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\n <\/path> \n<\/svg> <\/p>\n

\u8f6c\u8f7d\u4e8e\uff1ahttps:\/\/zhuanlan.zhihu.com\/p\/
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\u6bd4\u5982\uff0c\u6211\u8981\u5b66\u4e60\u6bdb\u53d1\u6e32\u67d3\uff0c\u90a3\u4e48\uff0c\u53ef\u4ee5\u76f4\u63a5\u6d4f\u89c8\u5668\u91cc\u9762Ctrl+F\u5feb\u6377\u952e\u641c\u7d22\u6bdb\u53d1\u6216hair\uff0c\u5c31\u53ef\u4ee5\u76f4\u63a5\u5b9a\u4f4d\u5230\u6240\u6709\u5217\u51fa\u4e66\u7c4d\u7684\u76ee\u5f55\u6709\u5173\u6bdb\u53d1\u7684\u5185\u5bb9\u4e86\uff0c\u7136\u540e\u5c31\u53ef\u4ee5\u627e\u5230\u76f8\u5173\u4e66\u7c4d\u7684\u76f8\u5173\u7ae0\u8282\u8fdb\u884c\u9605\u8bfb\u5566\u3002<\/p>\n

\u6240\u6709\u4e66\u7c4dPDF\u5c06\u5168\u90e8\u4e0a\u4f20\u5230Github\u4e0a\u9762\uff0c\u65b9\u4fbf\u5e7f\u5927\u597d\u53cb\u4e0b\u8f7d\u5b66\u4e60\u3002<\/strong><\/p>\n

https:\/\/github.com\/yang-shuohao\/Render-Books<\/p>\n

\u8ba1\u7b97\u673a\u56fe\u5f62\u5b66\u57fa\u7840\uff0c\u7b2c5\u7248\uff08Fundamentals of Computer Graphics, 5th Edition\uff09<\/strong><\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u4ecb\u7ecd\uff08Introduction\uff09<\/h4>\n

2\u3001\u6570\u5b66\u6742\u9879\uff08Miscellaneous Math\uff09<\/h4>\n

3\u3001\u5149\u6805\u56fe\u50cf\uff08Raster Images\uff09<\/h4>\n

4\u3001\u5149\u7ebf\u8ffd\u8e2a\uff08Ray Tracing\uff09<\/h4>\n

5\u3001\u8868\u9762\u7740\u8272\uff08Surface Shading\uff09<\/h4>\n

6\u3001\u7ebf\u6027\u4ee3\u6570\uff08Linear Algebra\uff09<\/h4>\n

7\u3001\u8f6c\u6362\u77e9\u9635\uff08Transformation Matrices\uff09<\/h4>\n

8\u3001\u89c6\u56fe\uff08Viewing\uff09<\/h4>\n

9\u3001\u56fe\u5f62\u7ba1\u7ebf\uff08The Graphics Pipeline\uff09<\/h4>\n

10\u3001\u4fe1\u53f7\u5904\u7406\uff08Signal Processing\uff09<\/h4>\n

11\u3001\u7eb9\u7406\u6620\u5c04\uff08Texture Mapping\uff09<\/h4>\n

12\u3001\u56fe\u5f62\u6570\u636e\u7ed3\u6784\uff08Data Structures for Graphics\uff09<\/h4>\n

13\u3001\u91c7\u6837\uff08Sampling\uff09<\/h4>\n

14\u3001\u57fa\u4e8e\u7269\u7406\u7684\u6e32\u67d3\uff08Physics-Based Rendering\uff09<\/h4>\n

15\u3001\u66f2\u7ebf\uff08Curves\uff09<\/h4>\n

16\u3001\u8ba1\u7b97\u673a\u52a8\u753b\uff08Computer Animation\uff09<\/h4>\n

17\u3001\u4f7f\u7528\u56fe\u5f62\u786c\u4ef6\uff08Using Graphics Hardware\uff09<\/h4>\n

18\u3001\u989c\u8272\uff08Color\uff09<\/h4>\n

19\u3001\u89c6\u89c9\u611f\u77e5\uff08Visual Perception\uff09<\/h4>\n

20\u3001\u8272\u8c03\u91cd\u73b0\uff08Tone Reproduction\uff09<\/h4>\n

21\u3001\u9690\u5f0f\u5efa\u6a21\uff08Implicit Modeling\uff09<\/h4>\n

22\u3001\u6e38\u620f\u4e2d\u7684\u8ba1\u7b97\u673a\u56fe\u5f62\u5b66\uff08Computer Graphics in Games\uff09<\/h4>\n

23\u3001\u53ef\u89c6\u5316\uff08Visualization\uff09<\/h4>\n

3D\u56fe\u5f62\u6e32\u67d3\u624b\u518c\uff1a\u63a2\u7d22\u73b0\u4ee3OpenGL\u548cVulkan\u7684\u6e32\u67d3\u7b97\u6cd5\u7684\u7efc\u5408\u6307\u5357\uff083D Graphics Rendering Cookbook: A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5efa\u7acb\u6784\u5efa\u73af\u5883\uff08Establishing a Build Environment\uff09<\/h4>\n

2\u3001\u4f7f\u7528\u5fc5\u8981\u7684\u5e93\uff08Using Essential Libraries\uff09<\/h4>\n

3\u3001OpenGL\u548cVulkan\u7684\u5165\u95e8\uff08Getting Started with OpenGL and Vulkan\uff09<\/h4>\n

4\u3001\u6dfb\u52a0\u7528\u6237\u4ea4\u4e92\u548c\u751f\u4ea7\u529b\u5de5\u5177\uff08Adding User Interaction and Productivity Tools\uff09<\/h4>\n

5\u3001\u5904\u7406\u51e0\u4f55\u4f53\u6570\u636e\uff08Working with Geometry Data\uff09<\/h4>\n

6\u3001\u4f7f\u7528glTF2\u6750\u8d28\u6a21\u578b\u8fdb\u884c\u57fa\u4e8e\u7269\u7406\u7684\u6e32\u67d3\uff08Physically Based Rendering Using the glTF2 Shading Model\uff09<\/h4>\n

7\u3001\u56fe\u5f62\u6e32\u67d3\u7ba1\u9053\uff08Graphics Rendering Pipeline\uff09<\/h4>\n

8\u3001\u57fa\u4e8e\u56fe\u50cf\u7684\u6280\u672f\uff08Image-Based Techniques\uff09<\/h4>\n

9\u3001\u4f7f\u7528\u573a\u666f\u56fe\uff08Working with Scene Graphs\uff09<\/h4>\n

10\u3001\u9ad8\u7ea7\u6e32\u67d3\u6280\u672f\u548c\u4f18\u5316\uff08Advanced Rendering Techniques and Optimizations\uff09<\/h4>\n

\u5149\u7ebf\u8ffd\u8e2a\u5b9d\u5178II\uff1a\u4f7f\u7528DXR\u3001Vulkan\u548cOptiX\u7684\u4e0b\u4e00\u4ee3\u5b9e\u65f6\u6e32\u67d3\uff08Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5bf9\u6444\u5f71\u672f\u8bed(\u53ca\u5176\u5728\u5149\u7ebf\u8ffd\u8e2a\u4e2d\u7684\u5e94\u7528)\u7684\u7b80\u8981\u6982\u62ec\uff08A BREAKNECK SUMMARY OF PHOTOGRAPHIC TERMS (AND THEIR UTILITY TO RAY TRACING)\uff09<\/h4>\n

2\u3001\u5c04\u7ebf\u8f74\u5bf9\u9f50\u7684\u5305\u56f4\u76d2\u4ea4\u70b9\uff08RAY AXIS-ALIGNED BOUNDING BOX INTERSECTION\uff09<\/h4>\n

3\u3001\u57fa\u672c\u7684\u5149\u7ebf\u751f\u6210\u7740\u8272\u5668\uff08ESSENTIAL RAY GENERATION SHADERS\uff09<\/h4>\n

4\u3001\u9ed1\u5ba2\u9634\u5f71\u7ec8\u7ed3\u8005\uff08HACKING THE SHADOW TERMINATOR\uff09<\/h4>\n

5\u3001\u5bf9\u7f3a\u5c11\u5bfc\u6570\u7684\u7eb9\u7406\u8fdb\u884c\u91c7\u6837\uff08 SAMPLING TEXTURES WITH MISSING DERIVATIVES\uff09<\/h4>\n

6\u3001\u5fae\u5206\u7684\u91cd\u5fc3\u5750\u6807\uff08DIFFERENTIAL BARYCENTRIC COORDINATES\uff09<\/h4>\n

7\u3001\u5c04\u7ebf\u9525\u7684\u7eb9\u7406\u5750\u6807\u68af\u5ea6\u4f30\u8ba1\uff08TEXTURE COORDINATE GRADIENTS ESTIMATION FOR RAY CONES\uff09<\/h4>\n

8\u3001\u53cd\u5c04\u548c\u6298\u5c04\u516c\u5f0f\uff08REFLECTION AND REFRACTION FORMULAS\uff09<\/h4>\n

9\u3001\u65af\u91cc\u514b\u83f2\u6d85\u8033\u8fd1\u4f3c\uff08THE SCHLICK FRESNEL APPROXIMATION\uff09<\/h4>\n

10\u3001\u6298\u5c04\u5149\u7ebf\u9525\u7684\u7eb9\u7406\u7ea7\u522b\u7684\u7ec6\u8282\uff08REFRACTION RAY CONES FOR TEXTURE LEVEL OF DETAIL\uff09<\/h4>\n

11\u3001\u7528\u5b9e\u65f6\u5149\u7ebf\u8ffd\u8e2a\u5904\u7406\u534a\u900f\u660e\u95ee\u9898\uff08HANDLING TRANSLUCENCY WITH REAL-TIME RAY TRACING\uff09<\/h4>\n

12\u3001\u8fd0\u52a8\u6a21\u7cca\u7684\u8f6c\u89d2\u6848\u4f8b\uff08MOTION BLUR CORNER CASES\uff09<\/h4>\n

13\u3001\u4f53\u79ef\u8870\u51cf\u7cfb\u6570\u7684\u5feb\u901f\u5149\u8c31\u4e0a\u91c7\u6837\uff08FAST SPECTRAL UPSAMPLING OF VOLUME ATTENUATION COEFFICIENTS\uff09<\/h4>\n

14\u3001\u5f15\u7528\u8def\u5f84\u8ddf\u8e2a\u5668\uff08THE REFERENCE PATH TRACER\uff09<\/h4>\n

15\u3001\u7740\u8272\u5668\u7ed1\u5b9a\u8868\u89e3\u5bc6\uff08THE SHADER BINDING TABLE DEMYSTIFIED\uff09<\/h4>\n

16\u3001vulkan\u5149\u7ebf\u8ffd\u8e2a\u7684\u4ecb\u7ecd\uff08INTRODUCTION TO VULKAN RAY TRACING\uff09<\/h4>\n

17\u3001\u5728Directx\u5149\u7ebf\u8ffd\u8e2a\u4e2d\u4f7f\u7528\u65e0\u7ed1\u5b9a\u8d44\u6e90\uff08USING BINDLESS RESOURCES WITH DIRECTX RAYTRACING\uff09<\/h4>\n

18\u3001webrays\uff1a\u7f51\u7edc\u4e0a\u7684\u5149\u7ebf\u8ffd\u8e2a\u6280\u672f\uff08WEBRAYS: RAY TRACING ON THE WEB\uff09<\/h4>\n

19\u3001\u5728\u6e32\u67d3\u56fe\u50cf\u4e2d\u663e\u793a\u548c\u4f20\u8fbe\u9519\u8bef\uff08VISUALIZING AND COMMUNICATING ERRORS IN RENDERED IMAGES\uff09<\/h4>\n

20\u3001\u591a\u91cd\u91cd\u8981\u6027\u91c7\u6837 101\uff08MULTIPLE IMPORTANCE SAMPLING 101\uff09<\/h4>\n

21\u3001\u79bb\u6563\u5206\u5e03\u62bd\u6837\u7684\u522b\u540d\u6cd5\uff08THE ALIAS METHOD FOR SAMPLING DISCRETE DISTRIBUTIONS\uff09<\/h4>\n

22\u3001\u52a0\u6743\u6c34\u5e93\u53d6\u6837\uff1a\u968f\u673a\u53d6\u6837\u7684\u6cb3\u6d41\uff08WEIGHTED RESERVOIR SAMPLING: RANDOMLY SAMPLING STREAMS\uff09<\/h4>\n

23\u3001\u7528\u57fa\u4e8e\u7f51\u683c\u7684\u6c34\u5e93\u6e32\u67d3\u8bb8\u591a\u706f\u5149\uff08RENDERING MANY LIGHTS WITH GRID-BASED RESERVOIRS\uff09<\/h4>\n

24\u3001\u4f7f\u7528\u84dd\u8272\u566a\u58f0\u8fdb\u884c\u5149\u7ebf\u8ddf\u8e2a\u7684\u8f6f\u9634\u5f71\uff08USING BLUE NOISE FOR RAY TRACED SOFT SHADOWS\uff09<\/h4>\n

25\u3001\u65f6\u95f4\u53ef\u9760\u7684\u8fd0\u52a8\u77e2\u91cf\uff0c\u4ee5\u4fbf\u66f4\u597d\u5730\u5229\u7528\u65f6\u95f4\u4fe1\u606f\uff08TEMPORALLY RELIABLE MOTION VECTORS FOR BETTER USE OF TEMPORAL INFORMATION\uff09<\/h4>\n

26\u3001\u5149\u7ebf\u8ddf\u8e2a\u7684\u7ec6\u8282\u6c34\u5e73\uff0c\u4f7f\u4ea4\u53c9\u6de1\u5316\u53d8\u5f97\u5bb9\u6613\uff08RAY TRACED LEVEL OF DETAIL CROSS-FADES MADE EASY\uff09<\/h4>\n

27\u3001\u5149\u7ebf\u8ffd\u8e2a\u8d34\u82b1\uff08RAY TRACING DECALS\uff09<\/h4>\n

28\u3001\u5e7f\u544a\u724c\u5149\u7ebf\u8ffd\u8e2a\u89c6\u70b9\u548c\u4f53\u79ef\u6548\u679c\uff08BILLBOARD RAY TRACING FOR IMPOSTORS AND VOLUMETRIC EFFECTS\uff09<\/h4>\n

29\u3001\u6df7\u5408\u5149\u7ebf\u8ffd\u8e2a\u548c\u56fe\u50cf\u7a7a\u95f4\u6298\u5c04\uff08HYBRID RAY TRACED AND IMAGE-SPACE REFRACTIONS\uff09<\/h4>\n

30\u3001\u5b9e\u65f6\u5c04\u7ebf\u8ffd\u8e2a\u7126\u6563\uff08REAL-TIME RAY TRACED CAUSTICS\uff09<\/h4>\n

31\u3001\u4f7f\u7528\u8584\u578b\u900f\u955c\u6a21\u578b\u8fdb\u884c\u659c\u79fb\u6e32\u67d3\uff08TILT-SHIFT RENDERING USING A THIN LENS MODEL\uff09<\/h4>\n

32\u3001\u4f7f\u7528\u6d1b\u4f26\u5179\u53d8\u6362\u7684\u5feb\u901f\u548c\u9c81\u68d2\u7684\u5c04\u7ebf\/ obb\u76f8\u4ea4\uff08FAST AND ROBUST RAY\/OBB INTERSECTION USING THE LORENTZ TRANSFORMATION\uff09<\/h4>\n

33\u3001\u590d\u6742\u5206\u5f62\u7684\u5b9e\u65f6\u6e32\u67d3\uff08REAL-TIME RENDERING OF COMPLEX FRACTALS\uff09<\/h4>\n

34\u3001\u63d0\u9ad8\u4ea4\u53c9\u7a0b\u5e8f\u7684\u6570\u5b57\u7cbe\u5ea6\uff08IMPROVING NUMERICAL PRECISION IN INTERSECTION PROGRAMS\uff09<\/h4>\n

35\u3001\u5706\u7403\u4f53\u7684\u5149\u7ebf\u8ffd\u8e2a\uff08RAY TRACING OF BLOBBIES\uff09<\/h4>\n

36\u3001\u5f27\u5f62\u5c04\u7ebf\u8ffd\u8e2a\uff08CURVED RAY TRAVERSAL\uff09<\/h4>\n

37\u3001\u5149\u7ebf\u8ffd\u8e2a\u5c0f\u4f53\u7d20\u573a\u666f\uff08RAY-TRACING SMALL VOXEL SCENES\uff09<\/h4>\n

38\u3001DXR\u4e2d\u7684CPU\u6027\u80fd\uff08CPU PERFORMANCE IN DXR\uff09<\/h4>\n

39\u3001\u4f7f\u7528\u5149\u7ebf\u8ddf\u8e2a\u786c\u4ef6\u7684\u9006\u53d8\u6362\u91c7\u6837\uff08INVERSE TRANSFORM SAMPLING USING RAY TRACING HARDWARE\uff09<\/h4>\n

40\u3001\u4f7f\u7528rtx\u53ef\u89c1\u6027\u63a9\u7801\u52a0\u901f\u5e03\u5c14\u53ef\u89c1\u6027\u64cd\u4f5c\uff08ACCELERATING BOOLEAN VISIBILITY OPERATIONS USING RTX VISIBILITY MASKS\uff09<\/h4>\n

41\u3001 \u5b9e\u7528\u7684\u7a7a\u95f4\u54c8\u5e0c\u56fe\u66f4\u65b0\uff08PRACTICAL SPATIAL HASH MAP UPDATES\uff09<\/h4>\n

42\u3001\u7528\u4e8e\u9884\u6d4b\u6027\u6e32\u67d3\u7684GPU\u4e0a\u7684\u9ad8\u6548\u5149\u8c31\u6e32\u67d3\uff08EFFICIENT SPECTRAL RENDERING ON THE GPU FOR PREDICTIVE RENDERING\uff09<\/h4>\n

43\u3001\u5728GPU\u4e0a\u8fdb\u884c\u6709\u6548\u7684\u65e0\u504f\u5dee\u5377\u5f84\u8ffd\u8e2a\uff08EFFICIENT UNBIASED VOLUME PATH TRACING ON THE GPU\uff09<\/h4>\n

44\u3001\u8def\u5f84\u8ffd\u8e2aRbf\u7c92\u5b50\u4f53\u79ef\uff08PATH TRACING RBF PARTICLE VOLUMES\uff09<\/h4>\n

45\u3001 \u7528\u4e8e\u79d1\u5b66\u5149\u7ebf\u8ffd\u8e2a\u7684\u5feb\u901f\u4f53\u79ef\u68af\u5ea6\u7740\u8272\u8fd1\u4f3c\u6cd5\uff08FAST VOLUMETRIC GRADIENT SHADING APPROXIMATIONS FOR SCIENTIFIC RAY TRACING\uff09<\/h4>\n

46\u3001\u53ef\u63a7\u5149\u7ebf\u8ddf\u8e2a\uff08RAY TRACING IN CONTROL\uff09<\/h4>\n

47\u3001\u5728Quake 2\u4e2d\u4f7f\u7528\u5b50\u96c6\u91cd\u8981\u6027\u53d6\u6837\u7684\u5149\u7167\u53d6\u6837\uff08LIGHT SAMPLING IN QUAKE 2 USING SUBSET IMPORTANCE SAMPLING\uff09<\/h4>\n

48\u3001 \u5821\u5792\u4e4b\u591c\u4e2d\u7684\u5149\u7ebf\u8ffd\u8e2a\u6280\u672f\uff08 RAY TRACING IN FORTNITE\uff09<\/h4>\n

49\u3001 reblur\uff1a\u4e00\u4e2a\u5206\u5c42\u7684\u9012\u5f52\u53bb\u566a\u5668\uff08 REBLUR: A HIERARCHICAL RECURRENT DENOISER\uff09<\/h4>\n

50\u3001\u865a\u5e7b\u5f15\u64ce4\u4e2d\u5149\u7ebf\u8ffd\u8e2a\u5185\u5bb9\u517c\u5bb9\u6027\u7684\u5b9e\u9645\u89e3\u51b3\u65b9\u6848\uff08PRACTICAL SOLUTIONS FOR RAY TRACING CONTENT COMPATIBILITY IN UNREAL ENGINE 4\uff09<\/h4>\n

\u50cf\u7d20\u4f20\u8bb0\uff08A Biography of the Pixel \uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5085\u91cc\u53f6\u9891\u7387\uff1a\u4e16\u754c\u97f3\u4e50\uff08Fourier\u2019s Frequencies: The Music of the World\uff09<\/h4>\n

2\u3001\u79d1\u6377\u5c14\u5c3c\u79d1\u592b\u7684\u6837\u672c\uff1a\u65e0\u4e2d\u751f\u6709\uff08Kotelnikov\u2019s Samples: Something from Nothing\uff09<\/h4>\n

3\u3001\u56fe\u7075\u7684\u8ba1\u7b97\uff1a\u5341\u4e00\u4ebf\u5206\u4e4b\u4e00\u7684\u5929\u6570\uff08Turing\u2019s Computations: Eleventy-Eleven Skydillion\uff09<\/h4>\n

4\u3001\u6570\u5b57\u4e4b\u5149\u7684\u9ece\uff1a\u590d\u6d3b\uff08Dawn of Digital Light: The Quickening\uff09<\/h4>\n

5\u3001\u7535\u5f71\u548c\u52a8\u753b\uff1a\u91c7\u6837\u65f6\u95f4\uff08Movies and Animation: Sampling Time\uff09<\/h4>\n

6\u3001\u672a\u6765\u4e8b\u7269\u7684\u5f62\u72b6\uff08Shapes of Things to Come\uff09<\/h4>\n

7\u3001\u7740\u8272\u7684\u610f\u4e49\uff08Shades of Meaning\uff09<\/h4>\n

8\u3001\u5343\u79a7\u5e74\u548c\u7535\u5f71\uff08The Millennium and The Movie\uff09<\/h4>\n

\u56fe\u50cf\u5bf9\u8c61\uff1a\u8ba1\u7b97\u673a\u56fe\u5f62\u5b66\u7684\u8003\u53e4\u5b66\uff08Image Objects: An Archaeology of Computer Graphics\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u89c6\u89c9\u5254\u9664\uff1a\u9690\u85cf\u9762\u7b97\u6cd5\u4e0e\u53ef\u89c1\u6027\u95ee\u9898\uff08Culling Vision: Hidden Surface Algorithms and the Problem of Visibility\uff09<\/h4>\n

2\u3001\u968f\u673a\u8bbf\u95ee\u56fe\u50cf\uff1a\u63a5\u53e3\u5185\u5b58\u548c\u8ba1\u7b97\u673a\u5c4f\u5e55\u7684\u5386\u53f2\uff08Random-Access Images: Interfacing Memory and the History of the Computer Screen\uff09<\/h4>\n

3\u3001\u6a21\u578b\u7269\u4f53\uff1a\u4f5c\u4e3a\u6807\u51c6\u548c\u6807\u5fd7\u7684\u72b9\u4ed6\u5dde\u8336\u58f6\uff08Model Objects: The Utah Teapot as Standard and Icon\uff09<\/h4>\n

4\u3001\u5bf9\u8c61\u8303\u5f0f\uff1a\u8bba\u9762\u5411\u5bf9\u8c61\u7684\u8d77\u6e90\uff08Object Paradigms: On the Origins of Object Orientation\uff09<\/h4>\n

5\u3001\u7a0b\u5e8f\u7684\u7ed3\u6676\uff1a\u56fe\u5f62\u5904\u7406\u5355\u5143\u548c\u8ba1\u7b97\u673a\u56fe\u5f62\u7684\u5d1b\u8d77\uff08Procedure Crystallized: The Graphics Processing Unit and the Rise of Computer Graphics\uff09<\/h4>\n

\u4f7f\u7528Python\u548cOpenGL\u5f00\u53d1\u56fe\u5f62\u6846\u67b6\uff08Developing Graphics Frameworks with Python and OpenGL\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u8ba1\u7b97\u673a\u56fe\u5f62\u5b66\u7b80\u4ecb\uff08INTRODUCTION TO COMPUTER GRAPHICS\uff09<\/h4>\n

2\u3001 pygame\u548copengl\u4ecb\u7ecd\uff08INTRODUCTION TO PYGAME AND OPENGL\uff09<\/h4>\n

3\u3001\u77e9\u9635\u4ee3\u6570\u548c\u53d8\u6362\uff08MATRIX ALGEBRA AND TRANSFORMATIONS\uff09<\/h4>\n

4\u3001\u573a\u666f\u56fe\u6846\u67b6\uff08A SCENE GRAPH FRAMEWORK\uff09<\/h4>\n

5\u3001\u7eb9\u7406\uff08TEXTURES\uff09<\/h4>\n

6\u3001 \u5149\u4e0e\u5f71\uff08LIGHT AND SHADOW\uff09<\/h4>\n

\u8ba1\u7b97\u673a\u56fe\u5f62\u4ece\u96f6\u5f00\u59cb:\u4e00\u4e2a\u7a0b\u5e8f\u5458\u5bf93D\u6e32\u67d3\u7684\u4ecb\u7ecd\uff08Computer Graphics from Scratch: A Programmer\u2019s Introduction to 3D Rendering\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u4ecb\u7ecd\u6027\u7684\u6982\u5ff5\uff08Introductory Concepts\uff09<\/h4>\n

2\u3001\u57fa\u672c\u7684\u5149\u7ebf\u8ffd\u8e2a\uff08Basic Raytracing\uff09<\/h4>\n

3\u3001\u5149\u7167\uff08Light\uff09<\/h4>\n

4\u3001\u9634\u5f71\u548c\u53cd\u5c04\uff08Shadows and Reflections\uff09<\/h4>\n

5\u3001 \u6269\u5c55\u5149\u7ebf\u8ddf\u8e2a\u5668\uff08Extending the Raytracer\uff09<\/h4>\n

6\u3001\u7ebf\uff08Lines\uff09<\/h4>\n

7\u3001\u586b\u5145\u7684\u4e09\u89d2\u5f62\uff08Filled Triangles\uff09<\/h4>\n

8\u3001\u7740\u8272\u4e09\u89d2\u5f62\uff08Shaded Triangles\uff09<\/h4>\n

9\u3001\u900f\u89c6\u6295\u5f71\uff08Perspective Projection\uff09<\/h4>\n

10\u3001\u63cf\u8ff0\u548c\u6e32\u67d3\u4e00\u4e2a\u573a\u666f\uff08Describing and Rendering a Scene\uff09<\/h4>\n

11\u3001\u526a\u88c1\uff08Clipping\uff09<\/h4>\n

12\u3001\u9690\u85cf\u8868\u9762\u53bb\u9664\uff08Hidden Surface Removal\uff09<\/h4>\n

13\u3001\u7740\u8272\uff08Shading\uff09<\/h4>\n

14\u3001\u7eb9\u7406\uff08Textures\uff09<\/h4>\n

15\u3001\u6269\u5c55\u5149\u6805\u5668\uff08Extending the Rasterizer\uff09<\/h4>\n

\u7528C++\u8fdb\u884cOpenGL\u7684\u8ba1\u7b97\u673a\u56fe\u5f62\u7f16\u7a0b\uff08Computer Graphics Programming in OpenGL with C++\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5165\u95e8\u7bc7\uff08Getting Started\uff09<\/h4>\n

2\u3001OpenGL\u56fe\u5f62\u7ba1\u7ebf\uff08The OpenGL Graphics Pipeline\uff09<\/h4>\n

3\u3001\u6570\u5b66\u57fa\u7840\uff08Mathematical Foundations\uff09<\/h4>\n

4\u3001\u7ba1\u7406\u4e09\u7ef4\u56fe\u5f62\u6570\u636e\uff08Managing 3D Graphics Data\uff09<\/h4>\n

5\u3001 \u7eb9\u7406\u6620\u5c04\uff08Texture Mapping\uff09<\/h4>\n

6\u3001\u4e09\u7ef4\u6a21\u578b\uff083D Models\uff09<\/h4>\n

7\u3001\u5149\u7167\uff08Lighting\uff09<\/h4>\n

8\u3001\u9634\u5f71\uff08Shadows\uff09<\/h4>\n

9\u3001\u5929\u7a7a\u548c\u80cc\u666f\uff08Sky and Backgrounds\uff09<\/h4>\n

10\u3001\u589e\u5f3a\u8868\u9762\u7ec6\u8282\uff08Enhancing Surface Detail\uff09<\/h4>\n

11\u3001\u53c2\u6570\u5316\u66f2\u9762\uff08Parametric Surfaces\uff09<\/h4>\n

12\u3001\u9576\u5d4c\uff08Tessellation\uff09<\/h4>\n

13\u3001\u51e0\u4f55\u7740\u8272\u5668\uff08Geometry Shaders\uff09<\/h4>\n

14\u3001\u5176\u4ed6\u6280\u672f\uff08Other Techniques\uff09<\/h4>\n

15\u3001\u6a21\u62df\u6c34\uff08Simulating Water\uff09<\/h4>\n

16\u3001\u5149\u7ebf\u8ffd\u8e2a\u548c\u8ba1\u7b97\u7740\u8272\u5668\uff08Ray Tracing and Compute Shaders\uff09<\/h4>\n

17\u3001\u7528\u4e8e3D\u773c\u955c\u548cVR\u5934\u76d4\u7684\u7acb\u4f53\u6280\u672f\uff08Stereoscopy for 3D Glasses and VR Headsets\uff09<\/h4>\n

\u5b66\u4e60OpenGL\uff1a\u4ee5\u5faa\u5e8f\u6e10\u8fdb\u7684\u65b9\u5f0f\u5b66\u4e60\u73b0\u4ee3OpenGL\u56fe\u5f62\u7f16\u7a0b\uff08Learn OpenGL: Learn modern OpenGL graphics programming in a step-by-step fashion\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5165\u95e8\uff08Getting started\uff09<\/h4>\n

2\u3001\u5149\u7167\uff08Lighting\uff09<\/h4>\n

3\u3001\u6a21\u578b\u52a0\u8f7d\uff08Model Loading\uff09<\/h4>\n

4\u3001\u9ad8\u7ea7OpenGL\uff08Advanced OpenGL\uff09<\/h4>\n

5\u3001\u9ad8\u7ea7\u7167\u660e\uff08Advanced Lighting\uff09<\/h4>\n

6\u3001\u57fa\u4e8e\u7269\u7406\u7684\u6e32\u67d3\uff08PBR\uff09<\/h4>\n

7\u3001\u5b9e\u8df5\u4e2d\uff08In Practice\uff09<\/h4>\n

8\u30012D \u6e38\u620f\uff082D Game\uff09<\/h4>\n

\u7a33\u5065\u548c\u65e0\u8bef\u5dee\u7684\u51e0\u4f55\u8ba1\u7b97\uff08Robust and Error-Free Geometric Computing\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u7b80\u4ecb\uff08Introduction\uff09<\/h4>\n

2\u3001\u6d6e\u70b9\u7b97\u672f\uff08Floating-Point Arithmetic\uff09<\/h4>\n

3\u3001\u4efb\u610f\u7cbe\u5ea6\u7b97\u672f\uff08Arbitrary-Precision Arithmetic\uff09<\/h4>\n

4\u3001\u533a\u95f4\u7b97\u672f\uff08Interval Arithmetic\uff09<\/h4>\n

5\u3001\u4e8c\u6b21\u8fd0\u7b97\uff08Quadratic-Field Arithmetic\uff09<\/h4>\n

6\u3001\u6570\u503c\u65b9\u6cd5\uff08Numerical Methods\uff09<\/h4>\n

7\u3001\u8ddd\u79bb\u67e5\u8be2\uff08Distance Queries\uff09<\/h4>\n

8\u3001\u76f8\u4ea4\u67e5\u8be2\uff08Intersection Queries\uff09<\/h4>\n

9\u3001\u8ba1\u7b97\u51e0\u4f55\u7b97\u6cd5\uff08Computational Geometry Algorithms\uff09<\/h4>\n

\u6e38\u620f\u5f15\u64ce\u5f00\u53d1\u57fa\u7840\uff0c\u7b2c\u4e8c\u5377\uff1a\u6e32\u67d3\uff08Foundations of Game Engine Development, Volume 2: Rendering\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u56fe\u5f62\u5904\u7406\uff08Graphics Processing\uff09<\/h4>\n

2\u3001\u6295\u5f71\uff08Projections\uff09<\/h4>\n

3\u3001\u7740\u8272\uff08Shading\uff09<\/h4>\n

4\u3001\u5149\u7167\u548c\u9634\u5f71\uff08Lighting and Shadows\uff09<\/h4>\n

5\u3001\u53ef\u89c1\u5ea6\u548c\u906e\u6321\uff08Visibility and Occlusion\uff09<\/h4>\n

6\u3001\u9ad8\u7ea7\u6e32\u67d3\uff08Advanced Rendering\uff09<\/h4>\n

VR\u5f00\u53d1\u8005\u7cbe\u54c1\uff08VR Developer Gems\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001VR\u7684\u5a92\u4ecb\uff08The Medium of VR\uff09<\/h4>\n

2\u3001\u57fa\u4e8e\u6e38\u620f\u5f15\u64ce\u7684VR\uff08VR with Game Engines\uff09<\/h4>\n

3\u3001\u4e92\u52a8\u6027\uff08Interaction\uff09<\/h4>\n

4\u3001\u4ee3\u7406\u548c\u5934\u50cf\uff08Agents & Avatars\uff09<\/h4>\n

5\u3001\u7b2c\u4e09\u4eba\u79f0POV\u6444\u5f71\u673a\uff08Third Person POV Cameras\uff09<\/h4>\n

6\u3001\u865a\u62df\u4e16\u754c\uff08Virtual Worlds\uff09<\/h4>\n

7\u3001VR\u7684\u9ad8\u7ea7\u6e32\u67d3\uff08Advanced Rendering for VR\uff09<\/h4>\n

8\u3001\u6c89\u6d78\u5f0f\u611f\u77e5\uff08Perception for Immersion\uff09<\/h4>\n

9\u3001DIY VR\u786c\u4ef6\uff08DIY VR Hardware\uff09<\/h4>\n

10\u3001\u6784\u5efaVR\u7684\u57fa\u7840\u67b6\u6784\uff08Building the Infrastructure of VR\uff09<\/h4>\n

GPU Zen 2\uff1a\u9ad8\u7ea7\u6e32\u67d3\u6280\u672f\uff08GPU Zen 2: Advanced Rendering Techniques\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u4f7f\u7528\u8ba1\u7b97\u7740\u8272\u5668\u7684\u81ea\u9002\u5e94GPU\u9576\u5d4c\u6280\u672f\uff08Adaptive GPU Tessellation with Compute Shaders\uff09<\/h4>\n

2\u3001\u5728\u6240\u6709\u9891\u7387\u7684\u76f4\u63a5\u7167\u660e\u4e0a\u5e94\u7528\u77e2\u91cf\u53ef\u89c1\u5ea6\uff08Applying Vectorized Visibility on All Frequency Direct Illumination\uff09<\/h4>\n

3\u3001\u57fa\u4e8e\u566a\u58f0\u7684\u7a0b\u5e8f\u7eb9\u7406\u7684\u975e\u5468\u671f\u6027\u5e73\u94fa \uff08Nonperiodic Tiling of Noisebased Procedural Textures\uff09<\/h4>\n

4\u3001\u7528Vulkan\u8fdb\u884c\u624b\u672f\u6a21\u62df\u7684\u6e32\u67d3\uff08Rendering Surgery Simulation with Vulkan\uff09<\/h4>\n

5\u3001\u5265\u76ae\u8d34\u82b1\uff08Skinned Decals\uff09<\/h4>\n

6\u3001\u53e4\u5893\u4e3d\u5f71\u4e2d\u7684\u5b9e\u65f6\u6d41\u4f53\u6a21\u62df\u6280\u672f\uff08Real-Time Fluid Simulation in Shadow of the Tomb Raider\uff09<\/h4>\n

7\u3001\u5730\u5e73\u7ebf\u96f6\u7684\u9ece\u660e\uff1a\u51b0\u51bb\u8352\u539f\u4e2d\u7684\u5b9e\u65f6\u96ea\u666f\u53d8\u5f62\uff08Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds\uff09<\/h4>\n

8\u3001\u6591\u9a73\u5149\u6e90\u7684\u8f6f\u9634\u5f71\u903c\u8fd1\u6cd5\uff08Soft Shadow Approximation for Dappled Light Sources\uff09<\/h4>\n

9\u3001\u89c6\u5dee\u6821\u6b63\u7684\u7f13\u5b58\u9634\u5f71\u56fe\uff08Parallax-Corrected Cached Shadow Maps\uff09<\/h4>\n

10\u3001\u5229\u7528\u7a7a\u95f4\u805a\u7c7b\u7f16\u7801\u8fdb\u884c\u5b9e\u65f6\u5206\u5c42\u6750\u6599\u5408\u6210\uff08Real-Time Layered Materials Compositing Using Spatial Clustering Encoding\uff09<\/h4>\n

11\u3001\u901a\u8fc7\u5e73\u94fa\u548c\u6df7\u5408\u7684\u7a0b\u5e8f\u5316\u968f\u673a\u7eb9\u7406\uff08Procedural Stochastic Textures by Tiling and Blending\uff09<\/h4>\n

12\u3001\u7528\u4e8e\u751f\u6210\u70d8\u5907\u7eb9\u7406\u7684\u5149\u7ebf\u6295\u5c04\u6280\u672f\uff08A Ray Casting Technique for Baked Texture Generation\uff09<\/h4>\n

13\u3001\u7f16\u5199\u4e00\u4e2a\u9ad8\u6548\u7684Vulkan\u6e32\u67d3\u5668\uff08Writing an Efficient Vulkan Renderer\uff09<\/h4>\n

14\u3001glTF-\u8fd0\u884c\u65f63D\u8d44\u4ea7\u4ea4\u4ed8 \uff08glTF\u2014Runtime 3D Asset Delivery \uff09<\/h4>\n

15\u3001\u5b9e\u65f6\u5149\u7ebf\u8ffd\u8e2a\u5355\u53cd\u5c04\u7126\u6563\uff08Real-Time Ray-Traced One-Bounce Caustics\uff09<\/h4>\n

16\u3001\u4f7f\u7528\u4fdd\u5b88\u7684\u5149\u6805\u5316\u548cGPU\u5149\u7ebf\u8ffd\u8e2a\u7684\u81ea\u9002\u5e94\u6297\u952f\u9f7f\u6280\u672f\uff08Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing\uff09<\/h4>\n

\u5149\u7ebf\u8ffd\u8e2a\u5668\u7684\u6311\u6218\uff1a\u7b2c\u4e00\u4e2a3D\u6e32\u67d3\u5668\u7684\u6d4b\u8bd5\u9a71\u52a8\u6307\u5357\uff08The Ray Tracer Challenge: A Test-Driven Guide to Your First 3D Renderer\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5143\u7ec4\u3001\u70b9\u548c\u77e2\u91cf\uff08Tuples, Points, and Vectors .\uff09<\/h4>\n

2\u3001\u5728\u753b\u5e03\u4e0a\u753b\u753b\uff08Drawing on a Canvas\uff09<\/h4>\n

3\u3001\u77e9\u9635\uff08Matrices\uff09<\/h4>\n

4\u3001\u77e9\u9635\u53d8\u6362 \uff08Matrix Transformations \uff09<\/h4>\n

5\u3001\u5c04\u7ebf-\u7403\u4f53\u4ea4\u70b9\uff08Ray-Sphere Intersections\uff09<\/h4>\n

6\u3001\u5149\u7167\u548c\u7740\u8272\uff08Light and Shading\uff09<\/h4>\n

7\u3001\u521b\u9020\u4e00\u4e2a\u573a\u666f\uff08Making a Scene\uff09<\/h4>\n

8\u3001\u9634\u5f71\uff08Shadows\uff09<\/h4>\n

9\u3001\u5e73\u9762\uff08Planes\uff09<\/h4>\n

10\u3001\u6837\u5f0f\uff08Patterns\uff09<\/h4>\n

11\u3001\u53cd\u5c04\u548c\u6298\u5c04\uff08Reflection and Refraction\uff09<\/h4>\n

12\u3001\u7acb\u65b9\u4f53\uff08Cubes\uff09<\/h4>\n

13\u3001\u5706\u67f1\u4f53\uff08Cylinders\uff09<\/h4>\n

14\u3001\u7fa4\u4f53\uff08Groups\uff09<\/h4>\n

15\u3001\u4e09\u89d2\u5f62\uff08Triangles\uff09<\/h4>\n

16\u3001\u6784\u9020\u6027\u5b9e\u4f53\u51e0\u4f55(CSG) \uff08Constructive Solid Geometry (CSG) \uff09<\/h4>\n

17\u3001\u4e0b\u4e00\u6b65\uff08Next Steps\uff09<\/h4>\n

\u5149\u7ebf\u8ffd\u8e2a\u7cbe\u7cb9\uff1a\u57fa\u4e8eDXR\u53ca\u5176\u4ed6API\u7684\u9ad8\u8d28\u91cf\u5b9e\u65f6\u6e32\u67d3\uff08Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5149\u7ebf\u8ffd\u8e2a\u672f\u8bed\uff08Ray Tracing Terminology\uff09<\/h4>\n

2\u3001\u4ec0\u4e48\u662f\u5149\u7ebf\uff1f\uff08What is a Ray?\uff09<\/h4>\n

3\u3001DirectX\u5149\u7ebf\u8ffd\u8e2a\u4ecb\u7ecd\uff08Introduction to DirectX Raytracing\uff09<\/h4>\n

4\u3001\u5929\u6587\u9986\u7403\u5e55\u76f8\u673a\uff08A Planetarium Dome Master Camera\uff09<\/h4>\n

5\u3001\u8ba1\u7b97\u5b50\u6570\u7ec4\u7684\u6700\u5c0f\u503c\u548c\u6700\u5927\u503c\uff08Computing Minima and Maxima of Subarrays\uff09<\/h4>\n

6\u3001\u907f\u514d\u81ea\u76f8\u4ea4\u7684\u5feb\u901f\u53ef\u9760\u7684\u65b9\u6cd5\uff08A Fast and Robust Method for Avoiding Self-Intersection\uff09<\/h4>\n

7\u3001\u5149\u7ebf\/\u7403\u4f53\u76f8\u4ea4\u68c0\u6d4b\u7684\u7cbe\u5ea6\u63d0\u5347\uff08Precision Improvements for Ray\/Sphere Intersection\uff09<\/h4>\n

8\u3001\u7cbe\u5de7\u7684\u66f2\u9762\uff1a\u8ba1\u7b97\u5149\u7ebf\/\u53cc\u7ebf\u6027\u66f2\u9762\u76f8\u4ea4\u7684\u51e0\u4f55\u65b9\u6cd5\uff08Cool Patches: A Geometric Approach to Ray\/Bilinear Patch Intersections\uff09<\/h4>\n

9\u3001DXR\u4e2d\u7684\u591a\u91cd\u547d\u4e2d\u5149\u7ebf\u8ffd\u8e2a\uff08Multi-Hit Ray Tracing in DXR\uff09<\/h4>\n

10\u3001\u4e00\u79cd\u5177\u6709\u9ad8\u6269\u5c55\u6548\u7387\u7684\u7b80\u5355\u8d1f\u8f7d\u5747\u8861\u65b9\u6848\uff08A Simple Load-Balancing Scheme with High Scaling Efficiency\uff09<\/h4>\n

11\u3001\u5d4c\u5957volume\u4e2d\u6750\u8d28\u7684\u81ea\u52a8\u5904\u7406\uff08Automatic Handling of Materials in Nested Volumes\uff09<\/h4>\n

12\u3001\u57fa\u4e8e\u5fae\u8868\u9762\u9634\u5f71\u51fd\u6570\u89e3\u51b3\u51f9\u51f8\u8d34\u56fe\u4e2d\u7684\u9634\u5f71\u8fb9\u754c\u95ee\u9898\uff08A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem\uff09<\/h4>\n

13\u3001\u5149\u7ebf\u8ffd\u8e2a\u9634\u5f71\uff1a\u4fdd\u6301\u5b9e\u65f6\u5e27\u901f\u7387\uff08Ray Traced Shadows: Maintaining Real-Time Frame Rates\uff09<\/h4>\n

14\u3001DXR\u4e0b\u7684\u5728\u5355\u6563\u5c04\u4ecb\u8d28\u4e2d\u5f15\u5bfc\u5149\u7ebf\u7684\u4f53\u79ef\u6c34\u7126\u6563\uff08Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR \uff09<\/h4>\n

15\u3001\u91cd\u8981\u6027\u91c7\u6837\uff08On the Importance of Sampling\uff09<\/h4>\n

16\u3001\u91c7\u6837\u53d8\u6362\u96c6\u5408\uff08Sampling Transformations Zoo\uff09<\/h4>\n

17\u3001\u5ffd\u7565\u5149\u7ebf\u8ffd\u8e2a\u65f6\u7684\u4e0d\u4fbf\uff08Ignoring the Inconvenient When Tracing Rays\uff09<\/h4>\n

18\u3001GPU\u5b9e\u73b0\u7684\u591a\u5149\u6e90\u91cd\u8981\u6027\u91c7\u6837\uff08Importance Sampling of Many Lights on the GPU\uff09<\/h4>\n

19\u3001\u5229\u7528\u5b9e\u65f6\u5149\u7ebf\u8ffd\u8e2a\u548c\u964d\u566a\u6280\u672f\u5728UE4\u4e2d\u8fdb\u884c\u7535\u5f71\u6e32\u67d3\uff08Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising\uff09<\/h4>\n

20\u3001\u5b9e\u65f6\u5149\u7ebf\u8ffd\u8e2a\u7684\u7eb9\u7406LOD\u7b56\u7565\uff08Texture Level of Detail Strategies for Real-Time Ray Tracing\uff09<\/h4>\n

21\u3001\u4f7f\u7528\u5c04\u7ebf\u9525\u548c\u5c04\u7ebf\u5dee\u5206\u8fdb\u884c\u73af\u5883\u8d34\u56fe\u7684\u8fc7\u6ee4\uff08Simple Environment Map Filtering Using Ray Cones and Ray Differentials \uff09<\/h4>\n

22\u3001\u901a\u8fc7\u81ea\u9002\u5e94\u5149\u7ebf\u8ffd\u8e2a\u6539\u8fdb\u65f6\u57df\u6297\u952f\u9f7f\uff08Improving Temporal Antialiasing with Adaptive Ray Tracing\uff09<\/h4>\n

23\u3001\u5bd2\u971c\u5f15\u64ce\u4e2d\u7684\u4ea4\u4e92\u5f0f\u5149\u7167\u8d34\u56fe\u548c\u8f90\u7167\u5ea6\u4f53\u9884\u89c8\uff08Interactive Light Map and Irradiance Volume Preview in Frostbite\uff09<\/h4>\n

24\u3001\u4f7f\u7528\u5149\u5b50\u6620\u5c04\u7684\u5b9e\u65f6\u5168\u5c40\u7167\u660e\uff08Real-Time Global Illumination with Photon Mapping\uff09<\/h4>\n

25\u3001\u5b9e\u65f6\u5149\u7ebf\u8ffd\u8e2a\u7684\u6df7\u5408\u6e32\u67d3\uff08Hybrid Rendering for Real-Time Ray Tracing \uff09<\/h4>\n

26\u3001\u5ef6\u8fdf\u7684\u6df7\u5408\u8def\u5f84\u8ffd\u8e2a\uff08Deferred Hybrid Path Tracing \uff09<\/h4>\n

27\u3001\u7528\u4e8e\u9ad8\u4fdd\u771f\u79d1\u5b66\u53ef\u89c6\u5316\u7684\u4ea4\u4e92\u5f0f\u5149\u7ebf\u8ffd\u8e2a\u6280\u672f\uff08Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization\uff09<\/h4>\n

28\u3001\u975e\u5747\u8d28\u4f53\u7684\u5149\u7ebf\u8ffd\u8e2a\uff08Ray Tracing Inhomogeneous Volumes \uff09<\/h4>\n

29\u3001\u5149\u7ebf\u8ffd\u8e2a\u5668\u4e2d\u9ad8\u6548\u7684\u7c92\u5b50\u4f53\u79ef\u6e85\u5c04\u6cd5\uff08Efficient Particle Volume Splatting in a Ray Tracer\uff09<\/h4>\n

30\u3001\u4f7f\u7528\u5c4f\u5e55\u7a7a\u95f4\u5149\u5b50\u6620\u5c04\u7684\u6d6e\u96d5\u6280\u672f\uff08Caustics Using Screen-Space Photon Mapping\uff09<\/h4>\n

31\u3001\u8def\u5f84\u91cd\u7528\u4e0b\u901a\u8fc7\u8db3\u8ff9\u4f30\u8ba1\u51cf\u5c11\u65b9\u5dee\uff08Variance Reduction via Footprint Estimation in the Presence of Path Reuse\uff09<\/h4>\n

32\u3001\u51c6\u786e\u7684\u5b9e\u65f6\u955c\u9762\u53cd\u5c04\u4e0e\u8f90\u5c04\u7f13\u5b58\uff08Accurate Real-Time Specular Reflections with Radiance Caching \uff09<\/h4>\n

\u4f7f\u7528WebGL 2\u7684\u5b9e\u65f63D\u56fe\u5f62\uff1a\u7528JavaScript\u548cWebGL 2\uff08OpenGL ES 3.0\uff09\u6784\u5efa\u4ea4\u4e92\u5f0f3D\u5e94\u7528\u7a0b\u5e8f\uff0c\u7b2c\u4e8c\u7248\uff08Real-Time 3D Graphics with WebGL 2: Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0), 2nd Edition\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5165\u95e8\uff08Getting Started\uff09<\/h4>\n

2\u3001\u6e32\u67d3\uff08Rendering\uff09<\/h4>\n

3\u3001\u5149\u7167\uff08Lights\uff09<\/h4>\n

4\u3001\u6444\u50cf\u673a\uff08Cameras\uff09<\/h4>\n

5\u3001\u52a8\u753b\uff08Animations\uff09<\/h4>\n

6\u3001\u989c\u8272\u3001\u6df1\u5ea6\u6d4b\u8bd5\u548cAlpha\u6df7\u5408\uff08Colors, Depth Testing, and Alpha Blending\uff09<\/h4>\n

7\u3001\u7eb9\u7406\uff08Textures\uff09<\/h4>\n

8\u3001\u62fe\u53d6\uff08Picking\uff09<\/h4>\n

9\u3001\u5c06\u6240\u6709\u7684\u4e1c\u897f\u653e\u5728\u4e00\u8d77\uff08Putting It All Together\uff09<\/h4>\n

10\u3001\u9ad8\u7ea7\u6280\u672f\uff08Advanced Techniques\uff09<\/h4>\n

11\u3001WebGL 2\u7684\u91cd\u70b9\uff08WebGL 2 Highlights\uff09<\/h4>\n

12\u3001\u524d\u8fdb\u4e4b\u8def\uff08Journey Ahead\uff09<\/h4>\n

\u6e38\u620f\u5f15\u64ce\u67b6\u6784\u7b2c\u4e09\u7248\uff08Game Engine Architecture \uff0c\u7b2c\u4e09\u7248\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5bfc\u8bba<\/h4>\n

2\u3001\u4e13\u4e1a\u5de5\u5177<\/h4>\n

3\u3001\u6e38\u620f\u8f6f\u4ef6\u5de5\u7a0b\u57fa\u7840<\/h4>\n

4\u3001\u5e76\u884c\u548c\u5e76\u53d1\u7f16\u7a0b<\/h4>\n

5\u3001\u6e38\u620f\u6240\u9700\u7684\u4e09\u7ef4\u6570\u5b66<\/h4>\n

6\u3001\u6e38\u620f\u652f\u6301\u7cfb\u7edf<\/h4>\n

7\u3001\u8d44\u6e90\u53ca\u6587\u4ef6\u7cfb\u7edf<\/h4>\n

8\u3001\u6e38\u620f\u5faa\u73af\u53ca\u5b9e\u65f6\u6a21\u62df<\/h4>\n

9\u3001\u4eba\u4f53\u5b66\u63a5\u53e3\u8bbe\u5907<\/h4>\n

10\u3001\u8c03\u8bd5\u53ca\u5f00\u53d1\u5de5\u5177<\/h4>\n

11\u3001\u6e32\u67d3\u5f15\u64ce<\/h4>\n

12\u3001\u52a8\u753b\u7cfb\u7edf<\/h4>\n

13\u3001\u78b0\u649e\u53ca\u521a\u4f53\u52a8\u529b\u5b66<\/h4>\n

14\u3001\u97f3\u9891<\/h4>\n

15\u3001\u6e38\u620f\u6027\u7cfb\u7edf\u7b80\u4ecb<\/h4>\n

16\u3001\u8fd0\u884c\u65f6\u6e38\u620f\u6027\u57fa\u7840\u7cfb\u7edf<\/h4>\n

17\u3001\u8fd8\u6709\u66f4\u591a\u5185\u5bb9\u5417\uff1f<\/h4>\n

GPU Pro 360\u6e32\u67d3\u6307\u5357\uff08GPU Pro 360 Guide to Rendering\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5e26\u6709\u9ad8\u5ea6\u6df7\u5408\u7684\u56db\u53c9\u6811\u4f4d\u79fb\u6620\u5c04\uff08Quadtree Displacement Mapping with Height Blending\uff09<\/h4>\n

2\u3001\u4f7f\u7528\u51e0\u4f55\u7740\u8272\u5668\u7684NPR\u6548\u679c\uff08NPR Effects Using the Geometry Shader\uff09<\/h4>\n

3\u3001 \u963f\u5c14\u6cd5\u6df7\u5408\u4f5c\u4e3a\u4e00\u79cd\u540e\u671f\u5904\u7406\uff08Alpha Blending as a Post-Process\uff09<\/h4>\n

4\u3001\u865a\u62df\u7eb9\u7406\u8d34\u56fe101\uff08Virtual Texture Mapping 101\uff09<\/h4>\n

5\u3001\u9884\u5148\u96c6\u6210\u7684\u76ae\u80a4\u7740\u8272\uff08Pre-Integrated Skin Shading\uff09<\/h4>\n

6\u3001\u4f7f\u7528\u5ef6\u8fdf\u7740\u8272\u5b9e\u73b0\u6bdb\u53d1\uff08Implementing Fur Using Deferred Shading\uff09<\/h4>\n

7\u3001\u5927\u578b\u6237\u5916\u6e38\u620f\u7684\u5730\u5f62\u6e32\u67d3\uff08Large-Scale Terrain Rendering for Outdoor Games\uff09<\/h4>\n

8\u3001\u5b9e\u7528\u5f62\u6001\u5b66\u6297\u952f\u9f7f\uff08Practical Morphological Antialiasing\uff09<\/h4>\n

9\u3001\u4f53\u79ef\u8d34\u82b1\uff08Volume Decals\uff09<\/h4>\n

10\u3001\u5728GPU\u4e0a\u8fdb\u884c\u5b9e\u7528\u7684\u692d\u5706\u7eb9\u7406\u8fc7\u6ee4\uff08Practical Elliptical Texture Filtering on the GPU\uff09<\/h4>\n

11\u3001\u5927\u6c14\u6563\u5c04\u67e5\u666e\u66fc\u63a0\u5c04\u51fd\u6570\u7684\u8fd1\u4f3c\uff08An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering\uff09<\/h4>\n

12\u3001\u4f53\u79ef\u5f0f\u5b9e\u65f6\u6c34\u548c\u6ce1\u6cab\u7684\u6e32\u67d3\uff08Volumetric Real-Time Water and Foam Rendering\uff09<\/h4>\n

13\u3001\u7b80\u5355\u7269\u4f53\u7684\u4f4e\u6210\u672c\u6297\u952f\u9f7f\u5316\uff08Inexpensive Antialiasing of Simple Objects\uff09<\/h4>\n

14\u3001\u4f7f\u7528\u7acb\u65b9\u4f53\u6620\u5c04\u548c\u56fe\u50cf\u4ee3\u7406\u7684\u5b9e\u7528\u5e73\u9762\u53cd\u5c04\uff08Practical Planar Reflections Using Cubemaps and Image Proxies\uff09<\/h4>\n

15\u3001\u5b9e\u65f6Ptex\u548c\u5411\u91cf\u4f4d\u79fb\uff08Real-Time Ptex and Vector Displacement\uff09<\/h4>\n

16\u3001GPU\u4e0a\u7684\u89e3\u8026\u5ef6\u8fdf\u7740\u8272\uff08Decoupled Deferred Shading on the GPU\uff09<\/h4>\n

17\u3001\u5206\u5757\u524d\u5411\u7740\u8272\uff08Tiled Forward Shading\uff09<\/h4>\n

18\u3001Forward+: \u8fc8\u5411\u7535\u5f71\u5f0f\u5b9e\u65f6\u7740\u8272\u7684\u4e00\u6b65\uff08Forward+: A Step Toward Film-Style Shading in Real Time\uff09<\/h4>\n

19\u3001\u6e10\u8fdb\u5f0f\u5c4f\u5e55\u7a7a\u95f4\u591a\u901a\u9053\u8868\u9762\u4f53\u7d20\u5316\uff08Progressive Screen-Space Multichannel Surface Voxelization\uff09<\/h4>\n

20\u3001\u57fa\u4e8e\u5149\u6805\u5316\u4f53\u7d20\u7684\u52a8\u6001\u5168\u5c40\u5149\u7167\uff08Rasterized Voxel-Based Dynamic Global Illumination\uff09<\/h4>\n

21\u3001\u5355\u901a\u9053A-Buffer\u7684\u9010\u50cf\u7d20\u5217\u8868\uff08Per-Pixel Lists for Single Pass A-Buffer\uff09<\/h4>\n

22\u3001\u901a\u8fc7\u53cc\u901a\u9053\u989c\u8272\u7f16\u7801\u51cf\u5c11\u7eb9\u7406\u7684\u5185\u5b58\u4f7f\u7528\u91cf\uff08Reducing Texture Memory Usage by 2-Channel Color Encoding\uff09<\/h4>\n

23\u3001\u57fa\u4e8e\u7c92\u5b50\u7684\u6750\u6599\u8001\u5316\u6a21\u62df\uff08Particle-Based Simulation of Material Aging\uff09<\/h4>\n

24\u3001\u57fa\u4e8e\u5149\u6805\u5316\u7684\u7b80\u5355\u6db2\u4f53\uff08Simple Rasterization-Based Liquids\uff09<\/h4>\n

25\u3001\u795e\u5077\u4e2d\u7684\u4e0b\u4e00\u4ee3\u6e32\u67d3\u6280\u672f\uff08Next-Generation Rendering in Thief\uff09<\/h4>\n

26\u3001\u4f7f\u7528LOD\u7684\u8349\u5730\u6e32\u67d3\u548c\u6a21\u62df\uff08Grass Rendering and Simulation with LOD\uff09<\/h4>\n

27\u3001\u6df7\u5408\u91cd\u5efa\u6297\u952f\u9f7f\uff08Hybrid Reconstruction Antialiasing\uff09<\/h4>\n

28\u3001\u4f7f\u7528\u9884\u5148\u8ba1\u7b97\u7684\u6563\u5c04\u5bf9\u57fa\u4e8e\u7269\u7406\u7684\u4e91\u8fdb\u884c\u5b9e\u65f6\u6e32\u67d3\uff08Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering\uff09<\/h4>\n

29\u3001\u7a00\u758f\u7a0b\u5e8f\u5316\u4f53\u6e32\u67d3\uff08Sparse Procedural Volume Rendering\uff09<\/h4>\n

30\u3001\u81ea\u9002\u5e94\u7684\u865a\u62df\u7eb9\u7406\uff08Adaptive Virtual Textures\uff09<\/h4>\n

31\u3001\u5ef6\u8fdf\u7c97\u50cf\u7d20\u7740\u8272\uff08Deferred Coarse Pixel Shading\uff09<\/h4>\n

32\u3001\u4f7f\u7528\u591a\u5e27\u91c7\u6837\u7684\u6e10\u8fdb\u5f0f\u6e32\u67d3\uff08Progressive Rendering Using Multi-frame Sampling\uff09<\/h4>\n

GPU Pro 360\u7684\u9634\u5f71\u6307\u5357\uff08GPU Pro 360 Guide to Shadows\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5feb\u901f\u5e38\u89c4\u9634\u5f71\u8fc7\u6ee4\uff08Fast Conventional Shadow Filtering\uff09<\/h4>\n

2\u3001\u57fa\u4e8e\u6700\u5c0f\/\u6700\u5927\u5e73\u9762\u7684\u6df7\u5408\u9634\u5f71\u56fe\uff08Hybrid Min\/Max Plane-Based Shadow Maps\uff09<\/h4>\n

3\u3001\u4f7f\u7528\u56db\u9762\u4f53\u6620\u5c04\u7684\u5168\u5411\u6027\u5149\u7684\u9634\u5f71\u6620\u5c04\uff08Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping\uff09<\/h4>\n

4\u3001\u5c4f\u5e55\u7a7a\u95f4\u8f6f\u9634\u5f71 \uff08Screen Space Soft Shadows\uff09<\/h4>\n

5\u3001\u53d8\u5316\u9634\u5f71\u6620\u5c04\u5149\u6d41\u51cf\u5c11\u6280\u5de7\uff08Variance Shadow Maps Light-Bleeding Reduction Tricks\uff09<\/h4>\n

6\u3001\u901a\u8fc7\u81ea\u9002\u5e94\u9634\u5f71\u56fe\u7684\u5feb\u901f\u8f6f\u9634\u5f71\uff08Fast Soft Shadows via Adaptive Shadow Maps\uff09<\/h4>\n

7\u3001\u81ea\u9002\u5e94\u7684\u4f53\u79ef\u9634\u5f71\u56fe\uff08Adaptive Volumetric Shadow Maps\uff09<\/h4>\n

8\u3001\u5177\u6709\u65f6\u95f4\u76f8\u5e72\u6027\u7684\u5feb\u901f\u67d4\u548c\u9634\u5f71\uff08Fast Soft Shadows with Temporal Coherence\uff09<\/h4>\n

9\u3001 Mipmapped\u5c4f\u5e55\u7a7a\u95f4\u7684\u8f6f\u9634\u5f71\uff08Mipmapped Screen-Space Soft Shadows\uff09<\/h4>\n

10\u3001\u9634\u5f71\u56fe\u7684\u9ad8\u6548\u5728\u7ebf\u53ef\u89c1\u6027\uff08Efficient Online Visibility for Shadow Maps\uff09<\/h4>\n

11\u3001\u6df1\u5ea6\u62d2\u7edd\u56fe\u6848\u9634\u5f71\uff08Depth Rejected Gobo Shadows\uff09<\/h4>\n

12\u3001\u5b9e\u65f6\u6df1\u5ea6\u9634\u5f71\u8d34\u56fe\uff08Real-Time Deep Shadow Maps\uff09<\/h4>\n

13\u3001\u5b9e\u7528\u7684\u5c4f\u5e55\u7a7a\u95f4\u8f6f\u9634\u5f71\uff08Practical Screen-Space Soft Shadows\uff09<\/h4>\n

14\u3001\u57fa\u4e8e\u5e73\u94fa\u7684\u5168\u5411\u9634\u5f71\uff08Tile-Based Omnidirectional Shadows\uff09<\/h4>\n

15\u3001\u9634\u5f71\u8d34\u56fe\u8f6e\u5ed3\u7684\u91cd\u65b0\u77e2\u91cf\u5316\uff08Shadow Map Silhouette Revectorization\uff09<\/h4>\n

GPU Pro 360\u51e0\u4f55\u56fe\u5f62\u64cd\u4f5c\u6307\u5357\uff08GPU Pro 360 Guide to Geometry Manipulation\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5c3d\u53ef\u80fd\u7b80\u5355\u7684\u4ea4\u4e92\u5e94\u7528\u9576\u5d4c\uff08As Simple as Possible Tessellation for Interactive Applications\uff09<\/h4>\n

2\u3001\u57fa\u4e8e\u89c4\u5219\u7684\u5b9e\u65f6\u51e0\u4f55\u5408\u6210\uff08Rule-Based Geometry Synthesis in Real-Time\uff09<\/h4>\n

3\u3001\u57fa\u4e8eGPU\u7684NURBS\u51e0\u4f55\u56fe\u5f62\u8bc4\u4f30\u548c\u6e32\u67d3 \uff08GPU-Based NURBS Geometry Evaluation and Rendering\uff09<\/h4>\n

4\u3001\u7528\u4e8e\u8ba1\u7b97\u673a\u52a8\u753b\u548c\u6e38\u620f\u7684\u591a\u89d2\u5f62-\u529f\u80fd\u6df7\u5408\u4f53\uff08Polygonal-Functional Hybrids for Computer Animation and Games\uff09<\/h4>\n

5\u3001\u4f7f\u7528\u786c\u4ef6\u7ec6\u5206\u5316\u7684\u5730\u5f62\u548c\u6d77\u6d0b\u6e32\u67d3\uff08Terrain and Ocean Rendering with Hardware Tessellation\uff09<\/h4>\n

6\u3001\u5b9e\u7528\u800c\u771f\u5b9e\u7684\u9762\u90e8\u76b1\u7eb9\u52a8\u753b\uff08Practical and Realistic Facial Wrinkles Animation\uff09<\/h4>\n

7\u3001GPU\u4e0a\u7684\u7a0b\u5e8f\u6027\u5185\u5bb9\u751f\u6210\uff08Procedural Content Generation on the GPU\uff09<\/h4>\n

8\u3001\u9876\u70b9\u7740\u8272\u5668\u7684\u9576\u5d4c\uff08Vertex Shader Tessellation \uff09<\/h4>\n

9\u3001\u4f18\u5316\u7684\u4f53\u80b2\u573a\u9986\u4eba\u7fa4\u6e32\u67d3\u56fe\uff08Optimized Stadium Crowd Rendering\uff09<\/h4>\n

10\u3001\u51e0\u4f55\u53cd\u952f\u9f7f\u65b9\u6cd5\uff08Geometric Antialiasing Methods\uff09<\/h4>\n

11\u3001GPU \u5730\u5f62\u7ec6\u5206\u548c\u9576\u5d4c\u6280\u672f\uff08GPU Terrain Subdivision and Tessellation\uff09<\/h4>\n

12\u3001\u4ecb\u7ecd\u53ef\u7f16\u7a0b\u7684\u9876\u70b9\u62c9\u52a8\u6e32\u67d3\u7ba1\u7ebf\uff08Introducing the Programmable Vertex Pulling Rendering Pipeline\uff09<\/h4>\n

13\u3001\u4e00\u4e2aWebGL\u5168\u7403\u6e32\u67d3\u7ba1\u9053\uff08A WebGL Globe Rendering Pipeline\uff09<\/h4>\n

14\u3001\u52a8\u6001GPU\u5730\u5f62\uff08Dynamic GPU Terrain\uff09<\/h4>\n

15\u3001\u901a\u8fc7\u7ec6\u5206\u5316\u5728GPU\u4e2d\u5b9e\u73b0\u5e26\u5bbd\u9ad8\u6548\u7684\u7a0b\u5e8f\u6027\u7f51\u683c\uff08Bandwidth-Efficient Procedural Meshes in the GPU via Tessellation\uff09<\/h4>\n

16\u3001\u7269\u4f53\u78b0\u649e\u65f6\u7ec6\u5206\u8868\u9762\u7684\u5b9e\u65f6\u53d8\u5f62\uff08Real-Time Deformation of Subdivision Surfaces on Object Collisions\uff09<\/h4>\n

17\u3001\u6e38\u620f\u4e2d\u771f\u5b9e\u7684\u4f53\u79ef\u7206\u70b8\uff08Realistic Volumetric Explosions in Games\uff09<\/h4>\n

18\u3001\u53e4\u5893\u4e3d\u5f71\u7684\u5d1b\u8d77\u4e2d\u5ef6\u8fdf\u7684\u96ea\u5730\u53d8\u5f62\uff08Deferred Snow Deformation in Rise of the Tomb Raider\uff09<\/h4>\n

19\u3001\u5361\u7279\u7a46\u5c14-\u514b\u62c9\u514b\u5206\u533a\u7684\u8868\u9762\u5904\u7406\uff08Catmull-Clark Subdivision Surfaces\uff09<\/h4>\n

GPU PRO 360 GPGPU\u6307\u5357\uff08GPU PRO 360 Guide to GPGPU\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001 \u7528GPU\u751f\u62102D\u8ddd\u79bb\u573a\uff082D Distance Field Generation with the GPU\uff09<\/h4>\n

2\u3001\u4f7f\u7528\u6bcf\u50cf\u7d20\u94fe\u63a5\u5217\u8868\u7684\u987a\u5e8f\u65e0\u5173\u7684\u900f\u660e\u6027\uff08Order-Independent Transparency Using Per-Pixel Linked Lists\uff09<\/h4>\n

3\u3001\u7b80\u5355\u800c\u5feb\u901f\u7684\u6db2\u4f53\uff08Simple and Fast Fluids\uff09<\/h4>\n

4\u3001\u4f7f\u7528\u591a\u68f1\u955c\u7684OpenCL\u5feb\u901f\u6cca\u677e\u6c42\u89e3\u5668\uff08A Fast Poisson Solver for OpenCL Using Multigrid\uff09<\/h4>\n

5\u3001\u4f7f\u7528\u6bcf\u50cf\u7d20\u788e\u7247\u5217\u8868\u7684\u4f53\u79ef\u900f\u660e\u6027\uff08Volumetric Transparency with Per-Pixel Fragment Lists\uff09<\/h4>\n

6\u3001\u4f7f\u7528Direct3D 11\u7684\u5b9e\u7528\u4e8c\u8fdb\u5236\u8868\u9762\u548c\u5b9e\u4f53\u865a\u5316\uff08Practical Binary Surface and Solid Voxelization with Direct3D 11\uff09<\/h4>\n

7\u3001\u5728DirectX 11\u4e2d\u4f7f\u7528\u8ba1\u7b97\u7740\u8272\u5668\u8fdb\u884c\u4ea4\u4e92\u5f0f\u5149\u7ebf\u8ffd\u8e2a\uff08Interactive Ray Tracing Using the Compute Shader in DirectX 11\uff09<\/h4>\n

8\u3001DirectCompute\u4e0a\u7684\u65e0\u5806\u79efLBVH\u7684\u6bd4\u7279\u8f68\u8ff9\u904d\u5386\uff08Bit-Trail Traversal for Stackless LBVH on DirectCompute\uff09<\/h4>\n

9\u3001\u4f7f\u7528DirectCompute\u8fdb\u884c\u5b9e\u65f6JPEG\u538b\u7f29\uff08Real-Time JPEG Compression Using DirectCompute\uff09<\/h4>\n

10\u3001TressFX\u7684\u5934\u53d1\u6a21\u62df\uff08Hair Simulation in TressFX\uff09<\/h4>\n

11\u3001\u5168\u52a8\u6001\u573a\u666f\u7684\u5bf9\u8c61\u987a\u5e8f\u5149\u7ebf\u8ffd\u8e2a\uff08Object-Order Ray Tracing for Fully Dynamic Scenes\uff09<\/h4>\n

12\u3001GPU\u4e0a\u7684\u56db\u53c9\u6811\uff08Quadtrees on the GPU\uff09<\/h4>\n

13\u3001\u7528\u4e8eGPU\u4e0a\u521a\u4f53\u4eff\u771f\u7684\u4e24\u7ea7\u7ea6\u675f\u6c42\u89e3\u5668\u548c\u6d41\u6c34\u7ebf\u5c40\u90e8\u6279\u5904\u7406 \uff08Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs\uff09<\/h4>\n

14\u3001\u7528CUDA\u8fdb\u884c\u4e0d\u53ef\u5206\u5272\u76842D\u30013D\u548c4D\u8fc7\u6ee4\uff08Non-separable 2D, 3D, and 4D Filtering with CUDA\uff09<\/h4>\n

15\u3001\u57fa\u4e8e\u8ba1\u7b97\u7684\u5e73\u94fa\u5f0f\u5254\u9664\u6cd5\uff08Compute-Based Tiled Culling\uff09<\/h4>\n

16\u3001\u5728GPU\u5149\u7ebf\u8ffd\u8e2a\u5668\u4e2d\u6e32\u67d3\u5411\u91cf\u4f4d\u79fb\u6620\u5c04\u7684\u8868\u9762\uff08Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer\uff09<\/h4>\n

17\u3001 \u7528\u4e8e\u4f53\u79ef\u6e32\u67d3\u7684\u5e73\u6ed1\u6982\u7387\u73af\u5883\u906e\u853d\u6cd5 \uff08Smooth Probabilistic Ambient Occlusion for Volume Rendering\uff09<\/h4>\n

18\u3001\u4ece\u6df1\u5ea6\u76f8\u673a\u516b\u53c9\u6811\u6620\u5c04\uff08Octree Mapping from a Depth Camera\uff09<\/h4>\n

19\u3001\u4ea4\u4e92\u5f0f\u7a00\u758f\u6b27\u62c9\u6d41\u4f53\uff08Interactive Sparse Eulerian Fluid\uff09<\/h4>\n

GPU Pro 360\u79fb\u52a8\u8bbe\u5907\u6307\u5357\uff08GPU Pro 360 Guide to Mobile Devices\uff09<\/h4>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u57fa\u4e8e\u89e6\u5c4f\u7684\u7528\u6237\u4ea4\u4e92\uff08Touchscreen-Based User Interaction\uff09<\/h4>\n

2\u3001\u4e3a\u79fb\u52a8\u8bbe\u5907\u4f18\u53163D\u7528\u6237\u754c\u9762\u5f15\u64ce\uff08Optimizing a 3D UI Engine for Mobile Devices\uff09<\/h4>\n

3\u3001\u4e00\u4e2a\u57fa\u4e8e\u7740\u8272\u5668\u7684\u7535\u5b50\u4e66\u6e32\u67d3\u5668\uff08A Shader-Based eBook Renderer\uff09<\/h4>\n

4\u3001\u79fb\u52a8\u8bbe\u5907\u4e0a\u7684\u540e\u671f\u5904\u7406\u6548\u679c\uff08Post-Processing Effects on Mobile Devices\uff09<\/h4>\n

5\u3001\u57fa\u4e8e\u7740\u8272\u5668\u7684\u6c34\u6548\u679c\uff08Shader-Based Water Effects\uff09<\/h4>\n

6\u3001 \u5728\u79fb\u52a8\u7aef\u8fdb\u884c\u903c\u771f\u7684\u5b9e\u65f6\u76ae\u80a4\u6e32\u67d3\uff08Realistic Real-Time Skin Rendering on Mobile\uff09<\/h4>\n

7\u3001\u79fb\u52a8\u8bbe\u5907\u4e0a\u7684\u5ef6\u8fdf\u6e32\u67d3\u6280\u672f\uff08Deferred Rendering Techniques on Mobile Devices\uff09<\/h4>\n

8\u3001 \u4f7f\u7528ARM Mali GPU\u7684\u5e26\u5bbd\u6548\u7387\u56fe\u5f62\uff08Bandwidth Efficient Graphics with the ARM Mali GPUs\uff09<\/h4>\n

9\u3001\u4f7f\u7528OpenGL ES 3.0\u7684\u9ad8\u6548\u53d8\u5f62\u76ee\u6807\u52a8\u753b\uff08Efficient Morph Target Animation Using OpenGL ES 3.0\uff09<\/h4>\n

10\u3001\u5e73\u94fa\u5f0f\u5ef6\u8fdf\u6df7\u5408\uff08Tiled Deferred Blending\uff09<\/h4>\n

11\u3001\u81ea\u9002\u5e94\u53ef\u6269\u5c55\u7684\u7eb9\u7406\u538b\u7f29\uff08Adaptive Scalable Texture Compression\uff09<\/h4>\n

12\u3001\u4e3aARM Mali-T600 GPU\u4f18\u5316OpenCL\u5185\u6838\uff08Optimizing OpenCL Kernels for the ARM Mali-T600 GPUs\uff09<\/h4>\n

13\u3001\u5728PowerVR GPU\u4e0a\u7684\u6df7\u5408\u5149\u7ebf\u8ffd\u8e2a\uff08Hybrid Ray Tracing on a PowerVR GPU\uff09<\/h4>\n

14\u3001\u7528ASTC\u4e09\u7ef4\u7eb9\u7406\u548cOpenGL ES 3.0\u5b9e\u73b0\u7eafGPU\u7684\u7c92\u5b50\u78b0\u649e\u7cfb\u7edf\uff08Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0\uff09<\/h4>\n

15\u3001\u7528\u4e8e\u79fb\u52a8\u8bbe\u5907\u7684\u5e26\u58f3\u6bdb\u76ae\u52a8\u753b\u4eba\u7269\uff08Animated Characters with Shell Fur for Mobile Devices\uff09<\/h4>\n

16\u3001 \u79fb\u52a8GPU\u4e0a\u7684\u9ad8\u52a8\u6001\u8303\u56f4\u8ba1\u7b97\u6444\u5f71\uff08High Dynamic Range Computational Photography on Mobile GPUs\uff09<\/h4>\n

17\u3001\u57fa\u4e8e\u9759\u6001\u5c40\u90e8\u7acb\u4f53\u56fe\u7684\u9ad8\u6548\u8f6f\u9634\u5f71\uff08Efficient Soft Shadows Based on Static Local Cubemap\uff09<\/h4>\n

18\u3001\u57fa\u4e8e\u7269\u7406\u7684\u79fb\u52a8\u5ef6\u8fdf\u7740\u8272\uff08Physically Based Deferred Shading on Mobile\uff09<\/h4>\n

GPU Pro 360 3D\u5f15\u64ce\u8bbe\u8ba1\u6307\u5357\uff08GPU Pro 360 Guide to 3D Engine Design\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5728GPU\u4e0a\u4f7f\u7528\u6876\u72b6\u6392\u5e8f\u7684\u591a\u788e\u7247\u6548\u5e94\uff08Multi-Fragment Effects on the GPU Using Bucket Sort\uff09<\/h4>\n

2\u3001\u7528\u5c0f\u533a\u5bbd\u5e26\u5f15\u64ce\u8fdb\u884c\u5e73\u884c\u5316\u7684\u5149\u9884\u5904\u7406\u6e32\u67d3 \uff08Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine \uff09<\/h4>\n

3\u3001\u5b9e\u7528\u3001\u52a8\u6001\u7684\u6e38\u620f\u53ef\u89c1\u6027 \uff08Practical, Dynamic Visibility for Games\uff09<\/h4>\n

4\u3001\u4f7f\u7528Pixel Quad\u6d88\u606f\u4f20\u9012\u7684\u7740\u8272\u5668\u644a\u9500\uff08Shader Amortization Using Pixel Quad Message Passing\uff09<\/h4>\n

5\u3001\u7528\u4e8e\u5b9e\u65f6\u4eba\u7fa4\u7684\u6e32\u67d3\u7ba1\u9053 \uff08A Rendering Pipeline for Real-Time Crowds\uff09<\/h4>\n

6\u3001 [\u5916\u94fe\u56fe\u7247\u8f6c\u5b58\u5931\u8d25,\u6e90\u7ad9\u53ef\u80fd\u6709\u9632\u76d7\u94fe\u673a\u5236,\u5efa\u8bae\u5c06\u56fe\u7247\u4fdd\u5b58\u4e0b\u6765\u76f4\u63a5\u4e0a\u4f20(img-xqVkhSlV-49)(https:\/\/www.zhihu.com\/equation?tex=Z%5E3%20)]Z^3 \u5254\u9664\uff08 [\u5916\u94fe\u56fe\u7247\u8f6c\u5b58\u5931\u8d25,\u6e90\u7ad9\u53ef\u80fd\u6709\u9632\u76d7\u94fe\u673a\u5236,\u5efa\u8bae\u5c06\u56fe\u7247\u4fdd\u5b58\u4e0b\u6765\u76f4\u63a5\u4e0a\u4f20(img-XKcNG7pJ-49)(https:\/\/www.zhihu.com\/equation?tex=Z%5E3)]Z^3 Culling\uff09<\/h4>\n

7\u3001\u57fa\u4e8e\u56db\u5143\u6570\u7684\u6e32\u67d3\u7ba1\u9053\uff08A Quaternion-Based Rendering Pipeline\uff09<\/h4>\n

8\u3001\u4f7f\u7528DirectX 11\u5b9e\u73b0\u5b9a\u5411\u81ea\u9002\u5e94\u7684\u8fb9\u7f18AA\u8fc7\u6ee4\u5668\uff08Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11\uff09<\/h4>\n

9\u3001\u8bbe\u8ba1\u4e00\u4e2a\u6570\u636e\u9a71\u52a8\u7684\u6e32\u67d3\u5668\uff08Designing a Data-Driven Renderer\uff09<\/h4>\n

10\u3001\u57fa\u4e8e\u65b9\u5411\u7684\u5f15\u64ce\u67b6\u6784\uff08An Aspect-Based Engine Architecture\uff09<\/h4>\n

11\u3001\u4f7f\u7528Direct3D 11\u7684Kinect\u7f16\u7a0b\uff08Kinect Programming with Direct3D 11\uff09<\/h4>\n

12\u3001\u81ea\u8eab\u7ed3\u6784\u7834\u574f\u7684\u7ba1\u9053\uff08A Pipeline for Authored Structural Damage\uff09<\/h4>\n

13\u3001\u91cd\u65b0\u8ba4\u8bc6\u56db\u5143\u6570\uff08Quaternions Revisited\uff09<\/h4>\n

14\u3001glTF\uff1a\u8bbe\u8ba1\u4e00\u4e2a\u5f00\u653e\u6807\u51c6\u7684\u8fd0\u884c\u65f6\u8d44\u4ea7\u683c\u5f0f\uff08glTF: Designing an Open-Standard Runtime Asset Format\uff09<\/h4>\n

15\u3001\u7ba1\u7406\u5c42\u6b21\u7ed3\u6784\u4e2d\u7684\u8f6c\u6362\uff08Managing Transformations in Hierarchy\uff09<\/h4>\n

16\u3001\u7528\u4e8e\u5feb\u901f\u5c04\u7ebf\u6295\u5c04\u64cd\u4f5c\u7684\u5757\u72b6\u7ebf\u6027\u4e8c\u8fdb\u5236\u7f51\u683c\uff08Block-Wise Linear Binary Grids for Fast Ray-Casting Operations\uff09<\/h4>\n

17\u3001\u4f7f\u7528Shader\u751f\u6210\u57fa\u4e8e\u8bed\u4e49\u7684\u7740\u8272\u5668\uff08Semantic-Based Shader Generation Using Shader\uff09<\/h4>\n

18\u3001ANGLE\uff1a\u5c06OpenGL ES\u5e26\u5165\u684c\u9762\uff08ANGLE: Bringing OpenGL ES to the Desktop\uff09<\/h4>\n

19\u3001\u4ea4\u4e92\u5f0f\u7535\u5f71\u7c92\u5b50\uff08Interactive Cinematic Particles\uff09<\/h4>\n

20\u3001\u5728GPU\u4e0a\u8fdb\u884c\u5b9e\u65f6BC6H\u538b\u7f29\uff08Real-Time BC6H Compression on GPU\uff09<\/h4>\n

21\u3001\u7528\u4e8eForza\u7cfb\u5217\u6d4b\u8bd5\u81ea\u52a8\u5316\u76843D\u53ef\u89c6\u5316\u5de5\u5177 \uff08A 3D Visualization Tool Used for Test Automation in the Forza Series\uff09<\/h4>\n

22\u3001 \u5728\u5f02\u6784\u7684\u591a\u4e2aGPU\u4e0a\u5b9e\u73b0\u4f4e\u5ef6\u8fdf\u5149\u7ebf\u8ffd\u8e2a\u7684\u534a\u9759\u6001\u8d1f\u8f7d\u5e73\u8861 \uff08Semi-Static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs\uff09<\/h4>\n

GPU Pro 360\u5149\u7167\u6307\u5357\uff08GPU Pro 360 Guide to Lighting\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001 \u7528\u4e8e\u95f4\u63a5\u7167\u660e\u7684\u5feb\u901f\u3001\u57fa\u4e8e\u6a21\u7248\u7684\u591a\u5206\u8fa8\u7387\u62fc\u63a5\u6cd5\uff08Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination\uff09<\/h4>\n

2\u3001\u5c4f\u5e55\u7a7a\u95f4\u7684\u65b9\u5411\u6027\u906e\u853d\uff08Screen-Space Directional Occlusion\uff09<\/h4>\n

3\u3001\u5b9e\u65f6\u591a\u5f39\u8df3\u5149\u7ebf\u8ffd\u8e2a\u4e0e\u51e0\u4f55\u5192\u724c\u8d27\uff08Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors\uff09<\/h4>\n

4\u3001\u65f6\u95f4\u6027\u7684\u5c4f\u5e55\u7a7a\u95f4\u73af\u5883\u906e\u853d\uff08Temporal Screen-Space Ambient Occlusion\uff09<\/h4>\n

5\u3001\u5c42\u6b21\u7ec6\u8282\u548c\u6d41\u5a92\u4f53\u4f18\u5316\u7684\u8f90\u7167\u5ea6\u6cd5\u7ebf\u56fe\uff08Level-of-Detail and Streaming Optimized Irradiance Normal Mapping\uff09<\/h4>\n

6\u3001\u4f7f\u7528\u5149\u7ebf\u8ffd\u8e2a\u7684\u5b9e\u65f6\u5355\u6b21\u5f39\u8df3\u95f4\u63a5\u7167\u660e\u548c\u9634\u5f71\uff08Real-Time One-Bounce Indirect Illumination and Shadows Using Ray Tracing\uff09<\/h4>\n

7\u3001 \u534a\u900f\u660e\u5747\u8d28\u4ecb\u8d28\u4e2d\u5149\u4f20\u8f93\u7684\u5b9e\u65f6\u8fd1\u4f3c\u503c\uff08Real-Time Approximation of Light Transport in Translucent Homogenous Media\uff09<\/h4>\n

8\u3001\u5177\u6709\u65f6\u95f4\u4e0a\u76f8\u5e72\u7684\u5149\u4f20\u64ad\u4f53\u79ef\u7684\u6f2b\u53cd\u5c04\u5168\u5c40\u7167\u660e\uff08Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes\uff09<\/h4>\n

9\u3001\u4f7f\u7528\u5b9a\u5411\u677f\u7f51\u683c\u7684\u5149\u7ebf\u8ffd\u8e2a\u8fd1\u4f3c\u53cd\u5c04\uff08Ray-Traced Approximate Re ections Using a Grid of Oriented Splats\uff09<\/h4>\n

10\u3001\u5c4f\u5e55\u7a7a\u95f4\u5f2f\u66f2\u9525\uff1a\u4e00\u79cd\u5b9e\u7528\u7684\u65b9\u6cd5\uff08Screen-Space Bent Cones: A Practical Approach\uff09<\/h4>\n

11\u3001\u57fa\u4e8e\u7269\u7406\u7684\u533a\u57df\u5149\uff08Physically Based Area Lights\uff09<\/h4>\n

12\u3001\u4f7f\u7528\u8868\u6781\u91c7\u6837\u7684\u9ad8\u6027\u80fd\u5ba4\u5916\u5149\u6563\u5c04\u6280\u672f\uff08High Performance Outdoor Light Scattering Using Epipolar Sampling\uff09<\/h4>\n

13\u3001Hi-Z\u5c4f\u5e55\u7a7a\u95f4\u9525\u5f62\u8ffd\u8e2a\u53cd\u5c04\uff08Hi-Z Screen-Space Cone-Traced Re ections\uff09<\/h4>\n

14\u3001tresfx\uff1a\u9ad8\u7ea7\u5b9e\u65f6\u5934\u53d1\u6e32\u67d3\uff08TressFX: Advanced Real-Time Hair Rendering\uff09<\/h4>\n

15\u3001\u7ebf\u7684\u6297\u952f\u9f7f\uff08Wire Antialiasing\uff09<\/h4>\n

16\u3001\u901a\u8fc7\u5149\u94fe\u63a5\u5217\u8868\u7684\u5b9e\u65f6\u7167\u660e\uff08Real-Time Lighting via Light Linked List\uff09<\/h4>\n

17\u3001\u5ef6\u8fdf\u5f52\u4e00\u5316\u8f90\u7167\u5ea6\u63a2\u5934\uff08Deferred Normalized Irradiance Probes\uff09<\/h4>\n

18\u3001\u4f53\u79ef\u96fe\u548c\u7167\u660e\uff08Volumetric Fog and Lighting\uff09<\/h4>\n

19\u3001 \u5728GPU\u4e0a\u57fa\u4e8e\u7269\u7406\u7684\u5149\u63a2\u9488\u751f\u6210\uff08Physically Based Light Probe Generation on GPU\uff09<\/h4>\n

20\u3001\u4f7f\u7528\u5207\u7247\u7684\u5b9e\u65f6\u5168\u5c40\u7167\u660e\uff08Real-Time Global Illumination Using Slices\uff09<\/h4>\n

21\u3001\u96c6\u7fa4\u7740\u8272\uff1a\u5728DirectX 12\u4e2d\u4f7f\u7528\u4fdd\u5b88\u6805\u683c\u5316\u5206\u914d\u706f\u5149\uff08Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12\uff09<\/h4>\n

22\u3001\u7cbe\u5fc3\u4fee\u526a\u7684\u74e6\u7247\u706f\u5217\u8868\uff08Fine Pruned Tiled Light Lists\uff09<\/h4>\n

23\u3001\u5ef6\u8fdf\u5c5e\u6027\u63d2\u503c\u9634\u5f71\uff08Deferred Attribute Interpolation Shading\uff09<\/h4>\n

24\u3001\u5b9e\u65f6\u7684\u4f53\u79ef\u4e91\u6735\u666f\u89c2\uff08Real-Time Volumetric Cloudscapes\uff09<\/h4>\n

GPU Pro 360\u56fe\u50cf\u7a7a\u95f4\u6307\u5357\uff08GPU Pro 360 Guide to Image Space\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5728GPU\u4e0a\u8fdb\u884c\u5404\u5411\u5f02\u6027\u7684Kuwahara\u8fc7\u6ee4\uff08Anisotropic Kuwahara Filtering on the GPU\uff09<\/h4>\n

2\u3001\u540e\u671f\u5904\u7406\u7684\u8fb9\u7f18\u6297\u952f\u9f7f\uff08Edge Antialiasing by Post-Processing\uff09<\/h4>\n

3\u3001\u7528\u5f17\u6d1b\u4f0a\u5fb7-\u65af\u5766\u4f2f\u683c\u534a\u8272\u8c03\u7ed8\u5236\u73af\u5883\u56fe \uff08Environment Mapping with Floyd-Steinberg Halftoning\uff09<\/h4>\n

4\u3001\u5206\u5c42\u7684\u9879\u76ee\u7f13\u51b2\u533a\uff0c\u7528\u4e8e\u9897\u7c92\u5316\u7684\u906e\u6321\u5254\u9664\uff08Hierarchical Item Buffers for Granular Occlusion Culling\uff09<\/h4>\n

5\u3001\u540e\u671f\u5236\u4f5c\u4e2d\u771f\u5b9e\u7684\u666f\u6df1\uff08Realistic Depth of Field in Postproduction\uff09<\/h4>\n

6\u3001 \u5b9e\u65f6\u5c4f\u5e55\u7a7a\u95f4\u4e91\u8ba1\u7b97\u7167\u660e\uff08Real-Time Screen Space Cloud Lighting\uff09<\/h4>\n

7\u3001\u5c4f\u5e55\u7a7a\u95f4\u6b21\u8868\u5c42\u6563\u5c04 \uff08Screen-Space Subsurface Scattering\uff09<\/h4>\n

8\u3001\u5929\u7a7a\u4e4b\u57ceSWAP Force\u7684\u666f\u6df1\u6e32\u67d3\u5668\uff08The Skylanders SWAP Force Depth-of-Field Shader\uff09<\/h4>\n

9\u3001\u5728\u540e\u5904\u7406\u666f\u6df1\u65b9\u6cd5\u4e2d\u6a21\u62df\u90e8\u5206\u906e\u6321\u7684\u60c5\u51b5\uff08Simulating Partial Occlusion in Post-Processing Depth-of-Field Methods\uff09<\/h4>\n

10\u3001\u4e8c\u6b21\u6df1\u5ea6\u6297\u952f\u9f7f\uff08Second-Depth Antialiasing\uff09<\/h4>\n

11\u3001\u5b9e\u7528\u7684\u5e27\u7f13\u51b2\u533a\u538b\u7f29\uff08Practical Framebuffer Compression\uff09<\/h4>\n

12\u3001\u5728GPU\u4e0a\u8fdb\u884c\u76f8\u5e72\u6027\u589e\u5f3a\u7684\u8fc7\u6ee4 \uff08Coherence-Enhancing Filtering on the GPU\uff09<\/h4>\n

13\u3001\u5c4f\u5e55\u7a7a\u95f4\u7684\u8349\u5730\uff08Screen-Space Grass\uff09<\/h4>\n

14\u3001\u901a\u8fc7CSG\u7684\u5c4f\u5e55\u7a7a\u95f4\u53ef\u53d8\u5f62\u7f51\u683c\u4e0e\u6bcf\u50cf\u7d20\u94fe\u63a5\u5217\u8868\uff08Screen-Space Deformable Meshes via CSG with Per-Pixel Linked Lists\uff09<\/h4>\n

15\u3001SPU\u4e0a\u7684\u865a\u5316\u6548\u679c\uff08Bokeh Effects on the SPU\uff09<\/h4>\n

\u5b9e\u65f6\u6e32\u67d3\uff0c\u7b2c\u56db\u7248\uff08Real-Time Rendering\uff0c\u7b2c\u56db\u7248\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u4ecb\u7ecd\uff08Introduction\uff09<\/h4>\n

2\u3001\u56fe\u5f62\u6e32\u67d3\u7ba1\u9053\uff08The Graphics Rendering Pipeline\uff09<\/h4>\n

3\u3001\u56fe\u5f62\u5904\u7406\u5355\u5143\uff08The Graphics Processing Unit\uff09<\/h4>\n

4\u3001\u53d8\u6362\uff08Transforms\uff09<\/h4>\n

5\u3001\u7740\u8272\u57fa\u7840\uff08Shading Basics\uff09<\/h4>\n

6\u3001\u7eb9\u7406\uff08Texturing\uff09<\/h4>\n

7\u3001\u9634\u5f71\uff08Shadows\uff09<\/h4>\n

8\u3001 \u5149\u4e0e\u8272\uff08Light and Color\uff09<\/h4>\n

9\u3001\u57fa\u4e8e\u7269\u7406\u7684\u7740\u8272\uff08Physically Based Shading\uff09<\/h4>\n

10\u3001\u5c40\u90e8\u5149\u7167\uff08Local Illumination\uff09<\/h4>\n

11\u3001\u5168\u5c40\u5149\u7167\uff08Global Illumination\uff09<\/h4>\n

12\u3001\u56fe\u50cf-\u7a7a\u95f4\u6548\u679c\uff08Image-Space Effects\uff09<\/h4>\n

13\u3001\u8d85\u8d8a\u591a\u8fb9\u5f62\uff08Beyond Polygons\uff09<\/h4>\n

14\u3001\u4f53\u79ef\u548c\u534a\u900f\u660e\u7684\u6e32\u67d3\uff08Volumetric and Translucency Rendering\uff09<\/h4>\n

15\u3001\u975e\u5199\u5b9e\u7684\u6e32\u67d3\uff08Non-Photorealistic Rendering\uff09<\/h4>\n

16\u3001\u591a\u8fb9\u5f62\u6280\u672f\uff08Polygonal Techniques\uff09<\/h4>\n

17\u3001\u66f2\u7ebf\u548c\u66f2\u9762\uff08Curves and Curved Surfaces\uff09<\/h4>\n

18\u3001\u7ba1\u7ebf\u4f18\u5316\uff08Pipeline Optimization\uff09<\/h4>\n

19\u3001\u52a0\u901f\u7b97\u6cd5\uff08Acceleration Algorithms\uff09<\/h4>\n

20\u3001\u6709\u6548\u7684\u906e\u853d\uff08Effcient Shading\uff09<\/h4>\n

21\u3001\u865a\u62df\u548c\u589e\u5f3a\u73b0\u5b9e\uff08Virtual and Augmented Reality\uff09<\/h4>\n

22\u3001\u76f8\u4ea4\u6d4b\u8bd5\u65b9\u6cd5\uff08Intersection Test Methods\uff09<\/h4>\n

23\u3001\u56fe\u5f62\u786c\u4ef6\uff08Graphics Hardware\uff09<\/h4>\n

24\u3001\u672a\u6765\u4e66\u76ee\uff08The Future Bibliography\uff09<\/h4>\n

Metal\u7f16\u7a0b\u6307\u5357\uff1a\u901a\u8fc7Swift\u7684\u6559\u7a0b\u548c\u53c2\u8003\uff08Metal Programming Guide: Tutorial and Reference via Swift\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u4ec0\u4e48\u662fMetal\uff1f\uff08What Is Metal?\uff09<\/h4>\n

2\u3001\u6e32\u67d3\u548c\u5149\u6805\u56fe\u50cf\u6982\u8ff0\uff08Overview of Rendering and Raster Graphics\uff09<\/h4>\n

3\u3001\u4f60\u7684\u7b2c\u4e00\u4e2aMetal\u5e94\u7528\uff08\u4f60\u597d\uff0c\u4e09\u89d2\u5f62\uff01\uff09\u3002\uff08Your First Metal Application (Hello, Triangle!)\uff09<\/h4>\n

4\u3001\u56fe\u5f62\u5b66\u7684\u57fa\u672c\u6570\u5b66\uff08Essential Mathematics for Graphics\uff09<\/h4>\n

5\u3001\u7740\u8272\u5668\u4ecb\u7ecd\uff08Introduction to Shaders\uff09<\/h4>\n

6\u3001Metal\u8d44\u6e90\u548c\u5185\u5b58\u7ba1\u7406\uff08Metal Resources and Memory Management\uff09<\/h4>\n

7\u3001\u5e93\u3001\u51fd\u6570\u548c\u7ba1\u9053\u72b6\u6001\uff08Libraries, Functions, and Pipeline States\uff09<\/h4>\n

8\u3001\u4e8c\u7ef4\u7ed8\u56fe\uff082D Drawing\uff09<\/h4>\n

9\u3001 \u4e09\u7ef4\u7ed8\u56fe\u7b80\u4ecb\uff08Introduction to 3D Drawing \uff09<\/h4>\n

10\u3001\u9ad8\u7ea7\u4e09\u7ef4\u7ed8\u56fe\uff08Advanced 3D Drawing\uff09<\/h4>\n

11\u3001\u6a21\u578bI\/O\u7684\u63a5\u53e3\uff08Interfacing with Model I\/O\uff09<\/h4>\n

12\u3001\u7eb9\u7406\u548c\u91c7\u6837\uff08Texturing and Sampling\uff09<\/h4>\n

13\u3001\u591a\u901a\u9053\u6e32\u67d3\u6280\u672f\uff08Multipass Rendering Techniques\uff09<\/h4>\n

14\u3001\u51e0\u4f55\u91ca\u653e\uff1aMetal\u9576\u5d4c\uff08Geometry Unleashed: Tessellation in Metal\uff09<\/h4>\n

15\u3001Metal\u8ba1\u7b97\u7ba1\u9053\uff08The Metal Compute Pipeline\uff09<\/h4>\n

16\u3001Metal\u4e2d\u7684\u56fe\u50cf\u5904\u7406\uff08Image Processing in Metal\uff09<\/h4>\n

17\u3001\u673a\u5668\u89c6\u89c9\uff08Machine Vision\uff09<\/h4>\n

18\u3001Metal\u6027\u80fd\u7740\u8272\u5668\u6846\u67b6\uff08Metal Performance Shaders Framework\uff09<\/h4>\n

19\u3001\u795e\u7ecf\u7f51\u7edc\u7684\u6982\u5ff5\uff08Neural Network Concepts \uff09<\/h4>\n

20\u3001\u5377\u79ef\u795e\u7ecf\u7f51\u7edc\uff08Convolutional Neural Networks\uff09<\/h4>\n

\u9ad8\u7ea7\u9ad8\u52a8\u6001\u8303\u56f4\u6210\u50cf\uff0c\u7b2c\u4e8c\u7248\uff08Advanced High Dynamic Range Imaging, Second Edition\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u4ecb\u7ecd\uff08Introduction\uff09<\/h4>\n

2\u3001HDR\u7ba1\u7ebf\uff08HDR Pipeline\uff09<\/h4>\n

3\u3001\u8272\u8c03\u6620\u5c04\uff08Tone Mapping\uff09<\/h4>\n

4\u3001\u8272\u8c03\u6620\u5c04\u7684\u65b0\u8d8b\u52bf\uff08New Trends in Tone Mapping\uff09<\/h4>\n

5\u3001HDR\u89c6\u9891\u8272\u8c03\u6620\u5c04\uff08HDR Video Tone Mapping\uff09<\/h4>\n

6\u3001\u4f4e\u52a8\u6001\u8303\u56f4\u5185\u5bb9\u7684\u6269\u5c55\u8fd0\u7b97\u7b26\uff08Expansion Operators for Low Dynamic Range Content\uff09<\/h4>\n

7\u3001\u57fa\u4e8e\u56fe\u50cf\u7684\u7167\u660e\uff08Image-Based Lighting\uff09<\/h4>\n

8\u3001 HDR\u56fe\u50cf\u538b\u7f29\uff08HDR Images Compression\uff09<\/h4>\n

9\u3001HDR\u89c6\u9891\u538b\u7f29\uff08HDR Video Compression\uff09<\/h4>\n

10\u3001\u8bc4\u4ef7\uff08Evaluation\uff09<\/h4>\n

WebGL\u7cbe\u7cb9\uff08WebGL Gems\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u6e32\u67d3\u7167\u660e\u7684\u4e09\u7ef4\u7269\u4f53\u7684\u6e90\u4ee3\u7801\uff08Source code for rendering illuminated 3D objects\uff09<\/h4>\n

2\u3001ModelView\u77e9\u9635\u89e3\u91ca\uff08ModelView Matrix explained\uff09<\/h4>\n

3\u3001\u5c06\u53d8\u91cf\u4f20\u9012\u7ed9\u7740\u8272\u5668\uff08Passing Variables to Shaders\uff09<\/h4>\n

4\u30013D\u78b0\u649e\u68c0\u6d4b\uff083D Collision Detection\uff09<\/h4>\n

5\u3001\u70b9\u5149\u6e90\u7740\u8272\u5668\uff08Point Light Shader\uff09<\/h4>\n

6\u3001 \u7269\u4f53\u8ddf\u968f \"\u770b \"\u6444\u50cf\u673a\uff08Object Follow \u201cLook At\u201d Camera\uff09<\/h4>\n

GPU Zen: \u9ad8\u7ea7\u6e32\u67d3\u6280\u672f\uff08GPU Zen: Advanced Rendering Techniques\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5c5e\u6027\u9876\u70b9\u4e91\u5c42\uff08Attributed Vertex Clouds\uff09<\/h4>\n

2\u3001\u7528\u5185\u90e8\u4fdd\u5b88\u7684\u5149\u6805\u5316\u6280\u672f\u6e32\u67d3\u51f8\u9762\u906e\u6321\u7269 \uff08Rendering Convex Occluders with Inner Conservative Rasterization \uff09<\/h4>\n

3\u3001\u7a33\u5b9a\u7684\u95f4\u63a5\u5149\u7167\uff08Stable Indirect Illumination\uff09<\/h4>\n

4\u3001\u4f7f\u7528\u6324\u538b\u5149\u91cf\u7684\u53c2\u4e0e\u5a92\u4ecb\uff08Participating Media Using Extruded Light Volumes\uff09<\/h4>\n

5\u3001Deferred+\uff08Deferred+\uff09<\/h4>\n

6\u3001\u53ef\u7f16\u7a0b\u7684\u6bcf\u50cf\u7d20\u91c7\u6837\u653e\u7f6e\u4e0e\u4fdd\u5b88\u7684\u5149\u6805\u5668\uff08Programmable Per-pixel Sample Placement with Conservative Rasterizer\uff09<\/h4>\n

7\u3001\u79fb\u52a8\u5361\u901a\u6e32\u67d3\uff08Mobile Toon Shading\uff09<\/h4>\n

8\u3001\u9ad8\u8d28\u91cf\u7684GPU\u9ad8\u6548\u56fe\u50cf\u7ec6\u8282\u5904\u7406\uff08High Quality GPU-efficient Image Detail Manipulation\uff09<\/h4>\n

9\u3001\u5229\u7528\u7ebf\u6027\u53d8\u6362\u4f59\u5f26\u7684\u7ebf\u6027\u5149\u7740\u8272\uff08Linear-Light Shading with Linearly Transformed Cosines\uff09<\/h4>\n

10\u3001\u4f7f\u7528\u8c37\u6b4c\u6d4f\u89c8\u5668\u5bf9WebGL\u5e94\u7528\u7a0b\u5e8f\u8fdb\u884c\u5206\u6790\u548c\u4f18\u5316 \uff08Profiling and Optimizing WebGL Applications Using Google Chrome \uff09<\/h4>\n

11\u3001\u53ef\u6269\u5c55\u7684\u81ea\u9002\u5e94SSAO\uff08Scalable Adaptive SSAO\uff09<\/h4>\n

12\u3001\u5f3a\u5927\u7684\u5c4f\u5e55\u7a7a\u95f4\u73af\u5883\u906e\u853d\uff08Robust Screen Space Ambient Occlusion\uff09<\/h4>\n

13\u3001\u5b9e\u7528\u7684\u57fa\u4e8e\u7126\u8ddd\u7684\u865a\u5316\u666f\u6df1\uff08Practical Gather-based Bokeh Depth of Field\uff09<\/h4>\n

14\u3001\u9ad8\u6548\u7684\u7acb\u4f53\u548cVR\u6e32\u67d3\uff08Efficient Stereo and VR Rendering\uff09<\/h4>\n

15\u3001\u4e86\u89e3\u3001\u6d4b\u91cf\u548c\u5206\u6790VR\u56fe\u5f62\u6027\u80fd\uff08Understanding, Measuring, and Analyzing VR Graphics Performance\uff09<\/h4>\n

16\u3001 \u7528\u8ba1\u7b97\u4f18\u5316\u56fe\u5f62\u7ba1\u9053\uff08Optimizing the Graphics Pipeline with Compute\uff09<\/h4>\n

17\u3001\u4eba\u7fa4\u6a21\u62df\u7684\u5b9e\u65f6\u9a6c\u5c14\u79d1\u592b\u51b3\u7b56\u8fc7\u7a0b\uff08Real Time Markov Decision Processes for Crowd Simulation\uff09<\/h4>\n

Vulkan Cookbook\uff1a\u901a\u8fc7\u65b9\u6cd5\u6765\u91ca\u653e\u4e0b\u4e00\u4ee3\u56fe\u5f62API\u7684\u5168\u90e8\u6f5c\u529b - Vulkan\uff1a\u4e0b\u4e00\u4ee33D\u56fe\u5f62API\u7684\u89e3\u51b3\u65b9\u6848\uff08Vulkan Cookbook: Work through recipes to unlock the full potential of the next generation graphics API - Vulkan: Solutions to next gen 3D graphics API\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5b9e\u4f8b\u548c\u8bbe\u5907\uff08Instance and Devices\uff09<\/h4>\n

2\u3001\u56fe\u7247\u5c55\u793a\uff08Image Presentation\uff09<\/h4>\n

3\u3001\u547d\u4ee4\u7f13\u51b2\u533a\u548c\u540c\u6b65\uff08Command Buffers and Synchronization\uff09<\/h4>\n

4\u3001\u8d44\u6e90\u548c\u5185\u5b58\uff08Resources and Memory\uff09<\/h4>\n

5\u3001\u63cf\u8ff0\u7b26\u96c6\uff08Descriptor Sets\uff09<\/h4>\n

6\u3001\u6e32\u67d3\u901a\u9053\u548c\u5e27\u7f13\u51b2\u533a\uff08Render Passes and Framebuffers\uff09<\/h4>\n

7\u3001\u7740\u8272\u5668\uff08Shaders\uff09<\/h4>\n

8\u3001 \u56fe\u5f62\u548c\u8ba1\u7b97\u7ba1\u7ebf\uff08Graphics and Compute Pipelines\uff09<\/h4>\n

9\u3001\u547d\u4ee4\u7684\u8bb0\u5f55\u548c\u7ed8\u5236\uff08Command Recording and Drawing\uff09<\/h4>\n

10\u3001\u8f85\u52a9\u65b9\u6cd5\uff08Helper Recipes\uff09<\/h4>\n

11\u3001\u5149\u7167\uff08Lighting\uff09<\/h4>\n

12\u3001\u9ad8\u7ea7\u6e32\u67d3\u6280\u672f\uff08Advanced Rendering Techniques\uff09<\/h4>\n

\u6e38\u620f\u7269\u7406\u5b66\u624b\u518c\uff08Game Physics Cookbook\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5411\u91cf\uff08Vectors\uff09<\/h4>\n

2\u3001\u77e9\u9635\uff08Matrices\uff09<\/h4>\n

3\u3001\u77e9\u9635\u53d8\u6362\uff08Matrix Transformations\uff09<\/h4>\n

4\u3001\u4e8c\u7ef4\u57fa\u7840\u5f62\u72b6\uff082D Primitive Shapes\uff09<\/h4>\n

5\u3001\u4e8c\u7ef4\u78b0\u649e\uff082D Collisions\uff09<\/h4>\n

6\u3001\u4e8c\u7ef4\u4f18\u5316\uff082D Optimizations\uff09<\/h4>\n

7\u3001\u4e09\u7ef4\u57fa\u7840\u5f62\u72b6\uff083D Primitive Shapes\uff09<\/h4>\n

8\u3001\u4e09\u7ef4\u70b9\u6d4b\u8bd5\uff083D Point Tests\uff09<\/h4>\n

9\u3001\u4e09\u7ef4\u5f62\u72b6\u76f8\u4ea4\uff083D Shape Intersections\uff09<\/h4>\n

10\u3001\u4e09\u7ef4\u7ebf\u76f8\u4ea4\uff08 3D Line Intersections\uff09<\/h4>\n

11\u3001\u4e09\u89d2\u5f62\u548c\u7f51\u683c\uff08Triangles and Meshes\uff09<\/h4>\n

12\u3001\u6a21\u578b\u548c\u573a\u666f\uff08Models and Scenes\uff09<\/h4>\n

13\u3001\u76f8\u673a\u548c\u5e73\u622a\u5934\u4f53\uff08Camera and Frustum\uff09<\/h4>\n

14\u3001\u9650\u5236\u6761\u4ef6\u6c42\u89e3\uff08Constraint Solving\uff09<\/h4>\n

15\u3001\u8936\u76b1\u548c\u8109\u51b2\uff08Manifolds and Impulses\uff09<\/h4>\n

16\u3001 \u5f39\u7c27\u548c\u5173\u8282\uff08Springs and Joints\uff09<\/h4>\n

\u5927\u89c4\u6a21\u5e76\u884c\u5904\u7406\u5668\u7f16\u7a0b\uff1a\u5b9e\u8df5\u7684\u65b9\u6cd5\uff08Programming Massively Parallel Processors: A Hands-on Approach\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

\u5207\u6362\u4e3a\u5c45\u4e2d<\/p>\n

1\u3001\u4ecb\u7ecd\uff08Introduction\uff09<\/h4>\n

2\u3001\u6570\u636e\u5e76\u884c\u8ba1\u7b97\uff08Data parallel computing\uff09<\/h4>\n

3\u3001\u53ef\u6269\u5c55\u7684\u5e76\u884c\u6267\u884c\uff08Scalable parallel execution\uff09<\/h4>\n

4\u3001\u5185\u5b58\u548c\u6570\u636e\u5b9a\u4f4d\uff08Memory and data locality\uff09<\/h4>\n

5\u3001\u6027\u80fd\u8003\u8651\uff08Performance considerations\uff09<\/h4>\n

6\u3001\u6570\u503c\u8003\u8651\uff08Numerical considerations\uff09<\/h4>\n

7\u3001\u5e76\u884c\u6a21\u5f0f\uff1a\u5377\u79ef\uff08Parallel patterns: convolution\uff09<\/h4>\n

8\u3001\u5e76\u884c\u6a21\u5f0f\uff1a\u524d\u7f00\u548c\uff08Parallel patterns: prefix sum\uff09<\/h4>\n

9\u3001\u5e76\u884c\u6a21\u5f0f\u2013\u5e73\u884c\u76f4\u65b9\u56fe\u8ba1\u7b97\uff08Parallel patterns\u2014parallel histogram computation\uff09<\/h4>\n

10\u3001\u5e76\u884c\u6a21\u5f0f\uff1a\u7a00\u758f\u77e9\u9635\u8ba1\u7b97\uff08Parallel patterns: sparse matrix computation\uff09<\/h4>\n

11\u3001 \u5e76\u884c\u6a21\u5f0f\uff1a\u5408\u5e76\u6392\u5e8f\uff08Parallel patterns: merge sort\uff09<\/h4>\n

12\u3001\u5e76\u884c\u6a21\u5f0f\uff1a\u56fe\u5f62\u641c\u7d22\uff08Parallel patterns: graph search\uff09<\/h4>\n

13\u3001CUDA\u7684\u52a8\u6001\u5e76\u884c\u6027\uff08CUDA dynamic parallelism\uff09<\/h4>\n

14\u3001\u5e94\u7528\u6848\u4f8b\u7814\u7a76\u2013\u975e\u7b1b\u5361\u5c14\u7684\u78c1\u5171\u632f\u6210\u50cf\uff08Application case study\u2014non-Cartesian magnetic resonance imaging\uff09<\/h4>\n

15\u3001\u5e94\u7528\u6848\u4f8b\u7814\u7a76\u2013\u5206\u5b50\u53ef\u89c6\u5316\u548c\u5206\u6790\uff08Application case study\u2014molecular visualization and analysis\uff09<\/h4>\n

16\u3001\u5e94\u7528\u6848\u4f8b\u7814\u7a76-\u673a\u5668\u5b66\u4e60\uff08Application case study\u2014machine learning\uff09<\/h4>\n

17\u3001\u5e76\u884c\u7f16\u7a0b\u548c\u8ba1\u7b97\u601d\u7ef4\uff08Parallel programming and computational thinking\uff09<\/h4>\n

18\u3001\u5f02\u6784\u8ba1\u7b97\u96c6\u7fa4\u7684\u7f16\u7a0b\uff08Programming a heterogeneous computing cluster\uff09<\/h4>\n

19\u3001\u7528OpenACC\u8fdb\u884c\u5e76\u884c\u7f16\u7a0b\uff08Parallel programming with OpenACC\uff09<\/h4>\n

20\u3001\u5173\u4e8eCUDA\u548c\u56fe\u5f62\u5904\u7406\u5355\u5143\u8ba1\u7b97\u7684\u66f4\u591a\u4fe1\u606f\uff08More on CUDA and graphics processing unit computing\uff09<\/h4>\n

21\u3001 \u7ed3\u8bba\u548c\u5c55\u671b\uff08Conclusion and outlook\uff09<\/h4>\n

\u6570\u5b57\u56fe\u50cf\u5408\u6210\u624b\u518c\uff1a\u6e32\u67d3\u7684\u79d1\u5b66\u57fa\u7840\uff08Handbook of Digital Image Synthesis: Scientific Foundations of Rendering\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u4ecb\u7ecd\uff08Introduction\uff09<\/h4>\n

2\u3001\u521d\u7b49\u4ee3\u6570\u548c\u5fae\u79ef\u5206\uff08Elementary Algebra & Calculus\uff09<\/h4>\n

3\u3001\u7ebf\u6027\u4ee3\u6570\uff08Linear Algebra\uff09<\/h4>\n

4\u3001\u8499\u7279\u5361\u6d1b\u65b9\u6cd5\uff08Monte Carlo Methods\uff09<\/h4>\n

5\u3001\u4fe1\u53f7\u7406\u8bba\uff08Signal Theory\uff09<\/h4>\n

6\u3001\u5206\u6790\u8868\u9762\uff08Analytic Surfaces\uff09<\/h4>\n

7\u3001\u9690\u6027\u8868\u9762\uff08Implicit Surfaces\uff09<\/h4>\n

8\u3001\u53c2\u6570\u5316\u66f2\u7ebf\u548c\u66f2\u9762\uff08Parametric Curves & Surfaces\uff09<\/h4>\n

9\u3001\u7d22\u5f15\u7ed3\u6784\uff08Indexing Structures\uff09<\/h4>\n

10\u3001\u53ef\u89c1\u5149\uff08Visible Light\uff09<\/h4>\n

11\u3001\u53c2\u4e0e\u5a92\u4f53\uff08Participating Media\uff09<\/h4>\n

12\u3001\u8868\u9762\u53cd\u5c04\uff08Surface Reflectance\uff09<\/h4>\n

13\u3001\u5149\u4f20\u8f93\uff08Light Transport\uff09<\/h4>\n

14\u3001\u89e3\u6790\u65b9\u6cd5\uff08Analytic Methods\uff09<\/h4>\n

15\u3001\u786e\u5b9a\u6027\u65b9\u6cd5\uff08Deterministic Methods\uff09<\/h4>\n

16\u3001\u968f\u673a\u65b9\u6cd5\uff08Stochastic Methods\uff09<\/h4>\n

17\u3001\u7edf\u8ba1\u5b66\u65b9\u6cd5\uff08Statistic Methods\uff09<\/h4>\n

18\u3001\u6210\u50cf\u5149\u5b66\u7cfb\u7edf\uff08Image-Forming Optical Systems\uff09<\/h4>\n

19\u3001\u89c6\u89c9\u611f\u77e5\uff08Visual Perception\uff09<\/h4>\n

20\u3001\u8272\u5f69\u5b66\uff08Color Science\uff09<\/h4>\n

21\u3001HDR\u6210\u50cf\uff08HDR Imaging\uff09<\/h4>\n

22\u3001\u603b\u7ed3\uff08Conclusion\uff09<\/h4>\n

\u57fa\u4e8e\u7269\u7406\u7684\u6e32\u67d3\uff1a\u4ece\u7406\u8bba\u5230\u5b9e\u73b0 \u7b2c3\u7248\uff08Physically Based Rendering: From Theory to Implementation 3rd\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

\u5207\u6362\u4e3a\u5c45\u4e2d<\/p>\n

1\u3001\u7b80\u4ecb\uff08INTRODUCTION\uff09<\/h4>\n

2\u3001\u51e0\u4f55\u548c\u53d8\u6362\uff08GEOMETRY AND TRANSFORMATIONS\uff09<\/h4>\n

3\u3001\u5f62\u72b6\uff08SHAPES\uff09<\/h4>\n

4\u3001\u57fa\u5143\u548c\u76f8\u4ea4\u52a0\u901f\uff08PRIMITIVES AND INTERSECTION ACCELERATION\uff09<\/h4>\n

5\u3001\u989c\u8272\u548c\u8f90\u5c04\u6d4b\u91cf\uff08COLOR AND RADIOMETRY\uff09<\/h4>\n

6\u3001\u6444\u50cf\u673a\u6a21\u578b\uff08CAMERA MODELS\uff09<\/h4>\n

7\u3001\u91c7\u6837\u548c\u91cd\u5efa\uff08SAMPLING AND RECONSTRUCTION\uff09<\/h4>\n

8\u3001 \u53cd\u5c04\u6a21\u578b\uff08REFLECTION MODELS\uff09<\/h4>\n

9\u3001\u6750\u8d28\uff08MATERIALS\uff09<\/h4>\n

10\u3001\u7eb9\u7406\uff08TEXTURE\uff09<\/h4>\n

11\u3001\u4f53\u79ef\u6563\u5c04\uff08VOLUME SCATTERING\uff09<\/h4>\n

12\u3001\u5149\u6e90\uff08LIGHT SOURCES\uff09<\/h4>\n

13\u3001\u8499\u7279\u5361\u7f57\u79ef\u5206\uff08MONTE CARLO INTEGRATION\uff09<\/h4>\n

14\u3001\u5149\u4f20\u8f93I\uff1a\u8868\u9762\u53cd\u5c04\uff08LIGHT TRANSPORT I: SURFACE REFLECTION\uff09<\/h4>\n

15\u3001\u5149\u4f20\u8f93II\uff1a\u4f53\u79ef\u6e32\u67d3\uff08LIGHT TRANSPORT II: VOLUME RENDERING\uff09<\/h4>\n

16\u3001\u5149\u4f20\u8f93II\uff1a\u53cc\u5411\u65b9\u6cd5\uff08LIGHT TRANSPORT III: BIDIRECTIONAL METHODS\uff09<\/h4>\n

17\u3001\u56de\u987e\u4e0e\u672a\u6765\uff08RETROSPECTIVE AND THE FUTURE\uff09<\/h4>\n

Vulkan\u7f16\u7a0b\u6307\u5357 \u5b66\u4e60Vulkan\uff08OpenGL\uff09\u7684\u5b98\u65b9\u6307\u5357\uff08Vulkan Programming Guide The Official Guide to Learning Vulkan (OpenGL)\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001Vulkan\u7684\u6982\u8ff0\uff08Overview of Vulkan\uff09<\/h4>\n

2\u3001\u5185\u5b58\u548c\u8d44\u6e90\uff08Memory and Resources\uff09<\/h4>\n

3\u3001\u961f\u5217\u548c\u547d\u4ee4\uff08Queues and Commands\uff09<\/h4>\n

4\u3001\u79fb\u52a8\u6570\u636e\uff08Moving Data\uff09<\/h4>\n

5\u3001\u4ecb\u7ecd\uff08Presentation\uff09<\/h4>\n

6\u3001\u7740\u8272\u5668\u548c\u7ba1\u9053\uff08Shaders and Pipelines\uff09<\/h4>\n

7\u3001\u56fe\u5f62\u7ba1\u7ebf\uff08Graphics Pipelines\uff09<\/h4>\n

8\u3001\u7ed8\u5236\uff08Drawing\uff09<\/h4>\n

9\u3001\u51e0\u4f55\u5904\u7406\uff08Geometry Processing\uff09<\/h4>\n

10\u3001\u7247\u6bb5\u5904\u7406\uff08Fragment Processing\uff09<\/h4>\n

11\u3001\u540c\u6b65\uff08Synchronization\uff09<\/h4>\n

12\u3001\u83b7\u53d6\u6570\u636e\uff08Getting Data Back\uff09<\/h4>\n

13\u3001\u591a\u901a\u9053\u6e32\u67d3\uff08Multipass Rendering\uff09<\/h4>\n

\u6e38\u620f\u5f15\u64ce\u5f00\u53d1\u57fa\u7840\uff0c\u7b2c\u4e00\u5377\uff1a\u6570\u5b66\uff08Foundations of Game Engine Development, Volume 1: Mathematics\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5411\u91cf\u548c\u77e9\u9635\uff08Vectors and Matrices\uff09<\/h4>\n

2\u3001\u53d8\u6362\uff08Transforms\uff09<\/h4>\n

3\u3001\u51e0\u4f55\u5b66\uff08Geometry\uff09<\/h4>\n

4\u3001\u9ad8\u7ea7\u4ee3\u6570\uff08Advanced Algebra\uff09<\/h4>\n

\u56fe\u50cf\u5185\u5bb9\u91cd\u5b9a\u5411\uff1a\u4fdd\u6301\u989c\u8272\u3001\u8272\u8c03\u548c\u7a7a\u95f4\u7684\u4e00\u81f4\u6027\uff08Image Content Retargeting: Maintaining Color, Tone, and Spatial Consistency\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u4ecb\u7ecd\uff08Introduction\uff09<\/h4>\n

2\u3001\u8272\u8c03\u548c\u989c\u8272\u91cd\u5b9a\u4f4d\uff08Tone and Color Retargeting\uff09<\/h4>\n

3\u3001\u7070\u8272\u8c03\uff08Color2Gray\uff09<\/h4>\n

4\u3001\u98ce\u683c\u91cd\u5b9a\u5411\uff08Style Retargeting\uff09<\/h4>\n

5\u3001\u7a7a\u95f4\u91cd\u5b9a\u5411\uff08Spatial Retargeting\uff09<\/h4>\n

6\u3001\u8d28\u91cf\u8bc4\u4f30\uff08QA\uff09\uff08Quality Assessment (QA)\uff09<\/h4>\n

\u589e\u5f3a\u73b0\u5b9e\uff1a\u539f\u7406\u4e0e\u5b9e\u8df5\uff08\u53ef\u7528\u6027\uff09\uff08Augmented Reality: Principles and Practice (Usability)\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u589e\u5f3a\u73b0\u5b9e\u6280\u672f\u4ecb\u7ecd\uff08Introduction to Augmented Reality\uff09<\/h4>\n

2\u3001\u663e\u793a\uff08Displays\uff09<\/h4>\n

3\u3001\u8ffd\u8e2a\uff08Tracking\uff09<\/h4>\n

4\u3001\u7528\u4e8e\u589e\u5f3a\u73b0\u5b9e\u7684\u8ba1\u7b97\u673a\u89c6\u89c9\uff08Computer Vision for Augmented Reality\uff09<\/h4>\n

5\u3001\u6821\u51c6\u548c\u6ce8\u518c\uff08Calibration and Registration\uff09<\/h4>\n

6\u3001\u89c6\u89c9\u8fde\u8d2f\u6027\uff08Visual Coherence\uff09<\/h4>\n

7\u3001\u573a\u666f\u5316\u7684\u53ef\u89c6\u5316\uff08Situated Visualization\uff09<\/h4>\n

8\u3001\u4e92\u52a8\u6027\uff08Interaction\uff09<\/h4>\n

9\u3001 \u5efa\u6a21\u548c\u6ce8\u91ca\uff08Modeling and Annotation\uff09<\/h4>\n

10\u3001\u521b\u4f5c\uff08Authoring\uff09<\/h4>\n

11\u3001\u5bfc\u822a\uff08Navigation\uff09<\/h4>\n

12\u3001\u534f\u4f5c\uff08Collaboration\uff09<\/h4>\n

13\u3001\u8f6f\u4ef6\u67b6\u6784\uff08Software Architectures\uff09<\/h4>\n

14\u3001\u672a\u6765\uff08The Future\uff09<\/h4>\n

\u6e38\u620f\u5f15\u64ce\u7cbe\u7cb9\u4e09\uff08Game Engine Gems 3\uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u5f00\u653e\u5f0f\u6e38\u620f\u5f15\u64ce\u4ea4\u6362\u683c\u5f0f\uff08The Open Game Engine Exchange Format\uff09<\/h4>\n

2\u3001\u903c\u771f\u7684\u5929\u7a7a\u3001\u6c34\u548c\u5730\u5f62\u7684\u878d\u5408\uff08Realistic Blending of Skies, Water, and Terrain\uff09<\/h4>\n

3\u3001 \u5177\u6709\u7ebf\u6027\u5bc6\u5ea6\u51fd\u6570\u7684\u96fe\uff08Fog with a Linear Density Function\uff09<\/h4>\n

4\u3001Leadwerks\u6e38\u620f\u5f15\u64ce4\u4e2d\u7684\u690d\u88ab\u7ba1\u7406\uff08Vegetation Management in Leadwerks Game Engine 4\uff09<\/h4>\n

5\u3001\u5e73\u6ed1\u5730\u5e73\u7ebf\u6620\u5c04\uff08Smooth Horizon Mapping\uff09<\/h4>\n

6\u3001\u65e0\u7f13\u51b2\u7684\u4e09\u89d2\u5e26\u7acb\u65b9\u4f53\u9876\u70b9\u7684\u751f\u6210\uff08Buffer-Free Generation of Triangle Strip Cube Vertices\uff09<\/h4>\n

7\u3001\u7528\u4e8e\u57fa\u4e8e\u7c92\u5b50\u7684\u6e32\u67d3\u7684\u8fb9\u7f18\u4fdd\u62a4\u5e73\u6ed1\u6ee4\u6ce2\u5668\uff08Edge-Preserving Smoothing Filter for Particle Based Rendering\uff09<\/h4>\n

8\u3001\u53ef\u53d8\u7cbe\u5ea6\u7684\u50cf\u7d20\u906e\u853d\u4ee5\u63d0\u9ad8\u529f\u7387\u6548\u7387\uff08Variable Precision Pixel Shading for Improved Power Efficiency\uff09<\/h4>\n

9\u3001\u4e00\u79cd\u5feb\u901f\u548c\u9ad8\u8d28\u91cf\u7684\u7eb9\u7406\u7ed8\u5236\u7b97\u6cd5\uff08A Fast and High-Quality Texture Atlasing Algorithm\uff09<\/h4>\n

10\u3001\u56db\u5143\u6570\u7a7a\u95f4\u4e2d\u7684\u65cb\u8f6c\u5173\u8282\u9650\u5236\uff08Rotational Joint Limits in Quaternion Space\uff09<\/h4>\n

11\u3001\u4f53\u79ef\u5206\u5c42\u8fd1\u4f3c\u51f8\u9762\u5206\u89e3\u6cd5\uff08Volumetric Hierarchical Approximate Convex Decomposition\uff09<\/h4>\n

12\u3001\u4f7f\u7528\u57fa\u4e8e\u5e94\u53d8\u7684\u52a8\u529b\u5b66\u6a21\u62df\u8f6f\u4f53\uff08Simulating Soft Bodies Using Strain Based Dynamics\uff09<\/h4>\n

13\u3001c++\u4e2d\u7684\u6cdb\u578b\u3001\u8f7b\u91cf\u7ea7\u548c\u5feb\u901f\u59d4\u6258\uff08Generic, Lightweight, and Fast Delegates in C++\uff09<\/h4>\n

14\u3001C++\u4e2d\u7f16\u8bd1\u65f6\u7684\u5b57\u7b26\u4e32\u54c8\u5e0c\uff08Compile-Time String Hashing in C++\uff09<\/h4>\n

15\u3001\u4f7f\u7528\u5143\u7ec4\u7684c++\u9759\u6001\u53cd\u5c04\uff08Static Reflection in C++ Using Tuples\uff09<\/h4>\n

16\u3001\u4f7f\u7528ISPC\u7684\u53ef\u79fb\u690dSIMD\u7a0b\u5e8f\uff08Portable SIMD Programs Using ISPC\uff09<\/h4>\n

17\u3001\u5171\u4eab\u7f51\u7edc\u9635\u5217\u4f5c\u4e3a\u6e38\u620f\u4ee3\u7801\u903b\u8f91\u7684\u7f51\u7edc\u4ee3\u7801\u7684\u62bd\u8c61\u5316\uff08Shared Network Arrays as an Abstraction of Network Code from Game Code Logic\uff09<\/h4>\n

18\u3001\u57fa\u4e8e\u89c6\u89c9\u7684\u5c40\u90e8\u9632\u649e\uff08Vision Based Local Collision Avoidance\uff09<\/h4>\n

19\u3001\u81ea\u4e3bNPC\u7684\u7f16\u7a0b\u6846\u67b6\uff08A Programming Framework for Autonomous NPCs\uff09<\/h4>\n

20\u3001\u8d85\u8d8a\u667a\u80fd\u5bf9\u8c61\uff1a\u9762\u5411\u5927\u578b\u5f00\u653e\u4e16\u754c\u4e2d\u7684npc\u7684\u884c\u4e3a\u7f16\u7a0b\uff08Beyond Smart Objects: Behavior-Oriented Programming for NPCs in Large Open Worlds\uff09<\/h4>\n

21\u3001\u589e\u5f3a\u5b9e\u4f53\u884c\u4e3a\u7684\u63a7\u5236\u7cfb\u7edf\uff08A Control System for Enhancing Entity Behavior\uff09<\/h4>\n

22\u3001\u57fa\u4e8e\u63a7\u5236\u7cfb\u7edf\u7684\u5b9e\u4f53\u884c\u4e3a\u7684\u65b9\u6cd5\uff08A Control System Based Approach to Entity Behavior\uff09<\/h4>\n

GPU Pro 7\uff1a\u9ad8\u7ea7\u6e32\u67d3\u6280\u672f \uff08GPU Pro 7: Advanced Rendering Techniques \uff09<\/h3>\n

\"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0<\/p>\n

1\u3001\u300a\u53e4\u5893\u4e3d\u5f71:\u5d1b\u8d77\u300b\u5ef6\u8fdf\u79ef\u96ea\u53d8\u5f62\uff08Deferred Snow Deformation in Rise of the Tomb Raider\uff09<\/h4>\n

2\u3001Catmull-Clark\u7ec6\u5206\u8868\u9762\uff08Catmull-Clark Subdivision Surfaces\uff09<\/h4>\n

3\u3001\u96c6\u7fa4\u7740\u8272\uff1a\u5728DirectX 12\u4e2d\u4f7f\u7528\u4fdd\u5b88\u6805\u683c\u5316\u5206\u914d\u706f\u5149\uff08Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12\uff09<\/h4>\n

4\u3001\u7cbe\u5fc3\u4fee\u526a\u7684\u5e73\u94fa\u706f\u5217\u8868\uff08Fine Pruned Tiled Light Lists\uff09<\/h4>\n

5\u3001\u5ef6\u8fdf\u5c5e\u6027\u63d2\u503c\u7740\u8272\uff08Deferred Attribute Interpolation Shading\uff09<\/h4>\n

6\u3001\u5b9e\u65f6\u7684\u4f53\u79ef\u4e91\u6735\u666f\u89c2\uff08Real-Time Volumetric Cloudscapes\uff09<\/h4>\n

7\u3001\u81ea\u9002\u5e94\u7684\u865a\u62df\u7eb9\u7406\uff08Adaptive Virtual Textures\uff09<\/h4>\n

8\u3001\u5ef6\u8fdf\u7c97\u50cf\u7d20\u7740\u8272\uff08Deferred Coarse Pixel Shading\uff09<\/h4>\n

9\u3001\u4f7f\u7528\u591a\u5e27\u91c7\u6837\u7684\u6e10\u8fdb\u6e32\u67d3\uff08Progressive Rendering Using Multi-frame Sampling\uff09<\/h4>\n

10\u3001\u57fa\u4e8e\u9759\u6001\u5c40\u90e8\u7acb\u4f53\u56fe\u7684\u9ad8\u6548\u8f6f\u9634\u5f71\uff08Efficient Soft Shadows Based on Static Local Cubemap\uff09<\/h4>\n

11\u3001\u57fa\u4e8e\u7269\u7406\u7684\u79fb\u52a8\u5ef6\u8fdf\u7740\u8272\uff08Physically Based Deferred Shading on Mobile\uff09<\/h4>\n

12\u3001\u4ea4\u4e92\u5f0f\u7535\u5f71\u7c92\u5b50\uff08Interactive Cinematic Particles\uff09<\/h4>\n

13\u3001\u5728GPU\u4e0a\u8fdb\u884c\u5b9e\u65f6BC6H\u538b\u7f29\uff08Real-Time BC6H Compression on GPU\uff09<\/h4>\n

14\u3001\u7528\u4e8eForza\u7cfb\u5217\u6d4b\u8bd5\u81ea\u52a8\u5316\u76843D\u53ef\u89c6\u5316\u5de5\u5177\uff08A 3D Visualization Tool Used for Test Automation in the Forza Series\uff09<\/h4>\n

15\u3001\u5728\u5f02\u6784\u7684\u591a\u4e2aGPU\u4e0a\u5b9e\u73b0\u4f4e\u5ef6\u8fdf\u5149\u7ebf\u8ffd\u8e2a\u7684\u534a\u9759\u6001\u8d1f\u8f7d\u5e73\u8861\uff08Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs\uff09<\/h4>\n

16\u3001\u4ece\u6df1\u5ea6\u76f8\u673a\u516b\u53c9\u6811\u6620\u5c04\uff08Octree Mapping from a Depth Camera\uff09<\/h4>\n

17\u3001\u4ea4\u4e92\u5f0f\u7a00\u758f\u6b27\u62c9\u6d41\u4f53\uff08Interactive Sparse Eulerian Fluid\uff09<\/h4>\n","protected":false},"excerpt":{"rendered":"\u6e32\u67d3\u4f5c\u54c1\u96c6_\u8d77\u70b9\u793c\u5305\u7801\u6700\u65b0\u6e32\u67d3\u662f\u4e00\u4e2a\u4ee4\u4eba\u7740\u8ff7\u7684\u65b9\u5411\uff0c\u53ef\u5b66\u4e60\u6e32\u67d3\u7740\u5b9e\u6709\u4e0d\u5c0f\u7684\u96be\u5ea6","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[],"tags":[],"_links":{"self":[{"href":"https:\/\/mushiming.com\/wp-json\/wp\/v2\/posts\/7674"}],"collection":[{"href":"https:\/\/mushiming.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/mushiming.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/mushiming.com\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/mushiming.com\/wp-json\/wp\/v2\/comments?post=7674"}],"version-history":[{"count":0,"href":"https:\/\/mushiming.com\/wp-json\/wp\/v2\/posts\/7674\/revisions"}],"wp:attachment":[{"href":"https:\/\/mushiming.com\/wp-json\/wp\/v2\/media?parent=7674"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/mushiming.com\/wp-json\/wp\/v2\/categories?post=7674"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/mushiming.com\/wp-json\/wp\/v2\/tags?post=7674"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}