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Lecture 10 Real-time Physically-based Materials (surface models and cont.) PBR and PBR Materials Physically-Based Rendering (PBR) 基于物理的渲染 渲染内的任何事都应该是P 阅读全文
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Lecture 08 Real-time Global Illumination (screen space) GI in Screen Space 只使用屏幕空间的信息 换句话说,在现在的渲染结果上做后处理 Screen Space Ambient Occlusion (SSAO) 为什么要环境光 阅读全文
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Lecture 07 Real-time Global Illumination (in 3D) 实时渲染中全局光照一般只bounce两次(直接光照bounce一次,间接光照bounce两次) primary light source 真正的光源 secondary light source 次级光 阅读全文
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Lecture 06 Real-time Environment Mapping (Precomputed Radiance Transfer) Shadow from environment lighting 通常情况下要实时渲染非常困难 在不同观察方向上 As a many-light prob 阅读全文
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Lecture 05 Real-time Environment Mapping Recap: Environment Lighting 一张表示了来自四面八方的无穷远处光(distance lighting)的图片 Spherical map vs. cube map Shading from e 阅读全文
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Lecture 04 Real-time Shadows 2 PCF and PCSS PCF背后的数学知识 Filter / convolution: 如果对某个函数\(f\)做卷积,可以用\([\omega * f](p)=\underset{q \in \Nu (p)}{\sum}w(p,q) 阅读全文
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Real-time Shadows 1 Recap: shadow mapping Shadow Mapping 2-Pass Algorithm The light pass generates the shadow map the camera pass uses the shadow map 阅读全文
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Lecture 02 Recap of CG Basics Graphics Pipeline 光栅化、深度测试、Blinn-Phong模型、纹理映射&插值 OpenGL 总结:每一个pass 定义物体、相机、MVP 定义帧缓冲区、输入输出纹理 定义Vertex Shader / Fragment 阅读全文