yys

Maya插件开发,(多多练习英文吧~)

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关于流程的更多细节: http://helga-docs.readthedocs.org

Alembic

tornado particle effects

Digital Lighting and Rendering(2ed)

baidu, ali

TOGAF, ITSA, DODAF

Katana tut

Effective Modern C++: http://my.safaribooksonline.com/book/programming/cplusplus/9781491908419, http://aristeia.com/EC++11-14/, http://cdn.oreillystatic.com/oreilly/booksamplers/9781491903995_sampler.pdf

Modern-Rigging-Workflow: http://christophercrouzet.com/blog/post/2014/08/20/Modern-Rigging-Workflow

fabric-engine: http://fabricengine.com/, Kraken: http://fabricengine.com/kraken/

katana white paper

RMS for Katana, https://www.thefoundry.co.uk/about-us/news-awards/pixar-releases-renderman-for-katana/

functional programming and functional programming principles,

lambda-caculus:http://blog.csdn.net/neutblue/article/details/6848369

modo sdk: http://sdk.luxology.com/

nuke dev guid

build cortex, gaffer, use gaffer, read code

Deep compositing: http://ec2-54-64-24-234.ap-northeast-1.compute.amazonaws.com/search/?q=Deep+compositing

Digital Tutors - Understanding and Compositing Deep Images in NUKE

Look Dev and IBL Fundamentals

Masterclass | Bullet: https://www.sidefx.com/index.php?option=com_content&task=view&id=2350&Itemid=344

houdini tutorial database

《Hollywood Ending》

Rhythm & Hues:Life After Pi

http://thedisnerd.tumblr.com/

hdf5 http://www.hdfgroup.org/

http://blog.selfshadow.com/publications/s2013-shading-course/

Wang Tiles In Computer Graphics ,

Texture Synthesis Based on Wang Tiles,

http://opensource.image-engine.com/

Beyond the C++ Standard Library: An Introduction to Boost

http://cgpeers.com/torrents.php?searchstr=sculpting&order_by=time&order_way=desc&searchsubmit=1

http://www.artagent.org/

http://open.163.com/

SIGGRAPH 2009: Beyond Programmable Shading

 Siggraph 2010 全球计算机图形者大会精彩视频
http://www.dingge.com/forum/viewthread.php?tid=21640&extra=page%3D1

 

货币战争:

http://ishare.iask.sina.com.cn/f/5893467.html, 音频:。。。

 

Massive Importer for Maya

 

OpenMP, MPI, TBB

 

Discrete Differencial Geometry

http://ddg.cs.columbia.edu/

 

renderer http://www.mitsuba-renderer.org/

fluid http://www.mitsuba-renderer.org/misc.html

Alex renderman renderer http://alexcurtisonline.com/renderman_renderer.html

Ray Tracing News Guide  http://tog.acm.org/resources/RTNews/html/

 

 

http://www.geeks3d.com/20101205/amd-opencl-presentations-sph-and-device-fission/
sph with opencl

https://sourceforge.net/projects/hypgad/
Hybrid Parallel Gas Dynamics Code
This is a development code for computer science research. It implements a solver for compressible gas dynamics. The code is distributed-memory parallel using MPI and data-parallel using the OpenCL fram

 

cortex-vfx

http://www.jupiter-jazz.com/

sony imageworks: alembic ,

 

boost, mpi, gil,ggl(http://trac.osgeo.org/ggl/),pool,再不补习就要out掉渣了!,TR1 , c++Templates,

标准C++输入输出流与本地化.pdf

malloc, free的实现

 

http://pages.cs.wisc.edu/~sifakis/project_pages/mgpcg.html

geometrictools《天际》

《日本开国五十年史》

laoluo 语录,激励

http://wenda.tianya.cn/wenda/thread?tid=2ba08c893f3cdf2b

http://wenda.tianya.cn/wenda/thread?tid=5c7a188f38679303

http://wenwen.soso.com/z/q90650942.htm

http://taobao114.5d6d.com/thread-2361-1-1.html

http://zhidao.duote.com/qs/5231.html

http://zhidao.baidu.com/question/5280728.html?fr=qrl

http://blog.myspace.cn/e/405122375.htm

http://ks.cn.yahoo.com/question/1508072201748.html

http://wenda.tianya.cn/wenda/thread?tid=1087f67072639421

http://wenda.google.com.hk/wenda/thread?tid=4475cea0579efdea

 

http://code.google.com/p/qt-msvc-installer/

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 FTP:5-6-5-4-2-6, 5-6-5-4-2-6-b-j    webpage:5-6-5-4-2-6, 8-2-6-1-8-8-8-9...

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C/C++,常用算法,一门脚本语言,英语阅读熟练,能简单口头交流

excplicit 构造函数, operator <<

http://topic.csdn.net/u/20071107/22/23cc82c7-6029-4d51-9c8b-64133c60cd14.html

http://code.google.com/p/cubgs/

http://gamma.cs.unc.edu/CSTREAMS/

WM5.4

 

refactor liquid to support other renderers

 

synfig :  Synfig is divided into three main components: etl, synfig-core and synfig-studio.

 

  • ETL is the extended template library. One of its most important components is the shared object class, which is the base class for most other parts of the application. Using "handles" to shared objects instead of c++ pointers provides garbage collection via reference counting.
  • The core/command-line renderer ("synfig") contains the document data structure for the application: valuenodes, layers, and canvases.
  • Synfig Studio ("synfig-studio") provides the gui for the application.

gameswf

python

 

http://code.google.com/p/cortex-vfx,http://code.google.com/p/wxmaya/,http://code.google.com/p/miparser/,http://code.google.com/p/slum/

 

 

nvidia-mesh-tools  http://code.google.com/p/nvidia-mesh-tools/

 

 shaderlink  http://code.google.com/p/shaderlink/

delibrary http://code.google.com/p/delibrary/

 dlst  http://code.google.com/p/dlst/

 

http://www.newsmth.net/bbstcon.php?board=Career_PHD&gid=179618

meshlab  http://meshlabstuff.blogspot.com/

 newton engine opensourced

 

http://prideout.net/blog/

 

https://mmack.wordpress.com/ 大牛啊

 

<Advanced Global Illumination>,

<PBRT>,

<Global Illumination Compendium>,

《Realistic Image Synthesis Using Photon Mapping》,

<ray tracing from the ground up>,

<Geometric Algebra for Computer Graphics>

<Geometric Algebra for Computer Science:An Object-Oriented Approach to Geometry>

 

 

http://www.nvidia.com/object/gtc2010-presentation-archive.html

 

http://developer.download.nvidia.com/compute/cuda/docs/GTC09Materials.htm

 

http://code.google.com/p/golang-china/

 gpu gi   http://gpgpu.org/oldsite/cgi-bin/blosxom.cgi/Advanced%20Rendering/index.html

 

 移动硬盘 

http://nbbbs.zol.com.cn/2/33942_12782.html

 

AMD5

1

6

4

5

 

http://wiki.blendercn.org/resource/index, 添加VTC.Quickstart.Blender

 

 

 

 Naali

http://www.mail-archive.com/realxtend@googlegroups.com/msg03275.html

 

首先要在renderer方面支持object的visible属性(当然支持了。。。)以及AOV(输出任意shader中的变量到frame buffer)
然后利用这两个属性
一个pass,可以理解为由以下部分构成
- 可见物体的集合(不可见的物体可能依然需要translate,因为GI可能会需要看见这些物体,但不是直接可见的)
- 一系列输入的frame buffer,每个frame buffer可以理解为当前pass的一个输入参数
- 一系列输出的frame buffer,每个frame buffer可以理解为当前pass的一个输出参数
- pass shader,这个相当于Nuke/Shake中的一个node,根据所需要的输出参数的要求,生成renderer的场景描述,根据可见object集合正确的设置object visible状态,绑定好输入的frame buffer等等

然后一个multi-pass的渲染过程

可以理解为是pass node组成的一个pass graph
只要从graph的最终节点开始evaluate这个graph就可以了,相当于一个动态的拓扑排序

Maya有hyper graph
我觉得未必要有editor,而且Maya现在也在做类似的东西,Maya的新功能image node/compositing editor
但我觉得如果你要开发一套通用的东西
至少这个机制要在
也就是要有一个支持pass graph的pass SDK
然后你对Maya或者其他DCC软件的multipass的导出支持,都基于这套SDK来做
这样就保证了,你的导出机制足够灵活

 

 

git 

 

http://bbs.chinaunix.net/viewthread.php?tid=2307295&page=1&extra=#pid15540755

 

 紫薇天盘

 

Skywalker Sound

 

 

 

 

http://graphics.stanford.edu/papers/i3dkdtree/

 

 

 

 

 

http://www.foliativ.net/book/index.php?post/2011/03/04/Cuda-Fluid-Solver-Plugin
https://github.com/redpawfx  (cudafluid , ptex shader)

 

 

redpawfx on github (PtexShader, ....)
 Ptex (source, forum, webpage, )

 

 opensource 3d texture paint (http://www.crackart.org/overview.php)

 

 

 

http://prideout.net (Very Cool Demos! glsl, fluid, etc)
https://mmack.wordpress.com/

python,RTR3,

 

 

利用Equalizer将Ogre 

 

 

http://www.hzhike.com/School/2011/201105/20110502081742.html

 

ebook wanted  

http://www.netyi.net/search.aspx?query=Fluid+Simulation+for+Computer+Graphics&sltype=0&start=20

 

 MLAA(dx9/dx10)https://github.com/iryoku

rt skin  http://www.iryoku.com/ 

 

 

http://code.google.com/p/opencloth  is a collection of cloth simulation algorithms.

 

mesa3d cell, Gallium3d, DRI,DRM,

 

 

Nori an educational ray tracer

 

http://www.mitsuba-renderer.org/devblog/

 Nox renderer

 

 

http://sourcefilmmaker.com/

 

 

baseFX,小马奔腾, 东方梦工厂

 

memory layout

 

http://www.artek-vfx.com/

game

http://www.cnblogs.com/yaoyansi/articles/1941092.html

cg

http://www.cnblogs.com/yaoyansi/articles/1941092.html

posted on 2010-09-30 00:51  yys  阅读(1022)  评论(0编辑  收藏  举报