Physically Based Rendering , 光线跟踪:基于物理的渲染 , 从理论到实践。免费分享。
2021-12-15 23:09:52 49B Physically Based Rendering
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经典图形学教程pbrt第三版 详细讲解graphics基础 正文内附implementation code 涵盖ray tracer, path tracer, photon mapping, 可以作为semester project
2021-12-02 23:40:26 38.9MB 计算机图形学 光线追踪
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基于物理的渲染 通过路径跟踪以物理方式渲染3D场景。 光与表面的相互作用通过双向反射分布函数(BRDF)进行评估。 —硕士论文2013/14 加速结构:BVH 无堆栈遍历。 每个叶节点1或2个面。 存在在构建过程中使用空间分割的代码,但似乎有问题。 不应该使用。 要求 操作系统: Linux 虽然也应该可以在其他平台上构建和运行它。 我只是从未尝试过。 硬件:具有OpenCL 1.1和OpenGL 3.1功能的GPU 仅在NVIDIA上进行过测试。 库/标题 freeglut3-dev libboost-dev libdevil-dev libglew开发 libglm开发 libqt5core5a libxi-dev libxmu-dev 标题 NVIDIA和OpenCL 如果在使NVIDIA硬件与OpenCL配合使用时遇到问题(根据我的经验,这很可能),这是一些解
2021-11-23 11:39:16 3.17MB c-plus-plus master-thesis gpu global-illumination
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Physically Based Rendering: From Theory to Implementation》第三版的配套源代码。
2021-11-23 09:39:35 1.42MB PBR
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附件为百度网盘链接。 Physically Based Shader Development for Unity 2017 : Develop Custom Lighting Systems 全面详解并手把手教你编写 Unity PBR Shader。 全彩非扫描版,可选择字体。
2021-09-21 21:30:53 156B Unity Shader 图形
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Lux Plus is the commercial branch of the open source Lux shader framework and brings Lux's advanced lighting features such as skin, translucent and anisotropic lighting to the deferred rendering pipeline — all without adding any additional data to the built in gbuffers. So unlike other solutions Lux Plus will not stress your memory bandwidth furthermore but uses a cleverly packed default gbuffer. Lux Plus has been successfully tested with DX11, DX9 and OpenGLCore on Win and Mac using nvidia GPUs and Unity 5.4.2, Unity 5.5.0b10, Unity 5.6.1., Unity 2017.2.0f3 and Unity 2018.1. and above. Lighting features - Fast approximated area lights - Diffuse fill lights - Deferred pre-integrated Skin Lighting and wrinkle maps - Deferred translucent Lighting - Deferred anisotropic Lighting* (read more) - Deferred lambert lighting - Diffuse scattering or fuzz lighting - Specular Anti Aliasing - Horizon Occlusion Surface features - Dynamic weather - Mix mapping - Parallax, parallax occlusion and tessellation - Double sided rendering Although Lux ships with a rather flexible standard shader it allows you write custom surface shaders which will take full advantage of all feature mentioned above. In order to make this as easy as possible Lux offers a bunch of predefined shader macros and ships with various example surface shaders including: - Tessellation - Geometry based refraction - Geometry based deferred decals Lux Plus and Image Effects As Lux Plus packs Unity’s built in GBuffer in a special way, image effects, which rely on data from the GBuffer, will most likely break. But Lux Plus ships with fixes for the Cinematic Image Effects (Lux 2.01 only), Unity's Post Processing Stack and Amplify Occlusion. (read more)
2021-07-26 11:07:25 121B unity shader pbr
对于理解渲染的各个部分,构建渲染器很有用,特别是在体渲染方面,提供了很详细的介绍。
2021-07-07 20:27:19 7.11MB rendering; graphics
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Physically Based Rendering:From Theory to Implementation》(PBRT) 英文版
2021-06-12 15:25:46 35.76MB 图形 渲染
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在本文中,我们提出了一种基于物理的动画方法来模拟水污染物的扩散。我们的方法可以有效地模拟大型水表面上生物污染物(例如水葫芦,藻类)的动态演化。为了能够在大规模虚拟环境中模拟这种现象,我们通过将水污染物视为大型的水生植物丛或丛集而不是每个水生植物来简化该问题。由于大的污染物斑块与水面之间存在明显的界面,因此我们在此方法中对界面的演化进行了建模。我们使用二维动态曲线来表示界面,水污染物的扩散可视为二维曲线的动态演化和传播。为了减轻2D曲线的拓扑变化,我们采用基于物理的2D水平集模型来动画化界面的演化和传播。我们建立了一个水平集方程来对界面的演化进行建模。另外,为了在我们基于物理的水平集模型中正确处理大规模虚拟环境,本文提出了一种基于图像的二维三维像素化方法。在体素化方法中,当求解水平设置方程时,虚拟环境将转换为边界条件。最后,通过结合界面动画结果和大规模虚拟环境,在大型水面上模拟了水污染物的扩散现象。太湖藻类繁殖现象的动画结果表明,该方法直观易行,非常方便产生有趣的视觉效果。
2021-06-05 20:44:24 961KB physically-based animation; water pollution;
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Matte Pharr, renderman开发团队骨干, 这本书应该叫关于实现renderman的一切,语言轻松,逻辑清晰,叙述详细,代码易懂.这本书就是个渲染器. 此书为第三版,讲解了最新的技术
2021-04-22 15:17:37 38.85MB 图形学 物理知识 渲染 客户端
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