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
《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:。。。
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
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/
--------------------------------------------------------------
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...
------------------------------------------------------------------------------
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
shaderlink http://code.google.com/p/shaderlink/
delibrary http://code.google.com/p/delibrary/
dlst http://code.google.com/p/dlst/
meshlab http://meshlabstuff.blogspot.com/
newton engine opensourced
<PBRT>,
<Global Illumination Compendium>,
《Realistic Image Synthesis Using Photon Mapping》,
<ray tracing from the ground up>,
<Geometric Algebra for Computer Graphics>
gpu gi http://gpgpu.org/oldsite/cgi-bin/blosxom.cgi/Advanced%20Rendering/index.html
移动硬盘
AMD5
1
6
4
5
5
Naali
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
紫薇天盘
opensource 3d texture paint (http://www.crackart.org/overview.php)
python,RTR3,
ebook wanted
MLAA(dx9/dx10)https://github.com/iryoku
rt skin http://www.iryoku.com/
mesa3d cell, Gallium3d, DRI,DRM,
Nori an educational ray tracer
Nox renderer
memory layout
game
http://www.cnblogs.com/yaoyansi/articles/1941092.html
cg
http://www.cnblogs.com/yaoyansi/articles/1941092.html