster Alex Tardy said San Diego could get ...
ScienceStorm could drop 3'' of rain in SD mountains
Updated Nov 8, 2011, 9:31 p.m.
Slow-moving Pacific storm will come ashore Friday night and could drop upwards of 3'' of rain on the coastal slopes ...
Science QuestRecord heat possible in inland areas
Oct 11, 2011, 6:07 p.m.
In a week, the pendulum has swung from cold and wet to hot and dry. National Weather Service forecasters say strong high pressure directly over Southern California and a mild offshore flow could lead to record highs inland on Wednesday and Thursday. "Right around 100 degrees — that's the full potential with the air mass we have," said Alex Tardy, a forecaster for the weather service. The only place to escape most of the heat ...
La Niña could skew annual rainfall contest
Oct 10, 2011, 5:33 p.m.
La Niña is back. Should we worry or party? Once a fairly reliable harbinger of dry times in Southern California, the gal lost street cred last year. Her presence last fall was viewed with trepidation because we were in the midst of a drought. Another below-normal rainy season was feared and forecast. Then the winter came, and so did the rains. A few days before Christmas, some of us had to drive through about a ...
TravelElephant seals hit the beach at Piedras Blancas rookery
Updated Oct 7, 2011, 3:18 p.m.
Lumbering bulls and their harems entertain Highway 1 travelers along central coast
ScienceFirst storm of fall moving through the region
Updated Oct 5, 2011, 8:51 p.m.
The first storm of the fall is moving through San Diego County and has already dropped significant amounts of rain. ...
Cloudy, wet weather forecast through Thursday
Oct 4, 2011, 5:06 p.m.
Coastal areas on Wednesday should get about a half inch of rain through the afternoon and evening, and the foothills ...
ScienceWintry weather may bring some rain
Oct 3, 2011, 6:57 p.m.
San Diego County likely will skip autumn and go straight to winter this week, with temperatures plummeting and a very early storm from the Gulf of Alaska bringing the first significant rain in six months. "It will be quite a shock to the system," said Brandt Maxwell, a forecaster for the National Weather Service. "It will be unseasonably cool, and everybody will get rain. "That's kind of unusual for early October." On Monday, the county ...
Central CountyHeavy rain, hail pelt mountains and deserts
Sep 13, 2011, 7:48 p.m.
Thunderstorms over the San Diego County mountains and deserts brought heavy downpours, hail and about 800 lightning strikes by 5 ...
Public SafetyRecord heat follows overnight scattered showers
Updated Sep 6, 2011, 3:37 p.m.
A wet morning across San Diego County quickly turned into steaming hot, record-breaking afternoon Tuesday. Temperatures should cool off a ...
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text:
Flag Important Mail
How to flag important mail.
To be sure that you don't miss important messages from a particular sender, you can create a rule that attaches a flag to any message from that person. From the Tools menu, choose Rules Wizard and select New. Highlight the option Notify Me When Important Messages Arrive, then choose your notification method.
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text: Tail Light Christmas Tree 1 $kaycogProfileFollowUnfollow $kaycog 12/23/13 11:01am 12/23/13 11:01amEditDelete InviteInvite manuallyPromoteXDismissXUndismissBlock for OppositelochHideShare to KinjaShare to FacebookShare to PinterestShare to TwitterGo to permalink This is one of my favorites. The tail lights with the "Dallas" license plate is a 1958 Mercury. I don't know the others. 1 2Reply 2Discuss


text:
William J. Collier, pastor of Church of God's Chosen, is holding a Whites-Only conference in the good ole' state of Alabama, and he's not making any apologies for it, reports the Huffington Post.
"We don't have the facilities to accommodate other people. We haven't got any invitations to black, Muslim events. Of course we are not invited to Jewish events and stuff," he said. ""We are not breaking any laws, we are not violating any ordinances, we are bringing the word of God to people who want it …who are part of the chosen race."
Read more at NewsOne
Also On Black America Web:
The Hottest Celebrity Instagrams (3/20-3/27)
https://igcdn-photos-d-a.akamaihd.net/hphotos-ak-xaf1/t51.2885-15/11008293_1583956675186163_1777837032_n.jpg https://igcdn-photos-f-a.akamaihd.net/hphotos-ak-xfa1/t51.2885-15/10990562_833486866730101_1368709419_n.jpg https://igcdn-photos-f-a.akamaihd.net/hphotos-ak-xpf1/t51.2885-15/10598439_1601913593356405_1211410879_n.jpg https://igcdn-photos-e-a.akamaihd.net/hphotos-ak-xfa1/t51.2885-15/11084882_787189438061796_678862427_n.jpg https://scontent.cdninstagram.com/hphotos-xaf1/t51.2885-15/11055873_1559919287619387_1073683949_n.jpg


text:
First I set the modifier property to "Internal" of comboBox1 on form1.
I used the following code:
form1 f1 = new form1();
object[] obj = new object[f1.comboBox1.Items.Count];
f1.comboBox.Items.CopyTo(obj, 0);
Is it the best way to do this?
PS: I couldn't make this: Best way to access a control on another form in WinForms? to work.
PPS: Making controls is public is not what I like and neither preferred.


text:
Guns, Germs, and Steel
The Fates of Human Societies
By Jared Diamond
(W. W. Norton & Company, Paperback, 9780393317558, 496pp.)
Publication Date: April 1999
Other Editions of This Title: Compact Disc, Hardcover, Hardcover, Prebound, Compact Disc
Shop Local
Enter your zip code below to find indies closest to you.
Freshmen "common reads" are becoming increasingly popular at American colleges and universities. One of the more popular common read assignments is Jared Diamond's Pulitzer Prize-winning book, Guns, Germs, and Steel: The Fates of Human Societies. Originally broadcast on Sept. 8, 2011. More at NPR.org
NPR Audio Player Requires Flash Upgrade: Please upgrade your plug-in to view this content.
Many colleges have adopted a "common reads" program, where freshmen read the same book during the summer and then discuss it when they get to campus. Jared Diamond, author of the popular common read Guns, Germs, and Steel, talks about what his book can offer young readers. More at NPR.org
NPR Audio Player Requires Flash Upgrade: Please upgrade your plug-in to view this content.


text:
Visit create.airbnb.com »
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Your participation helps keep Airbnb a safe and trusted
community, and it doesn't go unnoticed!
Illustrator(s) from Maryland. Love to cook, travel, and draw pictures. Have a cat, but he doesn't travel with us. Quiet, bibliophile, nature geeks.
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Evan was a great communicator. I felt bad since it did not seem they were at the house much...but on the run....glad I was able to meet them all since they were on their way to a wedding. Evan and Company left the house in great shape and they are welcome back anytime....I will let the wren know he is coming. The wren has taken up residency since he was here in the decorative birdhouse in the garden....glad Evan told me this was not my imagination. Hope everyone enjoyed their stay in Cleveland. Corky


text:
Prime Time Preview: Ravens vs. Patriots
Our Week 6 LBS Game of the Week takes us to Gillette stadium for a match-up between the Baltimore Ravens and New England Patriots that will help clear some of the dust in the AFC and determine who the powerhouses are. One player who won't be in attendance is Randy Moss. The Patriots face a…Read More


text:
Currently unavailable for purchase
A magnolia blossom to say I Love You
flowers, magnolia, flower cards, love
Amateur photographer and publisher of websites on my hometown , Normandy and of a photoblog on the Normandy Coast .
Just beautiful.
Wow! Stunning capture and light!!!!
Thank you, glad you like it.
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text:
hello, i have the Asus E45M1-I DELUXE Bord with HD 6320. I used ist as HTPC with MediaPortal !
I try to activate the Vector Adapitve Deinterlacing in newst CCC.
But i can not chose this Deinterlacing !
here is a link to this AMD forum to solve the Problem, but the link is not actual. look at topic "Deinterlacing", there is the link at the end of this capital.
Can sombybody help me.......
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text:
Glen Arbor Things to Do
Pyramid Point
Read this review in the morning and went immediatley! It is a longer walk (about .6 miles on an incline to the top but worth every second of the climb. I recommend taking a back pack and lunching up here - great to see and on clear day you can see more islands than the North and South Manitou.more
Glen Haven Dunes
The dunes at the end of the road in Glen Haven are not only beautiful to climb, they also offer access to a fantastic beach. This is one of the best places to watch a storm move in or for a sunset swim.more
Hike the Pierce Stocking Dune Climb
This is the huge dune visible from the Narrows between Big and Little Glen Lakes. One a summer day, it is crawling with tourists.The best way to experience the Dune Climb is one of the following. In winter, it's a fantastic place to climb up and sled down, an experience made more exciting when someone takes the time to build a jump. In summer, pay...more
Crystal River
Crystal River Outfitters offers a variety of options for those wishing to canoe or kayak while visiting Leelanau County. Our typical trip consists of a 2-3 hour trip down the gentle Crystal River with almost the entire 7 miles of your trip being spent in the Sleeping Bear National Park. For those wishing for a more adventurous trip Crystal River...more
Sleeping Bear Dunes National Lakeshore
The sand dunes are one of the biggest attractions in Northern Michigan. There is a scenic drive known as Pierce Stocking Drive, which allows you to observe many of the vistas without having to stray far from your auto. Most people seem to prefer actually climbing the dunes and making their way to Lake Michigan, where it is a long long drop to the...more
Pyramid Point
A short hike to one of the greatest views on earth. From here you can see North and South Manitou islands as well as points on the Michigan shorline.For fun, run down the face (about 250 feet) and either spend hours hiking up or walk along the beach to the left (south) where there's access to the road after a mile or so.more
Glen Arbor Hotels
The Homestead
Wood Ridge Road, Glen Arbor, Michigan, 49636, United States
Satisfaction: Average
Good for: Families
Glen Arbor Bed and Breakfast
6548 Western Avenue, P O Box 580, Glen Arbor, Michigan, 49636, United States
Satisfaction: Excellent
Good for: Families
The Sylvan Inn
6680 Western Ave., M-109, GLEN ARBOR, MICHIGAN 496
Glen Arbor Restaurants
World Food
The owners of this restaurant spend the winters on a houseboat in the Caribbean and their food reflects their travels and interests. It's a great mix of fresh ingediants combined into world dishes. Like most places in Glen Arbor, it doesn't take reservations and getting a table can be tricky on a busy night. But, it's worth the wait! This is my...more
Fried Goodness
Art's is the local hang out that gets incredibly full every summer night. It's also one of the places in town with a generator so, in high school, when the power went out in town, it was where we went to do homework. Despite the name, it's a family sort of bar. . .We thought it was an outrage when the prices went up in 2000, but it's still a good...more
Average food for high price
An older chap walking out, told us that all restaurants in Leeland close at 2pm. He and his wife were not too impressed with the food they got out of the Boone Docks. Since this was the only restaurant we found open that Monday afternoon (fall hours), we went in. The place had original decor, and plenty of outside seating. Service was casual and...more
Glen Arbor Nightlife
Arts is great
Arts Tavern has been a Glen Arbor landmark for generations. It's a "hole in the wall" tavern with a pine interior decorated with college pennants. The food is excellent and the wait can be long in the evening. Wonderful breakfasts. If you are anywhere in the area, such as the Homestead or any of the cabins nearby, you must go to Arts! And remember,...more
Arts Mecca Nearby
Interlochen a nationally famous music and arts center not far from Sleeping Bar Dunes. In the summer, Interlochen thrums with diverse activities. You can catch some pretty stellar concerts here at their outdoor amphitheater. The camp is located just off of US 31 in Grand Traverse county.more
Glen Arbor Hotels3 Hotels in Glen Arbor
Glen Arbor Tourist Traps
Totem Shop is OK
The Totem Shop is a classic tourist trap, but we've looked forward to going there every year for almost 30 years. It's a classic. Good place for magazines, newspapers, fudge, toys, gifts, etc. There is a nice selection of fireworks, our favorite being the "Moondance." As long as you know the sort of place it is, it is a fun stop and a classic bit...more
Totem Shop is OK
The Totem Shop is a classic tourist trap, but we've looked forward to going there every year for almost 30 years. It's a classic. Good place for magazines, newspapers, fudge, toys, gifts, etc. There is a nice selection of fireworks, our favorite being the "Moondance." As long as you know the sort of place it is, it is a fun stop and a classic bit...more
Don't Forget Insurance
If your current health insurance doesn't cover you while your abroad, you should consider getting international travel insurance just in case something should go wrong.
Glen Arbor Favorites
Why "Sleeping Bear"?
The Ojibway tell the story of the creation of Sleeping Bear Dunes and the Manitou island. "Long ago, in the land that is today Wisconsin, Mother Bear and her two cubs were driven into Lake Michigan by a raging forest fire. The cubs swam strongly but the distance and the cold water proved too much for them. They fell further and further behind and...more
What are "the Great Lakes"?
THE GREAT LAKES = "the group of five fresh-water lakes in the central part of north america, between Canada and the United States. . . From Duluth MN at the western end of Lake Superior, to outlet of Lake Ontario, they stretch 1160 miles. The combined surface area of the great lakes is about 95,000 square miles." Many geographers believe that Lakes...more
What is a Dune?
The Columbia Encyclopedia says "DUNE = a mound or ridge of wind-blown material, usually sand, formed in arid regions. . . Often a dune begins to form because material is deposited by the wind as it encounters a bush, a rock, or an irregular ground surface; others form against cliffs, hills, man-made walls or buildings, or other barriers. Those that...more
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text:
why would they pick Die Another Day? of all choices that's by far one of the worst overall.
bobcat1794's comments
I really like RE4 and RE5 but im not exactly looking forward to this.
I really like Bruce Willis and Hugh Jackman but not in a gay way. Also i recently realised how much i like Naruto.
What machine gun was that it looked like a famas mixed with acr


text:
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Bird and Whale - Handmade Design from Vintage Materials
Bird and Whale is travelling the world looking for new treasures. Any custom orders will ship on March 1st 2015, the earliest. Anything in stock will be shipped within 4 biz days. Please ask me about what's in stock, since not all of it is listed in the shop. Please leave a note for any rush orders (of what's in stock)… read more
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Originally written on Louisville Card Game | Last updated 11/18/14
Remains to be seen whether Rick Pitino will be elected to the Naismith Hall of Fame this year. But his University of Louisville basketball team will be among eight teams participating in the pre-season Naismith Memorial Hall of Fame Tip-Off Tournament at Uncasville, Conn. next season. Rick Pitino The field will also include North Carolina, Richmond, Fairfield, Belmont, Hofstra, Holy Cross and Hartford. Louisville will face Hofstra on Nov. 12 and Hartford on Nov. 19 in the first two rounds, with both games in the KFC Yum! Center. The Cardinals will play Fairfield at Uncasville on Nov. 23, and either Richmond or North Carolina in the consolation or championship round on Nov. 24. Pitino is among 12 finalists for the Naismith Hall of Fame. He is the only coach to lead three schools to the NCAA Final Four, including the Cardinals in 2005 and 2012. He is 651-239 in 28 seasons. He also guided Kentucky to three Final Four appearances from 1989-97, winning the championship in 1996. He led Providence to the 1987 Final Four. Louisville has reached 20 wins for the 11th straight year under Pitino, whose 21 20-win seasons are sixth among active coaches. The 2013 class will be announced April 8.
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Combat supply changes
View Single Post
Cryptic Studios Team
Join Date: Nov 2012
Posts: 507
# 5
I've tuned the "spew" distance, the duration, and the magnitude of the buffs in a future patch. I think the Battlezone buff levels were a little nuts and were meant to compensate for the toughness of the Voth - that level of power shouldn't be available in every map. The new values are 20% Shield HP, 10% Hitpoints, 10% Damage, 20% RunSpeed+Dodge, and 20 Resistance (All). The new duration of the buffs is 60 seconds, which is still pretty reasonable.
We talked about changing the pickup behavior so that only teammates can pick up the buffs, but I actually think the ability is more interesting this way. You can use the Combat Supply as a decoy in a match, if you care to set it up right - luring in opponents for powerups while your team lies in wait or your nest of deployables sits around a corner.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton


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