Graph
kuangben2000
这个作者很懒,什么都没留下…
展开
-
SIGGRAPH 文章
Publicationshttps://blog.selfshadow.com/publications/PublicationsCoursesPhysically Based Shading in Theory and Practice (SIGGRAPH 2017)Physically Based Shading in Theory and Practice (SIGGRA...转载 2019-01-11 23:13:12 · 1836 阅读 · 0 评论 -
eal Shading in Unreal Engine 4
UnrealEngine4 PBR Shading Model 概述https://www.cnblogs.com/TracePlus/p/4141833.html 因为UE4开源的缘故,所以一开始还从它入手。相关的ppt和notebook可以从下面的链接下载,同期的黑色行动2(black op2)的PBR使用也是很有参考价值的,加上本文里也有OP2的IBL近似方法的介绍,如果没看过那也...转载 2019-01-11 23:43:28 · 172 阅读 · 0 评论 -
M a t h e m a t i c a Notebook for the SIGGRAPH 2013 talk “ Background: Physics and Math of
https://blog.selfshadow.com/publications/s2013-shading-course/hoffman/s2013_pbs_physics_math_notebook.pdfUnrealEngine4 PBR Shading Model 概述https://www.cnblogs.com/TracePlus/p/4141833.html虽然是概述,但...转载 2019-01-12 00:10:01 · 198 阅读 · 0 评论 -
We started pursuing Physically Based Shading during Black Ops, details of which I presented at SIG
https://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_slides_v2.pdfUnrealEngine4 PBR Shading Model 概述https://www.cnblogs.com/TracePlus/p/4141833.html虽然是概述,但...转载 2019-01-12 00:10:33 · 107 阅读 · 0 评论 -
Compressed Texture Formats in Metal
Compressed Texture Formats in Metalhttp://metalbyexample.com/compressed-textures/In this article, we will consider several GPU-friendly compressed texture formats. These formats allow us to trade ...转载 2019-01-22 16:02:44 · 729 阅读 · 0 评论 -
一道技术美术的面试题
一道技术美术的面试题https://zhuanlan.zhihu.com/p/27344672 一道技术美术的面试题王滕昊游戏开发 话题的优秀回答者最近看越来越多的知乎小伙伴关注TA的这个职位,而且多数都是关注图形学,特效方向的TA。我给大家献上一道动视的面试题。当然了,这个题目早就过期了,但是涉及的知识点我认为还是比较全面的。英文版:Attached...转载 2019-01-29 22:26:51 · 9409 阅读 · 1 评论 -
塞尔达风之杖技术分析-角色渲染和面部表情
塞尔达风之杖技术分析-角色渲染和面部表情.https://zhuanlan.zhihu.com/p/26140321 首发于游戏开发启示录塞尔达风之杖技术分析-角色渲染和面部表情拳四郎游戏开发 话题的优秀回答者简介《塞尔达传说 风之杖》是一款由任天堂开发的任天堂GameCube平台上的动作冒险游戏,一经发布就广受好评,之后任天堂在WiiU上还发布了HD...转载 2019-01-29 22:29:37 · 1097 阅读 · 0 评论 -
Unity图片优化神器 - Dither算法进阶方案
Unity图片优化神器 - Dither算法进阶方案https://blog.uwa4d.com/archives/2001.htmlUnity图片优化神器 - Dither算法进阶方案作者:admin / 时间:2017年08月22日 / 浏览:11555 次 / 分类:厚积薄发这是侑虎科技第288篇原创文章,感谢作者喵小逗供稿,欢迎转发分享,未经作者授权请勿转载。当然...转载 2019-08-05 10:37:32 · 202 阅读 · 0 评论 -
DiFi: Fast 3D Distance Field Computation Using Graphics Hardware
ref: http://gamma.cs.unc.edu/DIFI/DiFi: Fast 3D Distance Field Computation Using Graphics Hardware by Avneesh Sud, Miguel A. Otaduy, and Dinesh Manocha.(For more recent work: Fast Computation ...转载 2018-12-23 07:06:15 · 301 阅读 · 1 评论 -
转:辐射度算法(radiosity)原理
转:辐射度算法(radiosity)原理http://blog.sina.com.cn/s/blog_537cc4d90101iiil.html 简单地说,辐射度算法就是:把场景细分到很细很细的面片(如1个像素那么大的三角形),分别计算它们接受和发出的光能,然后逐次递归,直到每个面片的光能数据不再变化(或者到一定的阀值)为止.因此,计算量很大(要计算很多次),而且难以并行(因为递归)...转载 2018-10-07 07:11:23 · 3482 阅读 · 2 评论 -
Radiosity (radiometry)
https://en.wikipedia.org/wiki/Radiosity_(computer_graphics)https://en.wikipedia.org/wiki/Radiosity_(radiometry)https://baike.baidu.com/item/Radiosity/7250485 Radiosity (computer graphics)Fro...转载 2018-10-07 07:07:38 · 855 阅读 · 0 评论 -
Physically Based Shading and Image Based Lighting 9
Physically Based Shading and Image Based Lighting 9http://www.trentreed.net/blog/physically-based-shading-and-image-based-lighting/This factor is very unfortunately named. The reason why is beca转载 2017-04-16 22:57:35 · 300 阅读 · 0 评论 -
Tone mapping进化论
Tone mapping进化论https://zhuanlan.zhihu.com/p/21983679?refer=highwaytographicsReinhard tone mapping非常简单,用代码描述就三行。float3 ReinhardToneMapping(float3 color, float adapted_lum) { const floa转载 2017-04-16 23:01:41 · 1140 阅读 · 0 评论 -
基于物理着色(二)- Microfacet材质和多层材质
基于物理着色(二)- Microfacet材质和多层材质https://zhuanlan.zhihu.com/p/20119162?columnSlug=graphicsBlinn-Phong并不是一个非常真实的分布,上面的公式也并不满足能量守恒定律(D需要满足w_{m}在半球面上积分为1,Blinn-Phong还需乘以一个常量\frac{e+2}{2\pi } 才满足这个条件)。近年转载 2017-04-16 23:02:43 · 707 阅读 · 0 评论 -
Screen Space Reflections in Unity 5
kode80 - Screen Space Reflections in Unity 5http://www.kode80.com/blog/2015/03/11/screen-space-reflections-in-unity-5/Reading about screen space reflections you will often see mention of scene c转载 2017-04-16 23:06:01 · 946 阅读 · 0 评论 -
Real Shading in Unreal Engine 4
Real Shading in Unreal Engine 4http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf转载 2017-04-16 23:46:11 · 776 阅读 · 0 评论 -
Realistic Skin Rendering
https://www.evl.uic.edu/sjames/cs525/project3.htmlRealistic Skin Rendering- GPU Shader for Realistic Skin -Nov, 2008Sangyoon Lee (sjames @ evl.uic.edu)Electronic Visualization Laborato转载 2017-11-10 22:58:29 · 1001 阅读 · 0 评论 -
(1) caustics\
caustics \photon map \Volumetric Light Beam原创 2018-08-27 22:03:04 · 268 阅读 · 0 评论 -
虚幻引擎学习之路:渲染模块之全局光照明
https://mp.csdn.net/postedit 之前UWA为大家分别介绍了Unreal 4引擎中渲染模块的光照系统、材质系统和相机图像后处理,在本篇文章中,我们将为大家介绍渲染模块的全局光照明这部分内容。在此,特别感谢Unreal中国团队对于本篇文章中Unreal引擎相关内容的审核,并在UWA团队学习其引擎的道路上提供的大力支持。关于全局光照全局光照是增强渲染真实感的...转载 2018-08-27 22:09:18 · 885 阅读 · 0 评论 -
PBR-Diffuse-Lighting-for-GGX
http://gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX转载 2017-04-16 22:55:45 · 517 阅读 · 0 评论