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Mathematics and Physics for Computer Graphics

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发表于 2019-3-9 11:05:44 | 显示全部楼层 |阅读模式
http://www.scratchapixel.com/index.php?redirectMathematics and Physics for Computer Graphics

Geometry

Mathematical Foundations of Monte Carlo Methods

Monte Carlo Methods in Practice

Matrix Inverse

Jacobi Transformation and Eigenvalue Algorithm

Quaternions

Interpolation

The Mathematics of Shading

Placing a Camera: the LookAt Function

Introduction to Frequency Analysis

Volume 1: Foundations of 3D Rendering

Introduction to Ray Tracing: a Simple Method for Creating 3D Images

Where Do I Start? A Very Gentle Introduction to Computer Graphics Programming

Rendering an Image of a 3D Scene: an Overview

Computing the Pixel Coordinates of a 3D Point

3D Viewing: the Pinhole Camera Model

Rasterization: a Practical Implementation

The Perspective and Orthographic Projection Matrix

An Overview of the Ray-Tracing Rendering Technique

Ray-Tracing: Generating Camera Rays

A Minimal Ray-Tracer: Rendering Simple Shapes (Sphere, Cube, Disk, Plane, etc.)

Ray Tracing: Rendering a Triangle

Introduction to Polygon Meshes

Ray-Tracing a Polygon Mesh

Transforming Objects using Matrices

Introduction to Shading

The Phong Model, Introduction to the Concepts of Shader, Reflection Models and BRDF

Global Illumination and Path Tracing

What's Next?

Bonus: Understanding the Viewport Geometry

Volume 2: Better, Faster, More (2017)

Bézier Curves and Surfaces: the Utah Teapot

Introduction to Acceleration Structures

Rendering Implicit Surfaces and Distance Fields: Sphere Tracing

Volume Rendering for Artists

Volume Rendering for Developers

Distributed Ray-Tracing

Texture Mapping

Depth of Field

Motion Blur

Area Lights

Intuitive Introduction to Anti-Aliasing

Multi-Threading in Rendering

Volume3: Advanced Techniques (2018)

The Infamous Rendering Equation

Bias vs Unbias Path Tracing & the Russian Roulette

Light Transport Algorithms

Intuitive Introduction to Importance Sampling

Subdivision Surfaces

Photon Mapping

Displacement and Bump Mapping

Metaballs and Polygonization of Implicit Fields

Shadow Map and Deep Shadow Maps

NURBS Surfaces

Digital Imaging

Introduction to Light, Color and Color Space

Digital Images: from File to Screen

Simple Image Manipulations

Procedural Generation of Virtual Worlds

Value Noise and Procedural Patterns: Part 1

Perlin Noise: Part 2

Simulating the Colors of the Sky

Simulating Ocean Waves

Simulating Terrain


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