转载于:https://zhuanlan.zhihu.com/p/ 渲染是一个令人着迷的方向,可学习渲染着实有不小的难度。
渲染技术不断在发展,各种技术层出不穷,相关英文资料(中文相对少了很多)更是多如牛毛。
那么如何快速找到自己需要的资料呢?
为了帮助自己和广大渲染爱好者更方便的找到自己需要的资料,特意写了这篇文章。
这篇文章(不知道知乎是否有字数限制,若有将分多篇文章)将不断更新渲染相关的书籍,并且列出书籍目录。
列出书籍目录有什么用呢?(个人英语水平有限,目录翻译不对还望指正。)
比如,我要学习毛发渲染,那么,可以直接浏览器里面Ctrl+F快捷键搜索毛发或hair,就可以直接定位到所有列出书籍的目录有关毛发的内容了,然后就可以找到相关书籍的相关章节进行阅读啦。
所有书籍PDF将全部上传到Github上面,方便广大好友下载学习。
https://github.com/yang-shuohao/Render-Books
计算机图形学基础,第5版(Fundamentals of Computer Graphics, 5th Edition)
1、介绍(Introduction)
2、数学杂项(Miscellaneous Math)
3、光栅图像(Raster Images)
4、光线追踪(Ray Tracing)
5、表面着色(Surface Shading)
6、线性代数(Linear Algebra)
7、转换矩阵(Transformation Matrices)
8、视图(Viewing)
9、图形管线(The Graphics Pipeline)
10、信号处理(Signal Processing)
11、纹理映射(Texture Mapping)
12、图形数据结构(Data Structures for Graphics)
13、采样(Sampling)
14、基于物理的渲染(Physics-Based Rendering)
15、曲线(Curves)
16、计算机动画(Computer Animation)
17、使用图形硬件(Using Graphics Hardware)
18、颜色(Color)
19、视觉感知(Visual Perception)
20、色调重现(Tone Reproduction)
21、隐式建模(Implicit Modeling)
22、游戏中的计算机图形学(Computer Graphics in Games)
23、可视化(Visualization)
3D图形渲染手册:探索现代OpenGL和Vulkan的渲染算法的综合指南(3D Graphics Rendering Cookbook: A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan)
1、建立构建环境(Establishing a Build Environment)
2、使用必要的库(Using Essential Libraries)
3、OpenGL和Vulkan的入门(Getting Started with OpenGL and Vulkan)
4、添加用户交互和生产力工具(Adding User Interaction and Productivity Tools)
5、处理几何体数据(Working with Geometry Data)
6、使用glTF2材质模型进行基于物理的渲染(Physically Based Rendering Using the glTF2 Shading Model)
7、图形渲染管道(Graphics Rendering Pipeline)
8、基于图像的技术(Image-Based Techniques)
9、使用场景图(Working with Scene Graphs)
10、高级渲染技术和优化(Advanced Rendering Techniques and Optimizations)
光线追踪宝典II:使用DXR、Vulkan和OptiX的下一代实时渲染(Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX)
1、对摄影术语(及其在光线追踪中的应用)的简要概括(A BREAKNECK SUMMARY OF PHOTOGRAPHIC TERMS (AND THEIR UTILITY TO RAY TRACING))
2、射线轴对齐的包围盒交点(RAY AXIS-ALIGNED BOUNDING BOX INTERSECTION)
3、基本的光线生成着色器(ESSENTIAL RAY GENERATION SHADERS)
4、黑客阴影终结者(HACKING THE SHADOW TERMINATOR)
5、对缺少导数的纹理进行采样( SAMPLING TEXTURES WITH MISSING DERIVATIVES)
6、微分的重心坐标(DIFFERENTIAL BARYCENTRIC COORDINATES)
7、射线锥的纹理坐标梯度估计(TEXTURE COORDINATE GRADIENTS ESTIMATION FOR RAY CONES)
8、反射和折射公式(REFLECTION AND REFRACTION FORMULAS)
9、斯里克菲涅耳近似(THE SCHLICK FRESNEL APPROXIMATION)
10、折射光线锥的纹理级别的细节(REFRACTION RAY CONES FOR TEXTURE LEVEL OF DETAIL)
11、用实时光线追踪处理半透明问题(HANDLING TRANSLUCENCY WITH REAL-TIME RAY TRACING)
12、运动模糊的转角案例(MOTION BLUR CORNER CASES)
13、体积衰减系数的快速光谱上采样(FAST SPECTRAL UPSAMPLING OF VOLUME ATTENUATION COEFFICIENTS)
14、引用路径跟踪器(THE REFERENCE PATH TRACER)
15、着色器绑定表解密(THE SHADER BINDING TABLE DEMYSTIFIED)
16、vulkan光线追踪的介绍(INTRODUCTION TO VULKAN RAY TRACING)
17、在Directx光线追踪中使用无绑定资源(USING BINDLESS RESOURCES WITH DIRECTX RAYTRACING)
18、webrays:网络上的光线追踪技术(WEBRAYS: RAY TRACING ON THE WEB)
19、在渲染图像中显示和传达错误(VISUALIZING AND COMMUNICATING ERRORS IN RENDERED IMAGES)
20、多重重要性采样 101(MULTIPLE IMPORTANCE SAMPLING 101)
21、离散分布抽样的别名法(THE ALIAS METHOD FOR SAMPLING DISCRETE DISTRIBUTIONS)
22、加权水库取样:随机取样的河流(WEIGHTED RESERVOIR SAMPLING: RANDOMLY SAMPLING STREAMS)
23、用基于网格的水库渲染许多灯光(RENDERING MANY LIGHTS WITH GRID-BASED RESERVOIRS)
24、使用蓝色噪声进行光线跟踪的软阴影(USING BLUE NOISE FOR RAY TRACED SOFT SHADOWS)
25、时间可靠的运动矢量,以便更好地利用时间信息(TEMPORALLY RELIABLE MOTION VECTORS FOR BETTER USE OF TEMPORAL INFORMATION)
26、光线跟踪的细节水平,使交叉淡化变得容易(RAY TRACED LEVEL OF DETAIL CROSS-FADES MADE EASY)
27、光线追踪贴花(RAY TRACING DECALS)
28、广告牌光线追踪视点和体积效果(BILLBOARD RAY TRACING FOR IMPOSTORS AND VOLUMETRIC EFFECTS)
29、混合光线追踪和图像空间折射(HYBRID RAY TRACED AND IMAGE-SPACE REFRACTIONS)
30、实时射线追踪焦散(REAL-TIME RAY TRACED CAUSTICS)
31、使用薄型透镜模型进行斜移渲染(TILT-SHIFT RENDERING USING A THIN LENS MODEL)
32、使用洛伦兹变换的快速和鲁棒的射线/ obb相交(FAST AND ROBUST RAY/OBB INTERSECTION USING THE LORENTZ TRANSFORMATION)
33、复杂分形的实时渲染(REAL-TIME RENDERING OF COMPLEX FRACTALS)
34、提高交叉程序的数字精度(IMPROVING NUMERICAL PRECISION IN INTERSECTION PROGRAMS)
35、圆球体的光线追踪(RAY TRACING OF BLOBBIES)
36、弧形射线追踪(CURVED RAY TRAVERSAL)
37、光线追踪小体素场景(RAY-TRACING SMALL VOXEL SCENES)
38、DXR中的CPU性能(CPU PERFORMANCE IN DXR)
39、使用光线跟踪硬件的逆变换采样(INVERSE TRANSFORM SAMPLING USING RAY TRACING HARDWARE)
40、使用rtx可见性掩码加速布尔可见性操作(ACCELERATING BOOLEAN VISIBILITY OPERATIONS USING RTX VISIBILITY MASKS)
41、 实用的空间哈希图更新(PRACTICAL SPATIAL HASH MAP UPDATES)
42、用于预测性渲染的GPU上的高效光谱渲染(EFFICIENT SPECTRAL RENDERING ON THE GPU FOR PREDICTIVE RENDERING)
43、在GPU上进行有效的无偏差卷径追踪(EFFICIENT UNBIASED VOLUME PATH TRACING ON THE GPU)
44、路径追踪Rbf粒子体积(PATH TRACING RBF PARTICLE VOLUMES)
45、 用于科学光线追踪的快速体积梯度着色近似法(FAST VOLUMETRIC GRADIENT SHADING APPROXIMATIONS FOR SCIENTIFIC RAY TRACING)
46、可控光线跟踪(RAY TRACING IN CONTROL)
47、在Quake 2中使用子集重要性取样的光照取样(LIGHT SAMPLING IN QUAKE 2 USING SUBSET IMPORTANCE SAMPLING)
48、 堡垒之夜中的光线追踪技术( RAY TRACING IN FORTNITE)
49、 reblur:一个分层的递归去噪器( REBLUR: A HIERARCHICAL RECURRENT DENOISER)
50、虚幻引擎4中光线追踪内容兼容性的实际解决方案(PRACTICAL SOLUTIONS FOR RAY TRACING CONTENT COMPATIBILITY IN UNREAL ENGINE 4)
像素传记(A Biography of the Pixel )
1、傅里叶频率:世界音乐(Fourier’s Frequencies: The Music of the World)
2、科捷尔尼科夫的样本:无中生有(Kotelnikov’s Samples: Something from Nothing)
3、图灵的计算:十一亿分之一的天数(Turing’s Computations: Eleventy-Eleven Skydillion)
4、数字之光的黎:复活(Dawn of Digital Light: The Quickening)
5、电影和动画:采样时间(Movies and Animation: Sampling Time)
6、未来事物的形状(Shapes of Things to Come)
7、着色的意义(Shades of Meaning)
8、千禧年和电影(The Millennium and The Movie)
图像对象:计算机图形学的考古学(Image Objects: An Archaeology of Computer Graphics)
1、视觉剔除:隐藏面算法与可见性问题(Culling Vision: Hidden Surface Algorithms and the Problem of Visibility)
2、随机访问图像:接口内存和计算机屏幕的历史(Random-Access Images: Interfacing Memory and the History of the Computer Screen)
3、模型物体:作为标准和标志的犹他州茶壶(Model Objects: The Utah Teapot as Standard and Icon)
4、对象范式:论面向对象的起源(Object Paradigms: On the Origins of Object Orientation)
5、程序的结晶:图形处理单元和计算机图形的崛起(Procedure Crystallized: The Graphics Processing Unit and the Rise of Computer Graphics)
使用Python和OpenGL开发图形框架(Developing Graphics Frameworks with Python and OpenGL)
1、计算机图形学简介(INTRODUCTION TO COMPUTER GRAPHICS)
2、 pygame和opengl介绍(INTRODUCTION TO PYGAME AND OPENGL)
3、矩阵代数和变换(MATRIX ALGEBRA AND TRANSFORMATIONS)
4、场景图框架(A SCENE GRAPH FRAMEWORK)
5、纹理(TEXTURES)
6、 光与影(LIGHT AND SHADOW)
计算机图形从零开始:一个程序员对3D渲染的介绍(Computer Graphics from Scratch: A Programmer’s Introduction to 3D Rendering)
1、介绍性的概念(Introductory Concepts)
2、基本的光线追踪(Basic Raytracing)
3、光照(Light)
4、阴影和反射(Shadows and Reflections)
5、 扩展光线跟踪器(Extending the Raytracer)
6、线(Lines)
7、填充的三角形(Filled Triangles)
8、着色三角形(Shaded Triangles)
9、透视投影(Perspective Projection)
10、描述和渲染一个场景(Describing and Rendering a Scene)
11、剪裁(Clipping)
12、隐藏表面去除(Hidden Surface Removal)
13、着色(Shading)
14、纹理(Textures)
15、扩展光栅器(Extending the Rasterizer)
用C++进行OpenGL的计算机图形编程(Computer Graphics Programming in OpenGL with C++)
1、入门篇(Getting Started)
2、OpenGL图形管线(The OpenGL Graphics Pipeline)
3、数学基础(Mathematical Foundations)
4、管理三维图形数据(Managing 3D Graphics Data)
5、 纹理映射(Texture Mapping)
6、三维模型(3D Models)
7、光照(Lighting)
8、阴影(Shadows)
9、天空和背景(Sky and Backgrounds)
10、增强表面细节(Enhancing Surface Detail)
11、参数化曲面(Parametric Surfaces)
12、镶嵌(Tessellation)
13、几何着色器(Geometry Shaders)
14、其他技术(Other Techniques)
15、模拟水(Simulating Water)
16、光线追踪和计算着色器(Ray Tracing and Compute Shaders)
17、用于3D眼镜和VR头盔的立体技术(Stereoscopy for 3D Glasses and VR Headsets)
学习OpenGL:以循序渐进的方式学习现代OpenGL图形编程(Learn OpenGL: Learn modern OpenGL graphics programming in a step-by-step fashion)
1、入门(Getting started)
2、光照(Lighting)
3、模型加载(Model Loading)
4、高级OpenGL(Advanced OpenGL)
5、高级照明(Advanced Lighting)
6、基于物理的渲染(PBR)
7、实践中(In Practice)
8、2D 游戏(2D Game)
稳健和无误差的几何计算(Robust and Error-Free Geometric Computing)
1、简介(Introduction)
2、浮点算术(Floating-Point Arithmetic)
3、任意精度算术(Arbitrary-Precision Arithmetic)
4、区间算术(Interval Arithmetic)
5、二次运算(Quadratic-Field Arithmetic)
6、数值方法(Numerical Methods)
7、距离查询(Distance Queries)
8、相交查询(Intersection Queries)
9、计算几何算法(Computational Geometry Algorithms)
游戏引擎开发基础,第二卷:渲染(Foundations of Game Engine Development, Volume 2: Rendering)
1、图形处理(Graphics Processing)
2、投影(Projections)
3、着色(Shading)
4、光照和阴影(Lighting and Shadows)
5、可见度和遮挡(Visibility and Occlusion)
6、高级渲染(Advanced Rendering)
VR开发者精品(VR Developer Gems)
1、VR的媒介(The Medium of VR)
2、基于游戏引擎的VR(VR with Game Engines)
3、互动性(Interaction)
4、代理和头像(Agents & Avatars)
5、第三人称POV摄影机(Third Person POV Cameras)
6、虚拟世界(Virtual Worlds)
7、VR的高级渲染(Advanced Rendering for VR)
8、沉浸式感知(Perception for Immersion)
9、DIY VR硬件(DIY VR Hardware)
10、构建VR的基础架构(Building the Infrastructure of VR)
GPU Zen 2:高级渲染技术(GPU Zen 2: Advanced Rendering Techniques)
1、使用计算着色器的自适应GPU镶嵌技术(Adaptive GPU Tessellation with Compute Shaders)
2、在所有频率的直接照明上应用矢量可见度(Applying Vectorized Visibility on All Frequency Direct Illumination)
3、基于噪声的程序纹理的非周期性平铺 (Nonperiodic Tiling of Noisebased Procedural Textures)
4、用Vulkan进行手术模拟的渲染(Rendering Surgery Simulation with Vulkan)
5、剥皮贴花(Skinned Decals)
6、古墓丽影中的实时流体模拟技术(Real-Time Fluid Simulation in Shadow of the Tomb Raider)
7、地平线零的黎明:冰冻荒原中的实时雪景变形(Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds)
8、斑驳光源的软阴影逼近法(Soft Shadow Approximation for Dappled Light Sources)
9、视差校正的缓存阴影图(Parallax-Corrected Cached Shadow Maps)
10、利用空间聚类编码进行实时分层材料合成(Real-Time Layered Materials Compositing Using Spatial Clustering Encoding)
11、通过平铺和混合的程序化随机纹理(Procedural Stochastic Textures by Tiling and Blending)
12、用于生成烘备纹理的光线投射技术(A Ray Casting Technique for Baked Texture Generation)
13、编写一个高效的Vulkan渲染器(Writing an Efficient Vulkan Renderer)
14、glTF-运行时3D资产交付 (glTF—Runtime 3D Asset Delivery )
15、实时光线追踪单反射焦散(Real-Time Ray-Traced One-Bounce Caustics)
16、使用保守的光栅化和GPU光线追踪的自适应抗锯齿技术(Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing)
光线追踪器的挑战:第一个3D渲染器的测试驱动指南(The Ray Tracer Challenge: A Test-Driven Guide to Your First 3D Renderer)
1、元组、点和矢量(Tuples, Points, and Vectors .)
2、在画布上画画(Drawing on a Canvas)
3、矩阵(Matrices)
4、矩阵变换 (Matrix Transformations )
5、射线-球体交点(Ray-Sphere Intersections)
6、光照和着色(Light and Shading)
7、创造一个场景(Making a Scene)
8、阴影(Shadows)
9、平面(Planes)
10、样式(Patterns)
11、反射和折射(Reflection and Refraction)
12、立方体(Cubes)
13、圆柱体(Cylinders)
14、群体(Groups)
15、三角形(Triangles)
16、构造性实体几何(CSG) (Constructive Solid Geometry (CSG) )
17、下一步(Next Steps)
光线追踪精粹:基于DXR及其他API的高质量实时渲染(Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs)
1、光线追踪术语(Ray Tracing Terminology)
2、什么是光线?(What is a Ray?)
3、DirectX光线追踪介绍(Introduction to DirectX Raytracing)
4、天文馆球幕相机(A Planetarium Dome Master Camera)
5、计算子数组的最小值和最大值(Computing Minima and Maxima of Subarrays)
6、避免自相交的快速可靠的方法(A Fast and Robust Method for Avoiding Self-Intersection)
7、光线/球体相交检测的精度提升(Precision Improvements for Ray/Sphere Intersection)
8、精巧的曲面:计算光线/双线性曲面相交的几何方法(Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections)
9、DXR中的多重命中光线追踪(Multi-Hit Ray Tracing in DXR)
10、一种具有高扩展效率的简单负载均衡方案(A Simple Load-Balancing Scheme with High Scaling Efficiency)
11、嵌套volume中材质的自动处理(Automatic Handling of Materials in Nested Volumes)
12、基于微表面阴影函数解决凹凸贴图中的阴影边界问题(A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem)
13、光线追踪阴影:保持实时帧速率(Ray Traced Shadows: Maintaining Real-Time Frame Rates)
14、DXR下的在单散射介质中引导光线的体积水焦散(Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR )
15、重要性采样(On the Importance of Sampling)
16、采样变换集合(Sampling Transformations Zoo)
17、忽略光线追踪时的不便(Ignoring the Inconvenient When Tracing Rays)
18、GPU实现的多光源重要性采样(Importance Sampling of Many Lights on the GPU)
19、利用实时光线追踪和降噪技术在UE4中进行电影渲染(Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising)
20、实时光线追踪的纹理LOD策略(Texture Level of Detail Strategies for Real-Time Ray Tracing)
21、使用射线锥和射线差分进行环境贴图的过滤(Simple Environment Map Filtering Using Ray Cones and Ray Differentials )
22、通过自适应光线追踪改进时域抗锯齿(Improving Temporal Antialiasing with Adaptive Ray Tracing)
23、寒霜引擎中的交互式光照贴图和辐照度体预览(Interactive Light Map and Irradiance Volume Preview in Frostbite)
24、使用光子映射的实时全局照明(Real-Time Global Illumination with Photon Mapping)
25、实时光线追踪的混合渲染(Hybrid Rendering for Real-Time Ray Tracing )
26、延迟的混合路径追踪(Deferred Hybrid Path Tracing )
27、用于高保真科学可视化的交互式光线追踪技术(Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization)
28、非均质体的光线追踪(Ray Tracing Inhomogeneous Volumes )
29、光线追踪器中高效的粒子体积溅射法(Efficient Particle Volume Splatting in a Ray Tracer)
30、使用屏幕空间光子映射的浮雕技术(Caustics Using Screen-Space Photon Mapping)
31、路径重用下通过足迹估计减少方差(Variance Reduction via Footprint Estimation in the Presence of Path Reuse)
32、准确的实时镜面反射与辐射缓存(Accurate Real-Time Specular Reflections with Radiance Caching )
使用WebGL 2的实时3D图形:用JavaScript和WebGL 2(OpenGL ES 3.0)构建交互式3D应用程序,第二版(Real-Time 3D Graphics with WebGL 2: Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0), 2nd Edition)
1、入门(Getting Started)
2、渲染(Rendering)
3、光照(Lights)
4、摄像机(Cameras)
5、动画(Animations)
6、颜色、深度测试和Alpha混合(Colors, Depth Testing, and Alpha Blending)
7、纹理(Textures)
8、拾取(Picking)
9、将所有的东西放在一起(Putting It All Together)
10、高级技术(Advanced Techniques)
11、WebGL 2的重点(WebGL 2 Highlights)
12、前进之路(Journey Ahead)
游戏引擎架构第三版(Game Engine Architecture ,第三版)
1、导论
2、专业工具
3、游戏软件工程基础
4、并行和并发编程
5、游戏所需的三维数学
6、游戏支持系统
7、资源及文件系统
8、游戏循环及实时模拟
9、人体学接口设备
10、调试及开发工具
11、渲染引擎
12、动画系统
13、碰撞及刚体动力学
14、音频
15、游戏性系统简介
16、运行时游戏性基础系统
17、还有更多内容吗?
GPU Pro 360渲染指南(GPU Pro 360 Guide to Rendering)
1、带有高度混合的四叉树位移映射(Quadtree Displacement Mapping with Height Blending)
2、使用几何着色器的NPR效果(NPR Effects Using the Geometry Shader)
3、 阿尔法混合作为一种后期处理(Alpha Blending as a Post-Process)
4、虚拟纹理贴图101(Virtual Texture Mapping 101)
5、预先集成的皮肤着色(Pre-Integrated Skin Shading)
6、使用延迟着色实现毛发(Implementing Fur Using Deferred Shading)
7、大型户外游戏的地形渲染(Large-Scale Terrain Rendering for Outdoor Games)
8、实用形态学抗锯齿(Practical Morphological Antialiasing)
9、体积贴花(Volume Decals)
10、在GPU上进行实用的椭圆纹理过滤(Practical Elliptical Texture Filtering on the GPU)
11、大气散射查普曼掠射函数的近似(An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering)
12、体积式实时水和泡沫的渲染(Volumetric Real-Time Water and Foam Rendering)
13、简单物体的低成本抗锯齿化(Inexpensive Antialiasing of Simple Objects)
14、使用立方体映射和图像代理的实用平面反射(Practical Planar Reflections Using Cubemaps and Image Proxies)
15、实时Ptex和向量位移(Real-Time Ptex and Vector Displacement)
16、GPU上的解耦延迟着色(Decoupled Deferred Shading on the GPU)
17、分块前向着色(Tiled Forward Shading)
18、Forward+: 迈向电影式实时着色的一步(Forward+: A Step Toward Film-Style Shading in Real Time)
19、渐进式屏幕空间多通道表面体素化(Progressive Screen-Space Multichannel Surface Voxelization)
20、基于光栅化体素的动态全局光照(Rasterized Voxel-Based Dynamic Global Illumination)
21、单通道A-Buffer的逐像素列表(Per-Pixel Lists for Single Pass A-Buffer)
22、通过双通道颜色编码减少纹理的内存使用量(Reducing Texture Memory Usage by 2-Channel Color Encoding)
23、基于粒子的材料老化模拟(Particle-Based Simulation of Material Aging)
24、基于光栅化的简单液体(Simple Rasterization-Based Liquids)
25、神偷中的下一代渲染技术(Next-Generation Rendering in Thief)
26、使用LOD的草地渲染和模拟(Grass Rendering and Simulation with LOD)
27、混合重建抗锯齿(Hybrid Reconstruction Antialiasing)
28、使用预先计算的散射对基于物理的云进行实时渲染(Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering)
29、稀疏程序化体渲染(Sparse Procedural Volume Rendering)
30、自适应的虚拟纹理(Adaptive Virtual Textures)
31、延迟粗像素着色(Deferred Coarse Pixel Shading)
32、使用多帧采样的渐进式渲染(Progressive Rendering Using Multi-frame Sampling)
GPU Pro 360的阴影指南(GPU Pro 360 Guide to Shadows)
1、快速常规阴影过滤(Fast Conventional Shadow Filtering)
2、基于最小/最大平面的混合阴影图(Hybrid Min/Max Plane-Based Shadow Maps)
3、使用四面体映射的全向性光的阴影映射(Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping)
4、屏幕空间软阴影 (Screen Space Soft Shadows)
5、变化阴影映射光流减少技巧(Variance Shadow Maps Light-Bleeding Reduction Tricks)
6、通过自适应阴影图的快速软阴影(Fast Soft Shadows via Adaptive Shadow Maps)
7、自适应的体积阴影图(Adaptive Volumetric Shadow Maps)
8、具有时间相干性的快速柔和阴影(Fast Soft Shadows with Temporal Coherence)
9、 Mipmapped屏幕空间的软阴影(Mipmapped Screen-Space Soft Shadows)
10、阴影图的高效在线可见性(Efficient Online Visibility for Shadow Maps)
11、深度拒绝图案阴影(Depth Rejected Gobo Shadows)
12、实时深度阴影贴图(Real-Time Deep Shadow Maps)
13、实用的屏幕空间软阴影(Practical Screen-Space Soft Shadows)
14、基于平铺的全向阴影(Tile-Based Omnidirectional Shadows)
15、阴影贴图轮廓的重新矢量化(Shadow Map Silhouette Revectorization)
GPU Pro 360几何图形操作指南(GPU Pro 360 Guide to Geometry Manipulation)
1、尽可能简单的交互应用镶嵌(As Simple as Possible Tessellation for Interactive Applications)
2、基于规则的实时几何合成(Rule-Based Geometry Synthesis in Real-Time)
3、基于GPU的NURBS几何图形评估和渲染 (GPU-Based NURBS Geometry Evaluation and Rendering)
4、用于计算机动画和游戏的多角形-功能混合体(Polygonal-Functional Hybrids for Computer Animation and Games)
5、使用硬件细分化的地形和海洋渲染(Terrain and Ocean Rendering with Hardware Tessellation)
6、实用而真实的面部皱纹动画(Practical and Realistic Facial Wrinkles Animation)
7、GPU上的程序性内容生成(Procedural Content Generation on the GPU)
8、顶点着色器的镶嵌(Vertex Shader Tessellation )
9、优化的体育场馆人群渲染图(Optimized Stadium Crowd Rendering)
10、几何反锯齿方法(Geometric Antialiasing Methods)
11、GPU 地形细分和镶嵌技术(GPU Terrain Subdivision and Tessellation)
12、介绍可编程的顶点拉动渲染管线(Introducing the Programmable Vertex Pulling Rendering Pipeline)
13、一个WebGL全球渲染管道(A WebGL Globe Rendering Pipeline)
14、动态GPU地形(Dynamic GPU Terrain)
15、通过细分化在GPU中实现带宽高效的程序性网格(Bandwidth-Efficient Procedural Meshes in the GPU via Tessellation)
16、物体碰撞时细分表面的实时变形(Real-Time Deformation of Subdivision Surfaces on Object Collisions)
17、游戏中真实的体积爆炸(Realistic Volumetric Explosions in Games)
18、古墓丽影的崛起中延迟的雪地变形(Deferred Snow Deformation in Rise of the Tomb Raider)
19、卡特穆尔-克拉克分区的表面处理(Catmull-Clark Subdivision Surfaces)
GPU PRO 360 GPGPU指南(GPU PRO 360 Guide to GPGPU)
1、 用GPU生成2D距离场(2D Distance Field Generation with the GPU)
2、使用每像素链接列表的顺序无关的透明性(Order-Independent Transparency Using Per-Pixel Linked Lists)
3、简单而快速的液体(Simple and Fast Fluids)
4、使用多棱镜的OpenCL快速泊松求解器(A Fast Poisson Solver for OpenCL Using Multigrid)
5、使用每像素碎片列表的体积透明性(Volumetric Transparency with Per-Pixel Fragment Lists)
6、使用Direct3D 11的实用二进制表面和实体虚化(Practical Binary Surface and Solid Voxelization with Direct3D 11)
7、在DirectX 11中使用计算着色器进行交互式光线追踪(Interactive Ray Tracing Using the Compute Shader in DirectX 11)
8、DirectCompute上的无堆积LBVH的比特轨迹遍历(Bit-Trail Traversal for Stackless LBVH on DirectCompute)
9、使用DirectCompute进行实时JPEG压缩(Real-Time JPEG Compression Using DirectCompute)
10、TressFX的头发模拟(Hair Simulation in TressFX)
11、全动态场景的对象顺序光线追踪(Object-Order Ray Tracing for Fully Dynamic Scenes)
12、GPU上的四叉树(Quadtrees on the GPU)
13、用于GPU上刚体仿真的两级约束求解器和流水线局部批处理 (Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs)
14、用CUDA进行不可分割的2D、3D和4D过滤(Non-separable 2D, 3D, and 4D Filtering with CUDA)
15、基于计算的平铺式剔除法(Compute-Based Tiled Culling)
16、在GPU光线追踪器中渲染向量位移映射的表面(Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer)
17、 用于体积渲染的平滑概率环境遮蔽法 (Smooth Probabilistic Ambient Occlusion for Volume Rendering)
18、从深度相机八叉树映射(Octree Mapping from a Depth Camera)
19、交互式稀疏欧拉流体(Interactive Sparse Eulerian Fluid)
GPU Pro 360移动设备指南(GPU Pro 360 Guide to Mobile Devices)
1、基于触屏的用户交互(Touchscreen-Based User Interaction)
2、为移动设备优化3D用户界面引擎(Optimizing a 3D UI Engine for Mobile Devices)
3、一个基于着色器的电子书渲染器(A Shader-Based eBook Renderer)
4、移动设备上的后期处理效果(Post-Processing Effects on Mobile Devices)
5、基于着色器的水效果(Shader-Based Water Effects)
6、 在移动端进行逼真的实时皮肤渲染(Realistic Real-Time Skin Rendering on Mobile)
7、移动设备上的延迟渲染技术(Deferred Rendering Techniques on Mobile Devices)
8、 使用ARM Mali GPU的带宽效率图形(Bandwidth Efficient Graphics with the ARM Mali GPUs)
9、使用OpenGL ES 3.0的高效变形目标动画(Efficient Morph Target Animation Using OpenGL ES 3.0)
10、平铺式延迟混合(Tiled Deferred Blending)
11、自适应可扩展的纹理压缩(Adaptive Scalable Texture Compression)
12、为ARM Mali-T600 GPU优化OpenCL内核(Optimizing OpenCL Kernels for the ARM Mali-T600 GPUs)
13、在PowerVR GPU上的混合光线追踪(Hybrid Ray Tracing on a PowerVR GPU)
14、用ASTC三维纹理和OpenGL ES 3.0实现纯GPU的粒子碰撞系统(Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0)
15、用于移动设备的带壳毛皮动画人物(Animated Characters with Shell Fur for Mobile Devices)
16、 移动GPU上的高动态范围计算摄影(High Dynamic Range Computational Photography on Mobile GPUs)
17、基于静态局部立体图的高效软阴影(Efficient Soft Shadows Based on Static Local Cubemap)
18、基于物理的移动延迟着色(Physically Based Deferred Shading on Mobile)
GPU Pro 360 3D引擎设计指南(GPU Pro 360 Guide to 3D Engine Design)
1、在GPU上使用桶状排序的多碎片效应(Multi-Fragment Effects on the GPU Using Bucket Sort)
2、用小区宽带引擎进行平行化的光预处理渲染 (Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine )
3、实用、动态的游戏可见性 (Practical, Dynamic Visibility for Games)
4、使用Pixel Quad消息传递的着色器摊销(Shader Amortization Using Pixel Quad Message Passing)
5、用于实时人群的渲染管道 (A Rendering Pipeline for Real-Time Crowds)
6、 [外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-xqVkhSlV-49)(https://www.zhihu.com/equation?tex=Z%5E3%20)]Z^3 剔除( [外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-XKcNG7pJ-49)(https://www.zhihu.com/equation?tex=Z%5E3)]Z^3 Culling)
7、基于四元数的渲染管道(A Quaternion-Based Rendering Pipeline)
8、使用DirectX 11实现定向自适应的边缘AA过滤器(Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11)
9、设计一个数据驱动的渲染器(Designing a Data-Driven Renderer)
10、基于方向的引擎架构(An Aspect-Based Engine Architecture)
11、使用Direct3D 11的Kinect编程(Kinect Programming with Direct3D 11)
12、自身结构破坏的管道(A Pipeline for Authored Structural Damage)
13、重新认识四元数(Quaternions Revisited)
14、glTF:设计一个开放标准的运行时资产格式(glTF: Designing an Open-Standard Runtime Asset Format)
15、管理层次结构中的转换(Managing Transformations in Hierarchy)
16、用于快速射线投射操作的块状线性二进制网格(Block-Wise Linear Binary Grids for Fast Ray-Casting Operations)
17、使用Shader生成基于语义的着色器(Semantic-Based Shader Generation Using Shader)
18、ANGLE:将OpenGL ES带入桌面(ANGLE: Bringing OpenGL ES to the Desktop)
19、交互式电影粒子(Interactive Cinematic Particles)
20、在GPU上进行实时BC6H压缩(Real-Time BC6H Compression on GPU)
21、用于Forza系列测试自动化的3D可视化工具 (A 3D Visualization Tool Used for Test Automation in the Forza Series)
22、 在异构的多个GPU上实现低延迟光线追踪的半静态负载平衡 (Semi-Static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs)
GPU Pro 360光照指南(GPU Pro 360 Guide to Lighting)
1、 用于间接照明的快速、基于模版的多分辨率拼接法(Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination)
2、屏幕空间的方向性遮蔽(Screen-Space Directional Occlusion)
3、实时多弹跳光线追踪与几何冒牌货(Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors)
4、时间性的屏幕空间环境遮蔽(Temporal Screen-Space Ambient Occlusion)
5、层次细节和流媒体优化的辐照度法线图(Level-of-Detail and Streaming Optimized Irradiance Normal Mapping)
6、使用光线追踪的实时单次弹跳间接照明和阴影(Real-Time One-Bounce Indirect Illumination and Shadows Using Ray Tracing)
7、 半透明均质介质中光传输的实时近似值(Real-Time Approximation of Light Transport in Translucent Homogenous Media)
8、具有时间上相干的光传播体积的漫反射全局照明(Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes)
9、使用定向板网格的光线追踪近似反射(Ray-Traced Approximate Re ections Using a Grid of Oriented Splats)
10、屏幕空间弯曲锥:一种实用的方法(Screen-Space Bent Cones: A Practical Approach)
11、基于物理的区域光(Physically Based Area Lights)
12、使用表极采样的高性能室外光散射技术(High Performance Outdoor Light Scattering Using Epipolar Sampling)
13、Hi-Z屏幕空间锥形追踪反射(Hi-Z Screen-Space Cone-Traced Re ections)
14、tresfx:高级实时头发渲染(TressFX: Advanced Real-Time Hair Rendering)
15、线的抗锯齿(Wire Antialiasing)
16、通过光链接列表的实时照明(Real-Time Lighting via Light Linked List)
17、延迟归一化辐照度探头(Deferred Normalized Irradiance Probes)
18、体积雾和照明(Volumetric Fog and Lighting)
19、 在GPU上基于物理的光探针生成(Physically Based Light Probe Generation on GPU)
20、使用切片的实时全局照明(Real-Time Global Illumination Using Slices)
21、集群着色:在DirectX 12中使用保守栅格化分配灯光(Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12)
22、精心修剪的瓦片灯列表(Fine Pruned Tiled Light Lists)
23、延迟属性插值阴影(Deferred Attribute Interpolation Shading)
24、实时的体积云朵景观(Real-Time Volumetric Cloudscapes)
GPU Pro 360图像空间指南(GPU Pro 360 Guide to Image Space)
1、在GPU上进行各向异性的Kuwahara过滤(Anisotropic Kuwahara Filtering on the GPU)
2、后期处理的边缘抗锯齿(Edge Antialiasing by Post-Processing)
3、用弗洛伊德-斯坦伯格半色调绘制环境图 (Environment Mapping with Floyd-Steinberg Halftoning)
4、分层的项目缓冲区,用于颗粒化的遮挡剔除(Hierarchical Item Buffers for Granular Occlusion Culling)
5、后期制作中真实的景深(Realistic Depth of Field in Postproduction)
6、 实时屏幕空间云计算照明(Real-Time Screen Space Cloud Lighting)
7、屏幕空间次表层散射 (Screen-Space Subsurface Scattering)
8、天空之城SWAP Force的景深渲染器(The Skylanders SWAP Force Depth-of-Field Shader)
9、在后处理景深方法中模拟部分遮挡的情况(Simulating Partial Occlusion in Post-Processing Depth-of-Field Methods)
10、二次深度抗锯齿(Second-Depth Antialiasing)
11、实用的帧缓冲区压缩(Practical Framebuffer Compression)
12、在GPU上进行相干性增强的过滤 (Coherence-Enhancing Filtering on the GPU)
13、屏幕空间的草地(Screen-Space Grass)
14、通过CSG的屏幕空间可变形网格与每像素链接列表(Screen-Space Deformable Meshes via CSG with Per-Pixel Linked Lists)
15、SPU上的虚化效果(Bokeh Effects on the SPU)
实时渲染,第四版(Real-Time Rendering,第四版)
1、介绍(Introduction)
2、图形渲染管道(The Graphics Rendering Pipeline)
3、图形处理单元(The Graphics Processing Unit)
4、变换(Transforms)
5、着色基础(Shading Basics)
6、纹理(Texturing)
7、阴影(Shadows)
8、 光与色(Light and Color)
9、基于物理的着色(Physically Based Shading)
10、局部光照(Local Illumination)
11、全局光照(Global Illumination)
12、图像-空间效果(Image-Space Effects)
13、超越多边形(Beyond Polygons)
14、体积和半透明的渲染(Volumetric and Translucency Rendering)
15、非写实的渲染(Non-Photorealistic Rendering)
16、多边形技术(Polygonal Techniques)
17、曲线和曲面(Curves and Curved Surfaces)
18、管线优化(Pipeline Optimization)
19、加速算法(Acceleration Algorithms)
20、有效的遮蔽(Effcient Shading)
21、虚拟和增强现实(Virtual and Augmented Reality)
22、相交测试方法(Intersection Test Methods)
23、图形硬件(Graphics Hardware)
24、未来书目(The Future Bibliography)
Metal编程指南:通过Swift的教程和参考(Metal Programming Guide: Tutorial and Reference via Swift)
1、什么是Metal?(What Is Metal?)
2、渲染和光栅图像概述(Overview of Rendering and Raster Graphics)
3、你的第一个Metal应用(你好,三角形!)。(Your First Metal Application (Hello, Triangle!))
4、图形学的基本数学(Essential Mathematics for Graphics)
5、着色器介绍(Introduction to Shaders)
6、Metal资源和内存管理(Metal Resources and Memory Management)
7、库、函数和管道状态(Libraries, Functions, and Pipeline States)
8、二维绘图(2D Drawing)
9、 三维绘图简介(Introduction to 3D Drawing )
10、高级三维绘图(Advanced 3D Drawing)
11、模型I/O的接口(Interfacing with Model I/O)
12、纹理和采样(Texturing and Sampling)
13、多通道渲染技术(Multipass Rendering Techniques)
14、几何释放:Metal镶嵌(Geometry Unleashed: Tessellation in Metal)
15、Metal计算管道(The Metal Compute Pipeline)
16、Metal中的图像处理(Image Processing in Metal)
17、机器视觉(Machine Vision)
18、Metal性能着色器框架(Metal Performance Shaders Framework)
19、神经网络的概念(Neural Network Concepts )
20、卷积神经网络(Convolutional Neural Networks)
高级高动态范围成像,第二版(Advanced High Dynamic Range Imaging, Second Edition)
1、介绍(Introduction)
2、HDR管线(HDR Pipeline)
3、色调映射(Tone Mapping)
4、色调映射的新趋势(New Trends in Tone Mapping)
5、HDR视频色调映射(HDR Video Tone Mapping)
6、低动态范围内容的扩展运算符(Expansion Operators for Low Dynamic Range Content)
7、基于图像的照明(Image-Based Lighting)
8、 HDR图像压缩(HDR Images Compression)
9、HDR视频压缩(HDR Video Compression)
10、评价(Evaluation)
WebGL精粹(WebGL Gems)
1、渲染照明的三维物体的源代码(Source code for rendering illuminated 3D objects)
2、ModelView矩阵解释(ModelView Matrix explained)
3、将变量传递给着色器(Passing Variables to Shaders)
4、3D碰撞检测(3D Collision Detection)
5、点光源着色器(Point Light Shader)
6、 物体跟随 "看 "摄像机(Object Follow “Look At” Camera)
GPU Zen: 高级渲染技术(GPU Zen: Advanced Rendering Techniques)
1、属性顶点云层(Attributed Vertex Clouds)
2、用内部保守的光栅化技术渲染凸面遮挡物 (Rendering Convex Occluders with Inner Conservative Rasterization )
3、稳定的间接光照(Stable Indirect Illumination)
4、使用挤压光量的参与媒介(Participating Media Using Extruded Light Volumes)
5、Deferred+(Deferred+)
6、可编程的每像素采样放置与保守的光栅器(Programmable Per-pixel Sample Placement with Conservative Rasterizer)
7、移动卡通渲染(Mobile Toon Shading)
8、高质量的GPU高效图像细节处理(High Quality GPU-efficient Image Detail Manipulation)
9、利用线性变换余弦的线性光着色(Linear-Light Shading with Linearly Transformed Cosines)
10、使用谷歌浏览器对WebGL应用程序进行分析和优化 (Profiling and Optimizing WebGL Applications Using Google Chrome )
11、可扩展的自适应SSAO(Scalable Adaptive SSAO)
12、强大的屏幕空间环境遮蔽(Robust Screen Space Ambient Occlusion)
13、实用的基于焦距的虚化景深(Practical Gather-based Bokeh Depth of Field)
14、高效的立体和VR渲染(Efficient Stereo and VR Rendering)
15、了解、测量和分析VR图形性能(Understanding, Measuring, and Analyzing VR Graphics Performance)
16、 用计算优化图形管道(Optimizing the Graphics Pipeline with Compute)
17、人群模拟的实时马尔科夫决策过程(Real Time Markov Decision Processes for Crowd Simulation)
Vulkan Cookbook:通过方法来释放下一代图形API的全部潜力 - Vulkan:下一代3D图形API的解决方案(Vulkan Cookbook: Work through recipes to unlock the full potential of the next generation graphics API - Vulkan: Solutions to next gen 3D graphics API)
1、实例和设备(Instance and Devices)
2、图片展示(Image Presentation)
3、命令缓冲区和同步(Command Buffers and Synchronization)
4、资源和内存(Resources and Memory)
5、描述符集(Descriptor Sets)
6、渲染通道和帧缓冲区(Render Passes and Framebuffers)
7、着色器(Shaders)
8、 图形和计算管线(Graphics and Compute Pipelines)
9、命令的记录和绘制(Command Recording and Drawing)
10、辅助方法(Helper Recipes)
11、光照(Lighting)
12、高级渲染技术(Advanced Rendering Techniques)
游戏物理学手册(Game Physics Cookbook)
1、向量(Vectors)
2、矩阵(Matrices)
3、矩阵变换(Matrix Transformations)
4、二维基础形状(2D Primitive Shapes)
5、二维碰撞(2D Collisions)
6、二维优化(2D Optimizations)
7、三维基础形状(3D Primitive Shapes)
8、三维点测试(3D Point Tests)
9、三维形状相交(3D Shape Intersections)
10、三维线相交( 3D Line Intersections)
11、三角形和网格(Triangles and Meshes)
12、模型和场景(Models and Scenes)
13、相机和平截头体(Camera and Frustum)
14、限制条件求解(Constraint Solving)
15、褶皱和脉冲(Manifolds and Impulses)
16、 弹簧和关节(Springs and Joints)
大规模并行处理器编程:实践的方法(Programming Massively Parallel Processors: A Hands-on Approach)
切换为居中
1、介绍(Introduction)
2、数据并行计算(Data parallel computing)
3、可扩展的并行执行(Scalable parallel execution)
4、内存和数据定位(Memory and data locality)
5、性能考虑(Performance considerations)
6、数值考虑(Numerical considerations)
7、并行模式:卷积(Parallel patterns: convolution)
8、并行模式:前缀和(Parallel patterns: prefix sum)
9、并行模式–平行直方图计算(Parallel patterns—parallel histogram computation)
10、并行模式:稀疏矩阵计算(Parallel patterns: sparse matrix computation)
11、 并行模式:合并排序(Parallel patterns: merge sort)
12、并行模式:图形搜索(Parallel patterns: graph search)
13、CUDA的动态并行性(CUDA dynamic parallelism)
14、应用案例研究–非笛卡尔的磁共振成像(Application case study—non-Cartesian magnetic resonance imaging)
15、应用案例研究–分子可视化和分析(Application case study—molecular visualization and analysis)
16、应用案例研究-机器学习(Application case study—machine learning)
17、并行编程和计算思维(Parallel programming and computational thinking)
18、异构计算集群的编程(Programming a heterogeneous computing cluster)
19、用OpenACC进行并行编程(Parallel programming with OpenACC)
20、关于CUDA和图形处理单元计算的更多信息(More on CUDA and graphics processing unit computing)
21、 结论和展望(Conclusion and outlook)
数字图像合成手册:渲染的科学基础(Handbook of Digital Image Synthesis: Scientific Foundations of Rendering)
1、介绍(Introduction)
2、初等代数和微积分(Elementary Algebra & Calculus)
3、线性代数(Linear Algebra)
4、蒙特卡洛方法(Monte Carlo Methods)
5、信号理论(Signal Theory)
6、分析表面(Analytic Surfaces)
7、隐性表面(Implicit Surfaces)
8、参数化曲线和曲面(Parametric Curves & Surfaces)
9、索引结构(Indexing Structures)
10、可见光(Visible Light)
11、参与媒体(Participating Media)
12、表面反射(Surface Reflectance)
13、光传输(Light Transport)
14、解析方法(Analytic Methods)
15、确定性方法(Deterministic Methods)
16、随机方法(Stochastic Methods)
17、统计学方法(Statistic Methods)
18、成像光学系统(Image-Forming Optical Systems)
19、视觉感知(Visual Perception)
20、色彩学(Color Science)
21、HDR成像(HDR Imaging)
22、总结(Conclusion)
基于物理的渲染:从理论到实现 第3版(Physically Based Rendering: From Theory to Implementation 3rd)
切换为居中
1、简介(INTRODUCTION)
2、几何和变换(GEOMETRY AND TRANSFORMATIONS)
3、形状(SHAPES)
4、基元和相交加速(PRIMITIVES AND INTERSECTION ACCELERATION)
5、颜色和辐射测量(COLOR AND RADIOMETRY)
6、摄像机模型(CAMERA MODELS)
7、采样和重建(SAMPLING AND RECONSTRUCTION)
8、 反射模型(REFLECTION MODELS)
9、材质(MATERIALS)
10、纹理(TEXTURE)
11、体积散射(VOLUME SCATTERING)
12、光源(LIGHT SOURCES)
13、蒙特卡罗积分(MONTE CARLO INTEGRATION)
14、光传输I:表面反射(LIGHT TRANSPORT I: SURFACE REFLECTION)
15、光传输II:体积渲染(LIGHT TRANSPORT II: VOLUME RENDERING)
16、光传输II:双向方法(LIGHT TRANSPORT III: BIDIRECTIONAL METHODS)
17、回顾与未来(RETROSPECTIVE AND THE FUTURE)
Vulkan编程指南 学习Vulkan(OpenGL)的官方指南(Vulkan Programming Guide The Official Guide to Learning Vulkan (OpenGL))
1、Vulkan的概述(Overview of Vulkan)
2、内存和资源(Memory and Resources)
3、队列和命令(Queues and Commands)
4、移动数据(Moving Data)
5、介绍(Presentation)
6、着色器和管道(Shaders and Pipelines)
7、图形管线(Graphics Pipelines)
8、绘制(Drawing)
9、几何处理(Geometry Processing)
10、片段处理(Fragment Processing)
11、同步(Synchronization)
12、获取数据(Getting Data Back)
13、多通道渲染(Multipass Rendering)
游戏引擎开发基础,第一卷:数学(Foundations of Game Engine Development, Volume 1: Mathematics)
1、向量和矩阵(Vectors and Matrices)
2、变换(Transforms)
3、几何学(Geometry)
4、高级代数(Advanced Algebra)
图像内容重定向:保持颜色、色调和空间的一致性(Image Content Retargeting: Maintaining Color, Tone, and Spatial Consistency)
1、介绍(Introduction)
2、色调和颜色重定位(Tone and Color Retargeting)
3、灰色调(Color2Gray)
4、风格重定向(Style Retargeting)
5、空间重定向(Spatial Retargeting)
6、质量评估(QA)(Quality Assessment (QA))
增强现实:原理与实践(可用性)(Augmented Reality: Principles and Practice (Usability))
1、增强现实技术介绍(Introduction to Augmented Reality)
2、显示(Displays)
3、追踪(Tracking)
4、用于增强现实的计算机视觉(Computer Vision for Augmented Reality)
5、校准和注册(Calibration and Registration)
6、视觉连贯性(Visual Coherence)
7、场景化的可视化(Situated Visualization)
8、互动性(Interaction)
9、 建模和注释(Modeling and Annotation)
10、创作(Authoring)
11、导航(Navigation)
12、协作(Collaboration)
13、软件架构(Software Architectures)
14、未来(The Future)
游戏引擎精粹三(Game Engine Gems 3)
1、开放式游戏引擎交换格式(The Open Game Engine Exchange Format)
2、逼真的天空、水和地形的融合(Realistic Blending of Skies, Water, and Terrain)
3、 具有线性密度函数的雾(Fog with a Linear Density Function)
4、Leadwerks游戏引擎4中的植被管理(Vegetation Management in Leadwerks Game Engine 4)
5、平滑地平线映射(Smooth Horizon Mapping)
6、无缓冲的三角带立方体顶点的生成(Buffer-Free Generation of Triangle Strip Cube Vertices)
7、用于基于粒子的渲染的边缘保护平滑滤波器(Edge-Preserving Smoothing Filter for Particle Based Rendering)
8、可变精度的像素遮蔽以提高功率效率(Variable Precision Pixel Shading for Improved Power Efficiency)
9、一种快速和高质量的纹理绘制算法(A Fast and High-Quality Texture Atlasing Algorithm)
10、四元数空间中的旋转关节限制(Rotational Joint Limits in Quaternion Space)
11、体积分层近似凸面分解法(Volumetric Hierarchical Approximate Convex Decomposition)
12、使用基于应变的动力学模拟软体(Simulating Soft Bodies Using Strain Based Dynamics)
13、c++中的泛型、轻量级和快速委托(Generic, Lightweight, and Fast Delegates in C++)
14、C++中编译时的字符串哈希(Compile-Time String Hashing in C++)
15、使用元组的c++静态反射(Static Reflection in C++ Using Tuples)
16、使用ISPC的可移植SIMD程序(Portable SIMD Programs Using ISPC)
17、共享网络阵列作为游戏代码逻辑的网络代码的抽象化(Shared Network Arrays as an Abstraction of Network Code from Game Code Logic)
18、基于视觉的局部防撞(Vision Based Local Collision Avoidance)
19、自主NPC的编程框架(A Programming Framework for Autonomous NPCs)
20、超越智能对象:面向大型开放世界中的npc的行为编程(Beyond Smart Objects: Behavior-Oriented Programming for NPCs in Large Open Worlds)
21、增强实体行为的控制系统(A Control System for Enhancing Entity Behavior)
22、基于控制系统的实体行为的方法(A Control System Based Approach to Entity Behavior)
GPU Pro 7:高级渲染技术 (GPU Pro 7: Advanced Rendering Techniques )
1、《古墓丽影:崛起》延迟积雪变形(Deferred Snow Deformation in Rise of the Tomb Raider)
2、Catmull-Clark细分表面(Catmull-Clark Subdivision Surfaces)
3、集群着色:在DirectX 12中使用保守栅格化分配灯光(Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12)
4、精心修剪的平铺灯列表(Fine Pruned Tiled Light Lists)
5、延迟属性插值着色(Deferred Attribute Interpolation Shading)
6、实时的体积云朵景观(Real-Time Volumetric Cloudscapes)
7、自适应的虚拟纹理(Adaptive Virtual Textures)
8、延迟粗像素着色(Deferred Coarse Pixel Shading)
9、使用多帧采样的渐进渲染(Progressive Rendering Using Multi-frame Sampling)
10、基于静态局部立体图的高效软阴影(Efficient Soft Shadows Based on Static Local Cubemap)
11、基于物理的移动延迟着色(Physically Based Deferred Shading on Mobile)
12、交互式电影粒子(Interactive Cinematic Particles)
13、在GPU上进行实时BC6H压缩(Real-Time BC6H Compression on GPU)
14、用于Forza系列测试自动化的3D可视化工具(A 3D Visualization Tool Used for Test Automation in the Forza Series)
15、在异构的多个GPU上实现低延迟光线追踪的半静态负载平衡(Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs)
16、从深度相机八叉树映射(Octree Mapping from a Depth Camera)
17、交互式稀疏欧拉流体(Interactive Sparse Eulerian Fluid)