Introduction
Space Transformation
Camera
科学解释摄影中的一些概念
Ray Tracing
Sampling
Monte Carlo Integration
Denoising and Filtering
Intersection Acceleration Structure
BVH and KdTree
Volume Rendering
Volume Rendering Basic Theory
LI
Real-Time LI Summary
GI
GI Draft
SSGI
UE SSR Implementation
Optimized Pixel-Projected Reflections for Planar Reflectors
Stochastic Screen Space Ray Tracing
SSGI Implementation Summary
Precomputed Based GI
Voxel Based GI
Distance Field
Lumen
PBR
Real-Time PBR Summary
Material
Reflection Models
Deep in Microfacet BRDF
Lighting
Solutions
Disney
UE
Frosbite
Filament
Filament Basic Physical Lighting
Light
Punctual Light
Area Light
Color
Real-Time Light and Color Summary
Shadow
Real-Time Shadow Summary
games202 shadow assignment
Post Process
AO
Real-Time AO Summary
AA
Real-Time AA Summary
TAA Implementation Summary
Specular AA
DLSS
DLSS Summary
DLSS Implementation
Character
Subsurface(Skin)
Hair
Texture
Multiple Textures
Virtual Texture
Pipeline
Dynamic Visibility
Dynamic Visibility Draft
Compute Shader
GPU Driven Rendering
GPU Driven Occlusion Culling
Occlusion Culling Imlementation Minimal Set
Checkerboard
Structure
Frame Graph
ECS
Graphics API
DirectX
Multi-Indirect Draw
Special Effect
Atmosphere
A Scalable and Production Ready Sky and Atmosphere Rendering Technique
multi-scattering计算的一些思考
Cloud
Simulation
Fluid
Cloth
Course
UC Davis Compute Graphics
UCSD CES 272 Advanced Image Synthesis
Intro & Simple BSDF
Advanced BSDF
Engine
Filament
Basic Physical Lighting
Unreal
UE SSR Implementation
Book
PBR
Primitives and Intersection Acceleration
Monte Carlo Integration
Reflection Models
Volume Scattering
Light-Transport II: Volume Rendering
Real-Time Rendering
Real-Time Light and Color Summary
Real-Time PBR Summary
Real-Time AO Summary
Real-Time Shadow Summary
Real-Time AA Summary
Real-Time LI Summary
Published with GitBook
Introduction
Introduction
Introduction
这里将以gitbook的形式整理关于computer graphics的一些资料
包括但不限于
读书笔记/总结
网上资源搜集整理
手敲demo的记录
开源引擎源码的学习
商业引擎的使用和开发技能
paper阅读和实现
工作中的思考总结
课程笔记
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