资料库
Physically Based Rendering(pbrt-v4)摘录
内容(19)
- 01PBRT 4e source excerpt: chapter 01 (Introduction)Markdown
- 02PBRT 4e source excerpt: chapter 02 (Monte Carlo Integration)Markdown
- 03PBRT 4e source excerpt: chapter 03 (Geometry and Transformations)Markdown
- 04PBRT 4e source excerpt: chapter 04 (Radiometry, Spectra, and Color)Markdown
- 05PBRT 4e source excerpt: chapter 05 (Cameras and Film)Markdown
- 06PBRT 4e source excerpt: chapter 06 (Shapes)Markdown
- 07PBRT 4e source excerpt: chapter 07 (Primitives and Intersection Acceleration)Markdown
- 08PBRT 4e source excerpt: chapter 08 (Sampling and Reconstruction)Markdown
- 09PBRT 4e source excerpt: chapter 09 (Reflection Models)Markdown
- 10PBRT 4e source excerpt: chapter 10 (Textures and Materials)Markdown
- 11PBRT 4e source excerpt: chapter 11 (Volume Scattering)Markdown
- 12PBRT 4e source excerpt: chapter 12 (Light Sources)Markdown
- 13PBRT 4e source excerpt: chapter 13 (Light Transport I Surface Reflection)Markdown
- 14PBRT 4e source excerpt: chapter 14 (Light Transport II Volume Rendering)Markdown
- 15PBRT 4e source excerpt: chapter 15 (Wavefront Rendering on GPUs)Markdown
- 16PBRT 4e source excerpt: chapter 16 (Retrospective and the Future)Markdown
- 17PBRT 4e source excerpt: chapter A (Sampling Algorithms)Markdown
- 18PBRT 4e source excerpt: chapter B (Utilities)Markdown
- 19PBRT 4e source excerpt: chapter C (Processing the Scene Description)Markdown
引用这份资料的笔记64 篇
游戏数学包围体构建Bounding Volume Construction图形学薄膜干涉与分层材质Thin-Film & Layered Materials游戏数学贝塞尔曲线Bézier Curves游戏数学别名法与水塘采样Alias Method & Reservoir Sampling图形学波前路径追踪Wavefront Path Tracing图形学参数曲面与贝塞尔面片Parametric Surfaces & Bézier Patches图形学参与介质与体积散射Participating Media & Volumetric Scattering图形学测量 BRDF 与数据驱动反射模型Measured BRDFs & Data-Driven Reflectance游戏数学低差异序列Low-Discrepancy Sequences游戏数学点与向量运算Points & Vector Operations图形学多光源采样与光源 BVHMany-Light Sampling & Light BVH游戏开发多线程渲染与任务系统Multithreaded Rendering & Task Systems图形学法线贴图与凹凸贴图Normal & Bump Mapping图形学菲涅耳反射Fresnel Reflectance游戏数学浮点误差与鲁棒光线求交Floating-Point Error & Robust Ray Intersection图形学辐射度量学与光度学Radiometry & Photometry图形学光谱渲染Spectral Rendering游戏数学光线求交测试Ray Intersection Tests游戏数学光线微分与纹理足迹Ray Differentials & Texture Footprint游戏数学基本仿射变换Basic Affine Transforms图形学基于图像的光照Image-Based Lighting图形学基于物理的着色Physically Based Shading图形学景深Depth of Field图形学抗锯齿Antialiasing图形学可微渲染与神经渲染Differentiable & Neural Rendering图形学空间数据结构Spatial Data Structures游戏数学零散射与透射率估计Null Scattering & Transmittance Estimation图形学漫反射与次表面 BRDFDiffuse & Subsurface BRDF Models图形学毛发渲染Hair & Fur Rendering图形学蒙特卡洛积分与重要性采样Monte Carlo Integration & Importance Sampling图形学面光源Area Lights游戏数学描述统计与显著性检验Descriptive Statistics & Significance Testing游戏数学莫顿码与空间填充曲线Morton Codes & Space-Filling Curves游戏数学齐次坐标与矩阵约定Homogeneous Coordinates & Matrix Conventions游戏数学球面几何与方向参数化Spherical Geometry & Direction Parameterizations图形学三角形带、扇与索引网格Triangle Strips, Fans & Indexed Meshes图形学色度学与色彩空间Colorimetry & Color Spaces图形学实时次表面散射Real-Time Subsurface Scattering游戏数学数值表示与浮点数Numeric Representation & Floating Point图形学双向反射分布函数BRDF游戏数学随机变量变换与逆变换采样Random Variable Transforms & Inversion Sampling图形学随机光线追踪与路径追踪Stochastic Ray Tracing & Path Tracing图形学体素Voxels游戏数学投影矩阵Projection Matrix图形学透明渲染与 Alpha 混合Transparency & Alpha Blending图形学图形栈与渲染引擎架构Graphics Stack & Rendering Engine Architecture图形学微表面理论Microfacet Theory游戏数学伪随机数生成Pseudorandom Number Generation图形学纹理过滤与 MipmapTexture Filtering & Mipmap图形学纹理映射管线Texturing Pipeline游戏开发无锁编程与内存序Lock-Free Programming & Memory Ordering图形学显示编码与 sRGBDisplay Encoding & sRGB游戏数学相交测试基础与分离轴Intersection Test Fundamentals & Separating Axis游戏数学信号与线性时不变系统Signals & LTI Systems游戏数学形状采样Shape Sampling图形学渲染方程Rendering Equation图形学硬件光线追踪管线Hardware Ray Tracing Pipeline图形学着色模型与光源Shading Models & Light Sources图形学着色频率与材质系统Shading Frequency & Material Systems游戏开发 · UE5资产管理与异步加载Asset Management & Async Loading游戏开发资产管线与工具链Asset Conditioning Pipeline & Tools游戏开发自定义内存分配器Custom Memory Allocators图形学坐标空间Coordinate Spaces游戏开发C++ 内存布局与对齐C++ Memory Layout & Alignment