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RTR4_实时计算机图形学 第4版_1.1 全书概览

What follows is a brief overview of the chapters ahead.

接下来概述了全书章节的内容:

Chapter 2, The Graphics Rendering Pipeline. The heart of real-time rendering is the set of steps that takes a scene description and converts it into something we can see.

第2章,图形渲染管线。实时渲染的核心是一组步骤,它将场景描述转换为我们可以看到的东西。

Chapter 3, The Graphics Processing Unit. The modern GPU implements the stages of the rendering pipeline using a combination of fifixed-function and programmable units.

第3章,图形处理单元。现代GPU使用固定功能和可编程单元的组合来实现渲染管线的各个阶段。

Chapter 4, Transforms. Transforms are the basic tools for manipulating the position, orientation, size, and shape of objects and the location and view of the camera.

第4章,变换。变换是操纵物体的位置、方向、大小和形状以及相机的位置和视图的基本工具。

Chapter 5, Shading Basics. Discussion begins on the defifinition of materials and lights and their use in achieving the desired surface appearance, whether realistic or stylized. Other appearance-related topics are introduced, such as providing higher image quality through the use of antialiasing, transparency, and gamma correction.

第5章,阴影基础。本章讨论了材质和光照的定义以及它们在实现所需的表面外观(无论是逼真还是风格化)方面的用途。还介绍了其他与外观有关的主题,例如通过抗锯齿、透明度和伽玛校正提供更高的图像质量。

Chapter 6, Texturing. One of the most powerful tools for real-time rendering is the ability to rapidly access and display images on surfaces. This process is called texturing, and there are a wide variety of methods for applying it.

第6章,纹理。实时渲染最强大的工具之一是快速访问和在表面上显示图像的能力。这个过程称为纹理贴图,有各种各样的方法可以将它应用到纹理贴图上。

Chapter 7, Shadows. Adding shadows to a scene increases both realism and comprehension. The more popular algorithms for computing shadows rapidly are presented.

第7章,阴影。向场景添加阴影可以同时提高真实感和理解能力。介绍了计算阴影的更流行的算法。

Chapter 8, Light and Color. Before we perform physically based rendering, we fifirst need to understand how to quantify light and color. And after our physical rendering process is done, we need to transform the resulting quantities into values for the display, accounting for the properties of the screen and viewing environment. Both topics are covered in this chapter.

第8章,光和颜色。在我们进行基于物理的渲染之前,我们需要了解如何量化光和颜色。在我们的物理渲染过程完成后,我们还需要将得到的数量转换为屏幕显示的值,并考虑屏幕和观看环境的特性。本章将涵盖这两个主题。

Chapter 9, Physically Based Shading. We build an understanding of physically based shading models from the ground up. The chapter starts with the underlying physical phenomena, covers models for a variety of rendered materials, and ends with methods for blending materials together and fifiltering them to avoid aliasing and preserve surface appearance.

第9章,基于物理的着色。我们从基础开始建立基于物理的阴影模型的理解。本章从底层物理现象开始,涵盖了各种渲染材质的模型,最后是将材质混合在一起和滤波以避免锯齿和保持表面外观的方法。

Chapter 10, Local Illumination. Algorithms for portraying more elaborate light sources are explored. Surface shading takes into account that light is emitted by physical objects, which have characteristic shapes.

第10章,局部照明。探究了描绘更复杂光源的算法。表面着色考虑到光是由具有特定形状的物理对象发出的。

Chapter 11, Global Illumination. Algorithms that simulate multiple interactions between the light and the scene further increase the realism of an image. We discuss ambient and directional occlusion and methods for rendering global illumination effects on diffffuse and specular surfaces, as well as some promising unifified approaches.

第11章,全局照明。模拟光与场景之间的多次交互的算法进一步提高了图像的逼真度。我们讨论了环境和方向遮挡以及在散射和镜面表面上呈现全局照明效果的方法,以及一些有前途的统一方法。

Chapter 12, Image-Space Effffects. Graphics hardware is adept at performing image processing at rapid speeds. Image fifiltering and reprojection techniques are discussedfifirst, then we survey several popular post-processing effffects: lens flflares, motion blur, and depth of fifield.

第12章,图像空间效果。图形硬件非常擅长以快速的速度执行图像处理。首先讨论图像滤波和重投影技术,然后研究几种流行的后期处理效果:镜头光晕、运动模糊和景深。

Chapter 13, Beyond Polygons. Triangles are not always the fastest or most realistic way to describe objects. Alternate representations based on using images, point clouds, voxels, and other sets of samples each have their advantages.

第13章,超越多边形。三角形并不总是描述对象的最快或最逼真的方法。基于使用图像、点云、体素和其他一组样本的替代表示各有优势。

Chapter 14, Volumetric and Translucency Rendering. The focus here is the theory and practice of volumetric material representations and their interactions with light sources. The simulated phenomena range from large-scale atmospheric effffects down to light scattering within thin hair fifibers.

第14章,体积和半透明渲染。本章的重点是体积材质表示的理论和实践及其与光源的交互。模拟的现象范围从大尺度大气效应到薄发丝内的光散射。

Chapter 15, Non-Photorealistic Rendering. Attempting to make a scene look realistic is only one way of rendering it. Other styles, such as cartoon shading and watercolor effffects, are surveyed. Line and text generation techniques are also discussed.

第15章,非真实感渲染。试图使场景看起来逼真只是渲染的其中一种方式。本章调查了其他风格,例如卡通着色和水彩效果。还讨论了线条和文本生成技术。

Chapter 16, Polygonal Techniques. Geometric data comes from a wide range of sources, and sometimes requires modifification to be rendered rapidly and well. The many facets of polygonal data representation and compression are presented.

第16章,多边形技术。几何数据来自各种来源,有时需要进行修改才能快速高质量地渲染。介绍了多边形数据表示和压缩的许多方面。

Chapter 17, Curves and Curved Surfaces. More complex surface representations offffer advantages such as being able to trade offff between quality and rendering speed, more compact representation, and smooth surface generation.

第17章,曲线和曲面。更复杂的表面表示方式提供了优势,例如能够以更快的速度和更逼真的方式描述对象。介绍了曲线和曲面表示方法和渲染技术。

Chapter 18, Pipeline Optimization. Once an application is running and uses effiffifficient algorithms, it can be made even faster using various optimization techniques. Finding the bottleneck and deciding what to do about it is the theme here. Multiprocessing is also discussed.

第18章,管线优化。一旦应用程序运行并使用高效的算法,就可以使用各种优化技术将其更快。在这里,我们的主题是找到瓶颈并决定如何解决它。本章还讨论了多处理。

Chapter 19, Acceleration Algorithms. After you make it go, make it go fast. Various forms of culling and level of detail rendering are covered.
第19章,加速算法。在使其运行之后,使其快速运行。本章涵盖了各种形式的剔除和细节层次渲染。

Chapter 20, Effiffifficient Shading. A large number of lights in a scene can slow performance considerably. Fully shading surface fragments before they are known to be visible is another source of wasted cycles. We explore a wide range of approaches to tackle these and other forms of ineffiffifficiency while shading.

第20章,高效着色。场景中大量的光源会大大降低性能。在知道它们是可见的之前完全着色表面片段是另一种浪费周期的来源。对于着色,我们探索了广泛的方法来解决这些和其他形式的低效率。

Chapter 21, Virtual and Augmented Reality. These fifields have particular challenges and techniques for effiffifficiently producing realistic images at rapid and consistent rates.

第21章,虚拟和增强现实。这些领域有特殊的挑战和技术,可以以快速和一致的速率产生逼真的图像。

Chapter 22, Intersection Test Methods. Intersection testing is important for rendering, user interaction, and collision detection. In-depth coverage is provided here for a wide range of the most effiffifficient algorithms for common geometric intersection tests.

第22章,相交测试方法。相交测试对于渲染、用户交互和碰撞检测都很重要。本章提供了深入的覆盖范围,用于常见几何相交测试的大量高效算法。

Chapter 23, Graphics Hardware. The focus here is on components such as color depth, framebuffffers, and basic architecture types. A case study of representative GPUs is provided.

第23章,图形硬件。本章重点介绍了颜色深度、帧缓冲器和基本架构类型等组件。还提供了代表性GPU的案例研究。

Chapter 24, The Future. Take a guess (we do).Due to space constraints, we have made a chapter about Collision Detection free for download at (http://realtimerendering.com/), along with appendices on linear algebra and Trigonometry.

第24章,未来。猜一猜吧(我们也是)。由于章节限制,我们已经在realtimerendering.com上提供了免费下载关于碰撞检测的章节,以及关于线性代数和三角学的附录。
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