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Chapter 10. Parallel-Split Shadow Maps on Programmable GPUs
https://www.xuebuyuan.com/1955210.htmlhttps://www.whizlabs.com/blog/csm-vs-psm/原创 2019-12-31 10:04:02 · 352 阅读 · 0 评论 -
GPU Gems 3——Chapter 39. Volume Rendering Techniques
https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch39.htmlthis chapter presents texture-based volume rendering techniques that are used for visualizing three-dimensional data sets and for creatin...原创 2019-11-14 10:07:22 · 328 阅读 · 0 评论 -
GPU Gems 3——Chapter 13. Volumetric Light Scattering as a Post-Process
in this chapter, we present a simple post-process method that produces the effect of volumetric light scattering due to shadows in the atmosphere. we improve an existing analytic model of daylight sca...原创 2019-11-14 11:41:47 · 370 阅读 · 0 评论 -
GPU Gems 1——Chapter 8. Simulating Diffraction
https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch08.html8.1 What Is Diffraction?Most surface reflection models in computer graphics ignore the wavelike effects of natural light. This is fine w...原创 2019-11-07 20:49:47 · 228 阅读 · 0 评论 -
GPU Gems 1——Chapter 18. Spatial BRDFs
The spatial bidirectional reflectance distribution function (SBRDF) represents the reflectance of a surface at each different point, for each incoming and each outgoing angle. This function represents...原创 2019-11-07 19:28:28 · 165 阅读 · 0 评论 -
GPU Gems 1——Chapter 17. Ambient Occlusion
https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch17.htmlthe real-time computer graphics community has recently started to appreciate the increase in realism that comes from illuminating obejcts...原创 2019-11-07 16:57:29 · 267 阅读 · 0 评论 -
GPU Gems 1——Chapter 16. Real-Time Approximations to Subsurface Scattering
https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch16.htmlmost shading models used in real-time graphics today consider the interaction of light only at the surface of an object. In the real worl...原创 2019-11-07 15:01:57 · 352 阅读 · 0 评论 -
Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering
https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch14.htmlthe shading performance of modern GPUs, coupled with advances in 3D scanning technology, research in rendering of subsurface scattering...原创 2019-10-28 15:31:05 · 1502 阅读 · 0 评论 -
Chapter 20. GPU-Based Importance Sampling
https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch20.html20.2.2 importance sampinggenerating uniform random directions is not the best method for approximating the intergral if we have a roug...原创 2019-10-08 11:17:10 · 347 阅读 · 1 评论 -
Chapter 16. Real-Time Approximations to Subsurface Scattering
https://developer.download.nvidia.cn/books/HTML/gpugems/gpugems_ch16.htmlhttps://developer.nvidia.com/gpugems/GPUGems/gpugems_pref01.html gem系列most shading models used in real-time graphics today co...原创 2019-09-30 11:53:48 · 178 阅读 · 0 评论 -
Chapter 23. Depth of Field: A Survey of Techniques
https://developer.download.nvidia.cn/books/HTML/gpugems/gpugems_ch23.htmlwhat is depth of field?depth of field is the effect in which objects within some range of distances in a scene appear in focu...原创 2019-07-08 16:31:57 · 301 阅读 · 0 评论