资料库
GPU Gems 1–3(精选章节摘录)
内容(30)
- 01Chapter 9. Efficient Shadow Volume Rendering — Morgan McGuireMarkdown
- 02Chapter 11. Shadow Map Antialiasing — Michael Bunnell & Fabio PellaciniMarkdown
- 03Chapter 12. Omnidirectional Shadow Mapping — Philipp S. GerasimovMarkdown
- 04Chapter 14. Perspective Shadow Maps: Care and Feeding — Simon KozlovMarkdown
- 05Chapter 16. Real-Time Approximations to Subsurface Scattering — Simon GreenMarkdown
- 06Chapter 9. Deferred Shading in S.T.A.L.K.E.R. — Oles ShishkovtsovMarkdown
- 07Chapter 10. Real-Time Computation of Dynamic Irradiance Environment Maps — Gary KingMarkdown
- 08Chapter 14. Dynamic Ambient Occlusion and Indirect Lighting — Michael BunnellMarkdown
- 09Chapter 16. Accurate Atmospheric Scattering — Sean O'NeilMarkdown
- 10Chapter 17. Efficient Soft-Edged Shadows Using Pixel Shader Branching — Yury UralskyMarkdown
- 11Chapter 18. Using Vertex Texture Displacement for Realistic Water — Yuri KryachkoMarkdown
- 12Chapter 19. Generic Refraction Simulation — Tiago Sousa (Crytek)Markdown
- 13Chapter 1. Generating Complex Procedural Terrains Using the GPU — Ryan GeissMarkdown
- 14Chapter 5. Generic Adaptive Mesh Refinement — Boubekeur & SchlickMarkdown
- 15Chapter 8. Summed-Area Variance Shadow Maps — Andrew LauritzenMarkdown
- 16Chapter 10. Parallel-Split Shadow Maps on Programmable GPUs — Zhang, Sun, NymanMarkdown
- 17Chapter 12. High-Quality Ambient Occlusion — Hoberock, JiaMarkdown
- 18Chapter 13. Volumetric Light Scattering as a Post-Process — Kenny MitchellMarkdown
- 19Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering — d'Eon, LuebkeMarkdown
- 20Chapter 16. Vegetation Procedural Animation and Shading in Crysis — Tiago SousaMarkdown
- 21Chapter 17. Robust Multiple Specular Reflections and Refractions — Umenhoffer et al.Markdown
- 22Chapter 18. Relaxed Cone Stepping for Relief Mapping — Policarpo, OliveiraMarkdown
- 23Chapter 19. Deferred Shading in Tabula Rasa — Rusty KoonceMarkdown
- 24Chapter 20. GPU-Based Importance Sampling — Colbert, KřivánekMarkdown
- 25Chapter 21. True Impostors — Eric RisserMarkdown
- 26Chapter 22. Baking Normal Maps on the GPU — Diogo TeixeiraMarkdown
- 27Chapter 23. High-Speed, Off-Screen Particles — Iain CantlayMarkdown
- 28Chapter 24. The Importance of Being Linear — Gritz, d'EonMarkdown
- 29Chapter 27. Motion Blur as a Post-Processing Effect — Gilberto RosadoMarkdown
- 30Chapter 28. Practical Post-Process Depth of Field — Earl Hammon Jr. (Infinity Ward)Markdown
说明(README)
- Source: https://developer.nvidia.com/gpugems/ (GPU Gems 1–3 free online)
- Publisher: Addison-Wesley / NVIDIA
- Policy: add-only. Do not modify or delete existing files here.
- Scope for wiki ingest: graphics/shader chapters (geometry, lighting/shadows, rendering, image effects). Skip pure CUDA/GPGPU unless clear graphics relevance.
- Images omitted; prose distilled to full-chapter reading notes for wiki merge (not verbatim dump of nav chrome).
Volume layout
| Folder | Volume | Priority |
|---|---|---|
| gems3/ | GPU Gems 3 | Rendering/lighting first |
| gems2/ | GPU Gems 2 | High-value graphics chapters |
| gems1/ | GPU Gems 1 | High-value graphics chapters |
gems3 captured
| File | Chapter | Wiki merge |
|---|---|---|
| ch08-summed-area-variance-shadow-maps.md | 8. Summed-Area Variance Shadow Maps | 滤波阴影贴图; 软阴影 PCF/PCSS |
| ch10-parallel-split-shadow-maps.md | 10. Parallel-Split Shadow Maps | 级联阴影贴图 |
| ch12-high-quality-ambient-occlusion.md | 12. High-Quality Ambient Occlusion | 环境光遮蔽 |
| ch13-volumetric-light-scattering.md | 13. Volumetric Light Scattering | 雾与简易体积光照 |
| ch14-realistic-real-time-skin.md | 14. Realistic Real-Time Skin | 实时次表面散射 |
| ch18-relaxed-cone-stepping.md | 18. Relaxed Cone Stepping | 视差贴图 |
| ch19-deferred-shading-tabula-rasa.md | 19. Deferred Shading in Tabula Rasa | 延迟着色 |
| ch24-importance-of-being-linear.md | 24. The Importance of Being Linear | 显示编码与 sRGB |
| ch27-motion-blur-post-process.md | 27. Motion Blur as a Post-Processing Effect | 运动模糊 |
| ch28-practical-post-process-dof.md | 28. Practical Post-Process Depth of Field | 景深 |
| ch16-vegetation-crysis.md | 16. Vegetation in Crysis | 植被程序动画与着色 |
| ch17-multiple-reflections-refractions.md | 17. Multiple Reflections/Refractions | 半透明表面与折射 |
| ch20-gpu-based-importance-sampling.md | 20. GPU-Based Importance Sampling | IBL; 蒙特卡洛 |
| ch21-true-impostors.md | 21. True Impostors | 替身与深度精灵 |
| ch22-baking-normal-maps-gpu.md | 22. Baking Normal Maps | 法线贴图 |
| ch23-high-speed-off-screen-particles.md | 23. Off-Screen Particles | 粒子系统 |
gems2 captured
| File | Chapter | Wiki merge |
|---|---|---|
| ch09-deferred-shading-stalker.md | 9. Deferred Shading STALKER | 延迟着色 |
| ch10-dynamic-irradiance-environment-maps.md | 10. Dynamic Irradiance Env Maps | IBL |
| ch14-dynamic-ambient-occlusion.md | 14. Dynamic AO & Indirect | 环境光遮蔽 |
| ch16-accurate-atmospheric-scattering.md | 16. Accurate Atmospheric Scattering | 天空与云 |
| ch17-efficient-soft-edged-shadows.md | 17. Soft-Edged Shadows (branching PCF) | 软阴影 PCF |
| ch19-generic-refraction-simulation.md | 19. Generic Refraction Simulation | 半透明与折射 |
gems1 captured
| File | Chapter | Wiki merge |
|---|---|---|
| ch09-efficient-shadow-volume-rendering.md | 9. Efficient Shadow Volumes | 阴影基础与阴影体 |
| ch11-shadow-map-antialiasing.md | 11. Shadow Map Antialiasing (PCF) | 软阴影 PCF |
| ch12-omnidirectional-shadow-mapping.md | 12. Omnidirectional Shadow Mapping | 阴影贴图 |
| ch14-perspective-shadow-maps.md | 14. Perspective Shadow Maps | 阴影贴图 |
| ch16-realtime-sss-approximations.md | 16. Real-Time SSS Approximations | 实时次表面散射 |
gems3 Part I added
| File | Chapter | Wiki merge |
|---|---|---|
| ch01-procedural-terrains-gpu.md | 1. Procedural Terrains GPU | 地形渲染 |
| ch05-generic-adaptive-mesh-refinement.md | 5. Generic Adaptive Mesh Refinement | 曲面细分与几何着色器 |
gems2 added
| File | Chapter | Wiki merge |
|---|---|---|
| ch18-vertex-texture-water.md | 18. Vertex Texture Water | 半透明与折射 |
Resume
See [[outputs/gpu-gems_progress.md]]. High-value shading/lighting/shadows/rendering track largely DONE. Optional leftovers: Gems1 Ch10/13, Gems3 Ch4 SpeedTree / Ch6 wind, misc Gems2 Part I geometry.
引用这份资料的笔记23 篇
图形学半透明表面与折射Translucent Surfaces & Refraction图形学地形渲染Terrain Rendering图形学法线贴图与凹凸贴图Normal & Bump Mapping图形学环境光遮蔽Ambient Occlusion图形学基于图像的光照Image-Based Lighting图形学级联阴影贴图Cascaded Shadow Maps图形学景深Depth of Field图形学粒子系统Particle Systems图形学滤波阴影贴图Filtered Shadow Maps图形学蒙特卡洛积分与重要性采样Monte Carlo Integration & Importance Sampling图形学曲面细分与几何着色器Tessellation & Geometry Shader图形学软阴影 PCF 与 PCSSSoft Shadows with PCF & PCSS图形学实时次表面散射Real-Time Subsurface Scattering图形学视差贴图Parallax Mapping图形学替身与深度精灵Impostors & Depth Sprites图形学天空与云渲染Sky & Cloud Rendering图形学雾与简易体积光照Fog & Simple Volumetric Lighting图形学显示编码与 sRGBDisplay Encoding & sRGB图形学延迟着色Deferred Shading图形学阴影基础与阴影体Shadow Basics & Shadow Volumes图形学阴影贴图Shadow Mapping图形学运动模糊Motion Blur图形学植被程序动画与着色Vegetation Procedural Animation & Shading