渲染书籍目录

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前言

渲染是一个令人着迷的方向,可学习渲染着实有不小的难度。

渲染技术不断在发展,各种技术层出不穷,相关英文资料(中文相对少了很多)更是多如牛毛。

那么如何快速找到自己需要的资料呢?

为了帮助自己和广大渲染爱好者更方便的找到自己需要的资料,特意写了这篇文章。

这篇文章将不断更新渲染相关的书籍,并且列出书籍目录。

列出书籍目录有什么用呢?

比如,我要学习毛发渲染,那么,可以直接浏览器里面Ctrl+F快捷键搜索毛发或hair,就可以直接定位到所有列出书籍的目录有关毛发的内容了,然后就可以找到相关书籍的相关章节进行阅读啦。

所有书籍PDF将全部上传到Github上面,方便广大好友下载学习。

Preface

Rendering is a fascinating direction, but learning to render can be quite difficult.

Rendering technology is constantly evolving, and there is a lot of information available in English .

So how do you find the information you need quickly?

I wrote this article to help myself and other rendering enthusiasts to find the information they need more easily.

This article will be constantly updated with books related to rendering, and will list the book catalogs.

What is the purpose of listing the book catalog?

For example, I want to learn hair rendering, then, you can directly browser inside the Ctrl + F shortcut key search hair, you can directly locate all the books listed in the directory about the content of the hair, and then you can find the relevant books related to the chapter to read it.

All books PDF will be uploaded to Github above, convenient for the majority of friends to download and learn.

github.com/yang-shuoha…

计算机图形学基础,第5版(Fundamentals of Computer Graphics, 5th Edition)

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1、介绍(Introduction)

2、数学杂项(Miscellaneous Math)

3、光栅图像(Raster Images)

4、光线追踪(Ray Tracing)

5、表面着色(Surface Shading)

6、线性代数(Linear Algebra)

7、转换矩阵(Transformation Matrices)

8、视图(Viewing)

9、图形管线(The Graphics Pipeline)

10、信号处理(Signal Processing)

11、纹理映射(Texture Mapping)

12、图形数据结构(Data Structures for Graphics)

13、采样(Sampling)

14、基于物理的渲染(Physics-Based Rendering)

15、曲线(Curves)

16、计算机动画(Computer Animation)

17、使用图形硬件(Using Graphics Hardware)

18、颜色(Color)

19、视觉感知(Visual Perception)

20、色调重现(Tone Reproduction)

21、隐式建模(Implicit Modeling)

22、游戏中的计算机图形学(Computer Graphics in Games)

23、可视化(Visualization)

3D图形渲染手册:探索现代OpenGL和Vulkan的渲染算法的综合指南(3D Graphics Rendering Cookbook: A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan)

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1、建立构建环境(Establishing a Build Environment)

2、使用必要的库(Using Essential Libraries)

3、OpenGL和Vulkan的入门(Getting Started with OpenGL and Vulkan)

4、添加用户交互和生产力工具(Adding User Interaction and Productivity Tools)

5、处理几何体数据(Working with Geometry Data)

6、使用glTF2材质模型进行基于物理的渲染(Physically Based Rendering Using the glTF2 Shading Model)

7、图形渲染管道(Graphics Rendering Pipeline)

8、基于图像的技术(Image-Based Techniques)

9、使用场景图(Working with Scene Graphs)

10、高级渲染技术和优化(Advanced Rendering Techniques and Optimizations)

光线追踪宝典II:使用DXR、Vulkan和OptiX的下一代实时渲染(Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX)

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1、对摄影术语(及其在光线追踪中的应用)的简要概括(A BREAKNECK SUMMARY OF PHOTOGRAPHIC TERMS (AND THEIR UTILITY TO RAY TRACING))

2、射线轴对齐的包围盒交点(RAY AXIS-ALIGNED BOUNDING BOX INTERSECTION)

3、基本的光线生成着色器(ESSENTIAL RAY GENERATION SHADERS)

4、黑客阴影终结者(HACKING THE SHADOW TERMINATOR)

5、对缺少导数的纹理进行采样( SAMPLING TEXTURES WITH MISSING DERIVATIVES)

6、微分的重心坐标(DIFFERENTIAL BARYCENTRIC COORDINATES)

7、射线锥的纹理坐标梯度估计(TEXTURE COORDINATE GRADIENTS ESTIMATION FOR RAY CONES)

8、反射和折射公式(REFLECTION AND REFRACTION FORMULAS)

9、斯里克菲涅耳近似(THE SCHLICK FRESNEL APPROXIMATION)

10、折射光线锥的纹理级别的细节(REFRACTION RAY CONES FOR TEXTURE LEVEL OF DETAIL)

11、用实时光线追踪处理半透明问题(HANDLING TRANSLUCENCY WITH REAL-TIME RAY TRACING)

12、运动模糊的转角案例(MOTION BLUR CORNER CASES)

13、体积衰减系数的快速光谱上采样(FAST SPECTRAL UPSAMPLING OF VOLUME ATTENUATION COEFFICIENTS)

14、引用路径跟踪器(THE REFERENCE PATH TRACER)

15、着色器绑定表解密(THE SHADER BINDING TABLE DEMYSTIFIED)

16、vulkan光线追踪的介绍(INTRODUCTION TO VULKAN RAY TRACING)

17、在Directx光线追踪中使用无绑定资源(USING BINDLESS RESOURCES WITH DIRECTX RAYTRACING)

18、webrays:网络上的光线追踪技术(WEBRAYS: RAY TRACING ON THE WEB)

19、在渲染图像中显示和传达错误(VISUALIZING AND COMMUNICATING ERRORS IN RENDERED IMAGES)

20、多重重要性采样 101(MULTIPLE IMPORTANCE SAMPLING 101)

21、离散分布抽样的别名法(THE ALIAS METHOD FOR SAMPLING DISCRETE DISTRIBUTIONS)

22、加权水库取样:随机取样的河流(WEIGHTED RESERVOIR SAMPLING: RANDOMLY SAMPLING STREAMS)

23、用基于网格的水库渲染许多灯光(RENDERING MANY LIGHTS WITH GRID-BASED RESERVOIRS)

24、使用蓝色噪声进行光线跟踪的软阴影(USING BLUE NOISE FOR RAY TRACED SOFT SHADOWS)

25、时间可靠的运动矢量,以便更好地利用时间信息(TEMPORALLY RELIABLE MOTION VECTORS FOR BETTER USE OF TEMPORAL INFORMATION)

26、光线跟踪的细节水平,使交叉淡化变得容易(RAY TRACED LEVEL OF DETAIL CROSS-FADES MADE EASY)

27、光线追踪贴花(RAY TRACING DECALS)

28、广告牌光线追踪视点和体积效果(BILLBOARD RAY TRACING FOR IMPOSTORS AND VOLUMETRIC EFFECTS)

29、混合光线追踪和图像空间折射(HYBRID RAY TRACED AND IMAGE-SPACE REFRACTIONS)

30、实时射线追踪焦散(REAL-TIME RAY TRACED CAUSTICS)

31、使用薄型透镜模型进行斜移渲染(TILT-SHIFT RENDERING USING A THIN LENS MODEL)

32、使用洛伦兹变换的快速和鲁棒的射线/ obb相交(FAST AND ROBUST RAY/OBB INTERSECTION USING THE LORENTZ TRANSFORMATION)

33、复杂分形的实时渲染(REAL-TIME RENDERING OF COMPLEX FRACTALS)

34、提高交叉程序的数字精度(IMPROVING NUMERICAL PRECISION IN INTERSECTION PROGRAMS)

35、圆球体的光线追踪(RAY TRACING OF BLOBBIES)

36、弧形射线追踪(CURVED RAY TRAVERSAL)

37、光线追踪小体素场景(RAY-TRACING SMALL VOXEL SCENES)

38、DXR中的CPU性能(CPU PERFORMANCE IN DXR)

39、使用光线跟踪硬件的逆变换采样(INVERSE TRANSFORM SAMPLING USING RAY TRACING HARDWARE)

40、使用rtx可见性掩码加速布尔可见性操作(ACCELERATING BOOLEAN VISIBILITY OPERATIONS USING RTX VISIBILITY MASKS)

41、 实用的空间哈希图更新(PRACTICAL SPATIAL HASH MAP UPDATES)

42、用于预测性渲染的GPU上的高效光谱渲染(EFFICIENT SPECTRAL RENDERING ON THE GPU FOR PREDICTIVE RENDERING)

43、在GPU上进行有效的无偏差卷径追踪(EFFICIENT UNBIASED VOLUME PATH TRACING ON THE GPU)

44、路径追踪Rbf粒子体积(PATH TRACING RBF PARTICLE VOLUMES)

45、 用于科学光线追踪的快速体积梯度着色近似法(FAST VOLUMETRIC GRADIENT SHADING APPROXIMATIONS FOR SCIENTIFIC RAY TRACING)

46、可控光线跟踪(RAY TRACING IN CONTROL)

47、在Quake 2中使用子集重要性取样的光照取样(LIGHT SAMPLING IN QUAKE 2 USING SUBSET IMPORTANCE SAMPLING)

48、 堡垒之夜中的光线追踪技术( RAY TRACING IN FORTNITE)

49、 reblur:一个分层的递归去噪器( REBLUR: A HIERARCHICAL RECURRENT DENOISER)

50、虚幻引擎4中光线追踪内容兼容性的实际解决方案(PRACTICAL SOLUTIONS FOR RAY TRACING CONTENT COMPATIBILITY IN UNREAL ENGINE 4)

像素传记(A Biography of the Pixel )

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1、傅里叶频率:世界音乐(Fourier’s Frequencies: The Music of the World)

2、科捷尔尼科夫的样本:无中生有(Kotelnikov’s Samples: Something from Nothing)

3、图灵的计算:十一亿分之一的天数(Turing’s Computations: Eleventy-Eleven Skydillion)

4、数字之光的黎:复活(Dawn of Digital Light: The Quickening)

5、电影和动画:采样时间(Movies and Animation: Sampling Time)

6、未来事物的形状(Shapes of Things to Come)

7、着色的意义(Shades of Meaning)

8、千禧年和电影(The Millennium and The Movie)

图像对象:计算机图形学的考古学(Image Objects: An Archaeology of Computer Graphics)

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1、视觉剔除:隐藏面算法与可见性问题(Culling Vision: Hidden Surface Algorithms and the Problem of Visibility)

2、随机访问图像:接口内存和计算机屏幕的历史(Random-Access Images: Interfacing Memory and the History of the Computer Screen)

3、模型物体:作为标准和标志的犹他州茶壶(Model Objects: The Utah Teapot as Standard and Icon)

4、对象范式:论面向对象的起源(Object Paradigms: On the Origins of Object Orientation)

5、程序的结晶:图形处理单元和计算机图形的崛起(Procedure Crystallized: The Graphics Processing Unit and the Rise of Computer Graphics)

使用Python和OpenGL开发图形框架(Developing Graphics Frameworks with Python and OpenGL)

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1、计算机图形学简介(INTRODUCTION TO COMPUTER GRAPHICS)

2、 pygame和opengl介绍(INTRODUCTION TO PYGAME AND OPENGL)

3、矩阵代数和变换(MATRIX ALGEBRA AND TRANSFORMATIONS)

4、场景图框架(A SCENE GRAPH FRAMEWORK)

5、纹理(TEXTURES)

6、 光与影(LIGHT AND SHADOW)

计算机图形从零开始:一个程序员对3D渲染的介绍(Computer Graphics from Scratch: A Programmer's Introduction to 3D Rendering)

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1、介绍性的概念(Introductory Concepts)

2、基本的光线追踪(Basic Raytracing)

3、光照(Light)

4、阴影和反射(Shadows and Reflections)

5、 扩展光线跟踪器(Extending the Raytracer)

6、线(Lines)

7、填充的三角形(Filled Triangles)

8、着色三角形(Shaded Triangles)

9、透视投影(Perspective Projection)

10、描述和渲染一个场景(Describing and Rendering a Scene)

11、剪裁(Clipping)

12、隐藏表面去除(Hidden Surface Removal)

13、着色(Shading)

14、纹理(Textures)

15、扩展光栅器(Extending the Rasterizer)

用C++进行OpenGL的计算机图形编程(Computer Graphics Programming in OpenGL with C++)

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1、入门篇(Getting Started)

2、OpenGL图形管线(The OpenGL Graphics Pipeline)

3、数学基础(Mathematical Foundations)

4、管理三维图形数据(Managing 3D Graphics Data)

5、 纹理映射(Texture Mapping)

6、三维模型(3D Models)

7、光照(Lighting)

8、阴影(Shadows)

9、天空和背景(Sky and Backgrounds)

10、增强表面细节(Enhancing Surface Detail)

11、参数化曲面(Parametric Surfaces)

12、镶嵌(Tessellation)

13、几何着色器(Geometry Shaders)

14、其他技术(Other Techniques)

15、模拟水(Simulating Water)

16、光线追踪和计算着色器(Ray Tracing and Compute Shaders)

17、用于3D眼镜和VR头盔的立体技术(Stereoscopy for 3D Glasses and VR Headsets)

学习OpenGL:以循序渐进的方式学习现代OpenGL图形编程(Learn OpenGL: Learn modern OpenGL graphics programming in a step-by-step fashion)

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1、入门(Getting started)

2、光照(Lighting)

3、模型加载(Model Loading)

4、高级OpenGL(Advanced OpenGL)

5、高级照明(Advanced Lighting)

6、基于物理的渲染(PBR)

7、实践中(In Practice)

8、2D 游戏(2D Game)

稳健和无误差的几何计算(Robust and Error-Free Geometric Computing)

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1、简介(Introduction)

2、浮点算术(Floating-Point Arithmetic)

3、任意精度算术(Arbitrary-Precision Arithmetic)

4、区间算术(Interval Arithmetic)

5、二次运算(Quadratic-Field Arithmetic)

6、数值方法(Numerical Methods)

7、距离查询(Distance Queries)

8、相交查询(Intersection Queries)

9、计算几何算法(Computational Geometry Algorithms)

游戏引擎开发基础,第二卷:渲染(Foundations of Game Engine Development, Volume 2: Rendering)

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1、图形处理(Graphics Processing)

2、投影(Projections)

3、着色(Shading)

4、光照和阴影(Lighting and Shadows)

5、可见度和遮挡(Visibility and Occlusion)

6、高级渲染(Advanced Rendering)

VR开发者精品(VR Developer Gems)

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1、VR的媒介(The Medium of VR)

2、基于游戏引擎的VR(VR with Game Engines)

3、互动性(Interaction)

4、代理和头像(Agents & Avatars)

5、第三人称POV摄影机(Third Person POV Cameras)

6、虚拟世界(Virtual Worlds)

7、VR的高级渲染(Advanced Rendering for VR)

8、沉浸式感知(Perception for Immersion)

9、DIY VR硬件(DIY VR Hardware)

10、构建VR的基础架构(Building the Infrastructure of VR)

GPU Zen 2:高级渲染技术(GPU Zen 2: Advanced Rendering Techniques)

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1、使用计算着色器的自适应GPU镶嵌技术(Adaptive GPU Tessellation with Compute Shaders)

2、在所有频率的直接照明上应用矢量可见度(Applying Vectorized Visibility on All Frequency Direct Illumination)

3、基于噪声的程序纹理的非周期性平铺 (Nonperiodic Tiling of Noisebased Procedural Textures)

4、用Vulkan进行手术模拟的渲染(Rendering Surgery Simulation with Vulkan)

5、剥皮贴花(Skinned Decals)

6、古墓丽影中的实时流体模拟技术(Real-Time Fluid Simulation in Shadow of the Tomb Raider)

7、地平线零的黎明:冰冻荒原中的实时雪景变形(Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds)

8、斑驳光源的软阴影逼近法(Soft Shadow Approximation for Dappled Light Sources)

9、视差校正的缓存阴影图(Parallax-Corrected Cached Shadow Maps)

10、利用空间聚类编码进行实时分层材料合成(Real-Time Layered Materials Compositing Using Spatial Clustering Encoding)

11、通过平铺和混合的程序化随机纹理(Procedural Stochastic Textures by Tiling and Blending)

12、用于生成烘备纹理的光线投射技术(A Ray Casting Technique for Baked Texture Generation)

13、编写一个高效的Vulkan渲染器(Writing an Efficient Vulkan Renderer)

14、glTF-运行时3D资产交付 (glTF—Runtime 3D Asset Delivery )

15、实时光线追踪单反射焦散(Real-Time Ray-Traced One-Bounce Caustics)

16、使用保守的光栅化和GPU光线追踪的自适应抗锯齿技术(Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing)

光线追踪器的挑战:第一个3D渲染器的测试驱动指南(The Ray Tracer Challenge: A Test-Driven Guide to Your First 3D Renderer)

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1、元组、点和矢量(Tuples, Points, and Vectors .)

2、在画布上画画(Drawing on a Canvas)

3、矩阵(Matrices)

4、矩阵变换 (Matrix Transformations )

5、射线-球体交点(Ray-Sphere Intersections)

6、光照和着色(Light and Shading)

7、创造一个场景(Making a Scene)

8、阴影(Shadows)

9、平面(Planes)

10、样式(Patterns)

11、反射和折射(Reflection and Refraction)

12、立方体(Cubes)

13、圆柱体(Cylinders)

14、群体(Groups)

15、三角形(Triangles)

16、构造性实体几何(CSG) (Constructive Solid Geometry (CSG) )

17、下一步(Next Steps)

光线追踪精粹:基于DXR及其他API的高质量实时渲染(Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs)

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1、光线追踪术语(Ray Tracing Terminology)

2、什么是光线?(What is a Ray?)

3、DirectX光线追踪介绍(Introduction to DirectX Raytracing)

4、天文馆球幕相机(A Planetarium Dome Master Camera)

5、计算子数组的最小值和最大值(Computing Minima and Maxima of Subarrays)

6、避免自相交的快速可靠的方法(A Fast and Robust Method for Avoiding Self-Intersection)

7、光线/球体相交检测的精度提升(Precision Improvements for Ray/Sphere Intersection)

8、精巧的曲面:计算光线/双线性曲面相交的几何方法(Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections)

9、DXR中的多重命中光线追踪(Multi-Hit Ray Tracing in DXR)

10、一种具有高扩展效率的简单负载均衡方案(A Simple Load-Balancing Scheme with High Scaling Efficiency)

11、嵌套volume中材质的自动处理(Automatic Handling of Materials in Nested Volumes)

12、基于微表面阴影函数解决凹凸贴图中的阴影边界问题(A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem)

13、光线追踪阴影:保持实时帧速率(Ray Traced Shadows: Maintaining Real-Time Frame Rates)

14、DXR下的在单散射介质中引导光线的体积水焦散(Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR )

15、重要性采样(On the Importance of Sampling)

16、采样变换集合(Sampling Transformations Zoo)

17、忽略光线追踪时的不便(Ignoring the Inconvenient When Tracing Rays)

18、GPU实现的多光源重要性采样(Importance Sampling of Many Lights on the GPU)

19、利用实时光线追踪和降噪技术在UE4中进行电影渲染(Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising)

20、实时光线追踪的纹理LOD策略(Texture Level of Detail Strategies for Real-Time Ray Tracing)

21、使用射线锥和射线差分进行环境贴图的过滤(Simple Environment Map Filtering Using Ray Cones and Ray Differentials )

22、通过自适应光线追踪改进时域抗锯齿(Improving Temporal Antialiasing with Adaptive Ray Tracing)

23、寒霜引擎中的交互式光照贴图和辐照度体预览(Interactive Light Map and Irradiance Volume Preview in Frostbite)

24、使用光子映射的实时全局照明(Real-Time Global Illumination with Photon Mapping)

25、实时光线追踪的混合渲染(Hybrid Rendering for Real-Time Ray Tracing )

26、延迟的混合路径追踪(Deferred Hybrid Path Tracing )

27、用于高保真科学可视化的交互式光线追踪技术(Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization)

28、非均质体的光线追踪(Ray Tracing Inhomogeneous Volumes )

29、光线追踪器中高效的粒子体积溅射法(Efficient Particle Volume Splatting in a Ray Tracer)

30、使用屏幕空间光子映射的浮雕技术(Caustics Using Screen-Space Photon Mapping)

31、路径重用下通过足迹估计减少方差(Variance Reduction via Footprint Estimation in the Presence of Path Reuse)

32、准确的实时镜面反射与辐射缓存(Accurate Real-Time Specular Reflections with Radiance Caching )

使用WebGL 2的实时3D图形:用JavaScript和WebGL 2(OpenGL ES 3.0)构建交互式3D应用程序,第二版(Real-Time 3D Graphics with WebGL 2: Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0), 2nd Edition)

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1、入门(Getting Started)

2、渲染(Rendering)

3、光照(Lights)

4、摄像机(Cameras)

5、动画(Animations)

6、颜色、深度测试和Alpha混合(Colors, Depth Testing, and Alpha Blending)

7、纹理(Textures)

8、拾取(Picking)

9、将所有的东西放在一起(Putting It All Together)

10、高级技术(Advanced Techniques)

11、WebGL 2的重点(WebGL 2 Highlights)

12、前进之路(Journey Ahead)

游戏引擎架构第三版(Game Engine Architecture ,第三版)

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1、导论

2、专业工具

3、游戏软件工程基础

4、并行和并发编程

5、游戏所需的三维数学

6、游戏支持系统

7、资源及文件系统

8、游戏循环及实时模拟

9、人体学接口设备

10、调试及开发工具

11、渲染引擎

12、动画系统

13、碰撞及刚体动力学

14、音频

15、游戏性系统简介

16、运行时游戏性基础系统

17、还有更多内容吗?

GPU Pro 360渲染指南(GPU Pro 360 Guide to Rendering)

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1、带有高度混合的四叉树位移映射(Quadtree Displacement Mapping with Height Blending)

2、使用几何着色器的NPR效果(NPR Effects Using the Geometry Shader)

3、 阿尔法混合作为一种后期处理(Alpha Blending as a Post-Process)

4、虚拟纹理贴图101(Virtual Texture Mapping 101)

5、预先集成的皮肤着色(Pre-Integrated Skin Shading)

6、使用延迟着色实现毛发(Implementing Fur Using Deferred Shading)

7、大型户外游戏的地形渲染(Large-Scale Terrain Rendering for Outdoor Games)

8、实用形态学抗锯齿(Practical Morphological Antialiasing)

9、体积贴花(Volume Decals)

10、在GPU上进行实用的椭圆纹理过滤(Practical Elliptical Texture Filtering on the GPU)

11、大气散射查普曼掠射函数的近似(An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering)

12、体积式实时水和泡沫的渲染(Volumetric Real-Time Water and Foam Rendering)

13、简单物体的低成本抗锯齿化(Inexpensive Antialiasing of Simple Objects)

14、使用立方体映射和图像代理的实用平面反射(Practical Planar Reflections Using Cubemaps and Image Proxies)

15、实时Ptex和向量位移(Real-Time Ptex and Vector Displacement)

16、GPU上的解耦延迟着色(Decoupled Deferred Shading on the GPU)

17、分块前向着色(Tiled Forward Shading)

18、Forward+: 迈向电影式实时着色的一步(Forward+: A Step Toward Film-Style Shading in Real Time)

19、渐进式屏幕空间多通道表面体素化(Progressive Screen-Space Multichannel Surface Voxelization)

20、基于光栅化体素的动态全局光照(Rasterized Voxel-Based Dynamic Global Illumination)

21、单通道A-Buffer的逐像素列表(Per-Pixel Lists for Single Pass A-Buffer)

22、通过双通道颜色编码减少纹理的内存使用量(Reducing Texture Memory Usage by 2-Channel Color Encoding)

23、基于粒子的材料老化模拟(Particle-Based Simulation of Material Aging)

24、基于光栅化的简单液体(Simple Rasterization-Based Liquids)

25、神偷中的下一代渲染技术(Next-Generation Rendering in Thief)

26、使用LOD的草地渲染和模拟(Grass Rendering and Simulation with LOD)

27、混合重建抗锯齿(Hybrid Reconstruction Antialiasing)

28、使用预先计算的散射对基于物理的云进行实时渲染(Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering)

29、稀疏程序化体渲染(Sparse Procedural Volume Rendering)

30、自适应的虚拟纹理(Adaptive Virtual Textures)

31、延迟粗像素着色(Deferred Coarse Pixel Shading)

32、使用多帧采样的渐进式渲染(Progressive Rendering Using Multi-frame Sampling)

GPU Pro 360的阴影指南(GPU Pro 360 Guide to Shadows)

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1、快速常规阴影过滤(Fast Conventional Shadow Filtering)

2、基于最小/最大平面的混合阴影图(Hybrid Min/Max Plane-Based Shadow Maps)

3、使用四面体映射的全向性光的阴影映射(Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping)

4、屏幕空间软阴影 (Screen Space Soft Shadows)

5、变化阴影映射光流减少技巧(Variance Shadow Maps Light-Bleeding Reduction Tricks)

6、通过自适应阴影图的快速软阴影(Fast Soft Shadows via Adaptive Shadow Maps)

7、自适应的体积阴影图(Adaptive Volumetric Shadow Maps)

8、具有时间相干性的快速柔和阴影(Fast Soft Shadows with Temporal Coherence)

9、 Mipmapped屏幕空间的软阴影(Mipmapped Screen-Space Soft Shadows)

10、阴影图的高效在线可见性(Efficient Online Visibility for Shadow Maps)

11、深度拒绝图案阴影(Depth Rejected Gobo Shadows)

12、实时深度阴影贴图(Real-Time Deep Shadow Maps)

13、实用的屏幕空间软阴影(Practical Screen-Space Soft Shadows)

14、基于平铺的全向阴影(Tile-Based Omnidirectional Shadows)

15、阴影贴图轮廓的重新矢量化(Shadow Map Silhouette Revectorization)

GPU Pro 360几何图形操作指南(GPU Pro 360 Guide to Geometry Manipulation)

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1、尽可能简单的交互应用镶嵌(As Simple as Possible Tessellation for Interactive Applications)

2、基于规则的实时几何合成(Rule-Based Geometry Synthesis in Real-Time)

3、基于GPU的NURBS几何图形评估和渲染 (GPU-Based NURBS Geometry Evaluation and Rendering)

4、用于计算机动画和游戏的多角形-功能混合体(Polygonal-Functional Hybrids for Computer Animation and Games)

5、使用硬件细分化的地形和海洋渲染(Terrain and Ocean Rendering with Hardware Tessellation)

6、实用而真实的面部皱纹动画(Practical and Realistic Facial Wrinkles Animation)

7、GPU上的程序性内容生成(Procedural Content Generation on the GPU)

8、顶点着色器的镶嵌(Vertex Shader Tessellation )

9、优化的体育场馆人群渲染图(Optimized Stadium Crowd Rendering)

10、几何反锯齿方法(Geometric Antialiasing Methods)

11、GPU 地形细分和镶嵌技术(GPU Terrain Subdivision and Tessellation)

12、介绍可编程的顶点拉动渲染管线(Introducing the Programmable Vertex Pulling Rendering Pipeline)

13、一个WebGL全球渲染管道(A WebGL Globe Rendering Pipeline)

14、动态GPU地形(Dynamic GPU Terrain)

15、通过细分化在GPU中实现带宽高效的程序性网格(Bandwidth-Efficient Procedural Meshes in the GPU via Tessellation)

16、物体碰撞时细分表面的实时变形(Real-Time Deformation of Subdivision Surfaces on Object Collisions)

17、游戏中真实的体积爆炸(Realistic Volumetric Explosions in Games)

18、古墓丽影的崛起中延迟的雪地变形(Deferred Snow Deformation in Rise of the Tomb Raider)

19、卡特穆尔-克拉克分区的表面处理(Catmull-Clark Subdivision Surfaces)

GPU PRO 360 GPGPU指南(GPU PRO 360 Guide to GPGPU)

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1、 用GPU生成2D距离场(2D Distance Field Generation with the GPU)

2、使用每像素链接列表的顺序无关的透明性(Order-Independent Transparency Using Per-Pixel Linked Lists)

3、简单而快速的液体(Simple and Fast Fluids)

4、使用多棱镜的OpenCL快速泊松求解器(A Fast Poisson Solver for OpenCL Using Multigrid)

5、使用每像素碎片列表的体积透明性(Volumetric Transparency with Per-Pixel Fragment Lists)

6、使用Direct3D 11的实用二进制表面和实体虚化(Practical Binary Surface and Solid Voxelization with Direct3D 11)

7、在DirectX 11中使用计算着色器进行交互式光线追踪(Interactive Ray Tracing Using the Compute Shader in DirectX 11)

8、DirectCompute上的无堆积LBVH的比特轨迹遍历(Bit-Trail Traversal for Stackless LBVH on DirectCompute)

9、使用DirectCompute进行实时JPEG压缩(Real-Time JPEG Compression Using DirectCompute)

10、TressFX的头发模拟(Hair Simulation in TressFX)

11、全动态场景的对象顺序光线追踪(Object-Order Ray Tracing for Fully Dynamic Scenes)

12、GPU上的四叉树(Quadtrees on the GPU)

13、用于GPU上刚体仿真的两级约束求解器和流水线局部批处理 (Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs)

14、用CUDA进行不可分割的2D、3D和4D过滤(Non-separable 2D, 3D, and 4D Filtering with CUDA)

15、基于计算的平铺式剔除法(Compute-Based Tiled Culling)

16、在GPU光线追踪器中渲染向量位移映射的表面(Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer)

17、 用于体积渲染的平滑概率环境遮蔽法 (Smooth Probabilistic Ambient Occlusion for Volume Rendering)

18、从深度相机八叉树映射(Octree Mapping from a Depth Camera)

19、交互式稀疏欧拉流体(Interactive Sparse Eulerian Fluid)

GPU Pro 360移动设备指南(GPU Pro 360 Guide to Mobile Devices)

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1、基于触屏的用户交互(Touchscreen-Based User Interaction)

2、为移动设备优化3D用户界面引擎(Optimizing a 3D UI Engine for Mobile Devices)

3、一个基于着色器的电子书渲染器(A Shader-Based eBook Renderer)

4、移动设备上的后期处理效果(Post-Processing Effects on Mobile Devices)

5、基于着色器的水效果(Shader-Based Water Effects)

6、 在移动端进行逼真的实时皮肤渲染(Realistic Real-Time Skin Rendering on Mobile)

7、移动设备上的延迟渲染技术(Deferred Rendering Techniques on Mobile Devices)

8、 使用ARM Mali GPU的带宽效率图形(Bandwidth Efficient Graphics with the ARM Mali GPUs)

9、使用OpenGL ES 3.0的高效变形目标动画(Efficient Morph Target Animation Using OpenGL ES 3.0)

10、平铺式延迟混合(Tiled Deferred Blending)

11、自适应可扩展的纹理压缩(Adaptive Scalable Texture Compression)

12、为ARM Mali-T600 GPU优化OpenCL内核(Optimizing OpenCL Kernels for the ARM Mali-T600 GPUs)

13、在PowerVR GPU上的混合光线追踪(Hybrid Ray Tracing on a PowerVR GPU)

14、用ASTC三维纹理和OpenGL ES 3.0实现纯GPU的粒子碰撞系统(Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0)

15、用于移动设备的带壳毛皮动画人物(Animated Characters with Shell Fur for Mobile Devices)

16、 移动GPU上的高动态范围计算摄影(High Dynamic Range Computational Photography on Mobile GPUs)

17、基于静态局部立体图的高效软阴影(Efficient Soft Shadows Based on Static Local Cubemap)

18、基于物理的移动延迟着色(Physically Based Deferred Shading on Mobile)

GPU Pro 360 3D引擎设计指南(GPU Pro 360 Guide to 3D Engine Design)

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1、在GPU上使用桶状排序的多碎片效应(Multi-Fragment Effects on the GPU Using Bucket Sort)

2、用小区宽带引擎进行平行化的光预处理渲染 (Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine )

3、实用、动态的游戏可见性 (Practical, Dynamic Visibility for Games)

4、使用Pixel Quad消息传递的着色器摊销(Shader Amortization Using Pixel Quad Message Passing)

5、用于实时人群的渲染管道 (A Rendering Pipeline for Real-Time Crowds)

6、 Z^3 Z^3 剔除( Z^3Z^3 Culling)

7、基于四元数的渲染管道(A Quaternion-Based Rendering Pipeline)

8、使用DirectX 11实现定向自适应的边缘AA过滤器(Implementing a Directionally Adaptive Edge AA Filter Using DirectX 11)

9、设计一个数据驱动的渲染器(Designing a Data-Driven Renderer)

10、基于方向的引擎架构(An Aspect-Based Engine Architecture)

11、使用Direct3D 11的Kinect编程(Kinect Programming with Direct3D 11)

12、自身结构破坏的管道(A Pipeline for Authored Structural Damage)

13、重新认识四元数(Quaternions Revisited)

14、glTF:设计一个开放标准的运行时资产格式(glTF: Designing an Open-Standard Runtime Asset Format)

15、管理层次结构中的转换(Managing Transformations in Hierarchy)

16、用于快速射线投射操作的块状线性二进制网格(Block-Wise Linear Binary Grids for Fast Ray-Casting Operations)

17、使用Shader生成基于语义的着色器(Semantic-Based Shader Generation Using Shader)

18、ANGLE:将OpenGL ES带入桌面(ANGLE: Bringing OpenGL ES to the Desktop)

19、交互式电影粒子(Interactive Cinematic Particles)

20、在GPU上进行实时BC6H压缩(Real-Time BC6H Compression on GPU)

21、用于Forza系列测试自动化的3D可视化工具 (A 3D Visualization Tool Used for Test Automation in the Forza Series)

22、 在异构的多个GPU上实现低延迟光线追踪的半静态负载平衡 (Semi-Static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs)

GPU Pro 360光照指南(GPU Pro 360 Guide to Lighting)

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1、 用于间接照明的快速、基于模版的多分辨率拼接法(Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination)

2、屏幕空间的方向性遮蔽(Screen-Space Directional Occlusion)

3、实时多弹跳光线追踪与几何冒牌货(Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors)

4、时间性的屏幕空间环境遮蔽(Temporal Screen-Space Ambient Occlusion)

5、层次细节和流媒体优化的辐照度法线图(Level-of-Detail and Streaming Optimized Irradiance Normal Mapping)

6、使用光线追踪的实时单次弹跳间接照明和阴影(Real-Time One-Bounce Indirect Illumination and Shadows Using Ray Tracing)

7、 半透明均质介质中光传输的实时近似值(Real-Time Approximation of Light Transport in Translucent Homogenous Media)

8、具有时间上相干的光传播体积的漫反射全局照明(Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes)

9、使用定向板网格的光线追踪近似反射(Ray-Traced Approximate Re ections Using a Grid of Oriented Splats)

10、屏幕空间弯曲锥:一种实用的方法(Screen-Space Bent Cones: A Practical Approach)

11、基于物理的区域光(Physically Based Area Lights)

12、使用表极采样的高性能室外光散射技术(High Performance Outdoor Light Scattering Using Epipolar Sampling)

13、Hi-Z屏幕空间锥形追踪反射(Hi-Z Screen-Space Cone-Traced Re ections)

14、tresfx:高级实时头发渲染(TressFX: Advanced Real-Time Hair Rendering)

15、线的抗锯齿(Wire Antialiasing)

16、通过光链接列表的实时照明(Real-Time Lighting via Light Linked List)

17、延迟归一化辐照度探头(Deferred Normalized Irradiance Probes)

18、体积雾和照明(Volumetric Fog and Lighting)

19、 在GPU上基于物理的光探针生成(Physically Based Light Probe Generation on GPU)

20、使用切片的实时全局照明(Real-Time Global Illumination Using Slices)

21、集群着色:在DirectX 12中使用保守栅格化分配灯光(Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12)

22、精心修剪的瓦片灯列表(Fine Pruned Tiled Light Lists)

23、延迟属性插值阴影(Deferred Attribute Interpolation Shading)

24、实时的体积云朵景观(Real-Time Volumetric Cloudscapes)

GPU Pro 360图像空间指南(GPU Pro 360 Guide to Image Space)

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1、在GPU上进行各向异性的Kuwahara过滤(Anisotropic Kuwahara Filtering on the GPU)

2、后期处理的边缘抗锯齿(Edge Antialiasing by Post-Processing)

3、用弗洛伊德-斯坦伯格半色调绘制环境图 (Environment Mapping with Floyd-Steinberg Halftoning)

4、分层的项目缓冲区,用于颗粒化的遮挡剔除(Hierarchical Item Buffers for Granular Occlusion Culling)

5、后期制作中真实的景深(Realistic Depth of Field in Postproduction)

6、 实时屏幕空间云计算照明(Real-Time Screen Space Cloud Lighting)

7、屏幕空间次表层散射 (Screen-Space Subsurface Scattering)

8、天空之城SWAP Force的景深渲染器(The Skylanders SWAP Force Depth-of-Field Shader)

9、在后处理景深方法中模拟部分遮挡的情况(Simulating Partial Occlusion in Post-Processing Depth-of-Field Methods)

10、二次深度抗锯齿(Second-Depth Antialiasing)

11、实用的帧缓冲区压缩(Practical Framebuffer Compression)

12、在GPU上进行相干性增强的过滤 (Coherence-Enhancing Filtering on the GPU)

13、屏幕空间的草地(Screen-Space Grass)

14、通过CSG的屏幕空间可变形网格与每像素链接列表(Screen-Space Deformable Meshes via CSG with Per-Pixel Linked Lists)

15、SPU上的虚化效果(Bokeh Effects on the SPU)

实时渲染,第四版(Real-Time Rendering,第四版)

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1、介绍(Introduction)

2、图形渲染管道(The Graphics Rendering Pipeline)

3、图形处理单元(The Graphics Processing Unit)

4、变换(Transforms)

5、着色基础(Shading Basics)

6、纹理(Texturing)

7、阴影(Shadows)

8、 光与色(Light and Color)

9、基于物理的着色(Physically Based Shading)

10、局部光照(Local Illumination)

11、全局光照(Global Illumination)

12、图像-空间效果(Image-Space Effects)

13、超越多边形(Beyond Polygons)

14、体积和半透明的渲染(Volumetric and Translucency Rendering)

15、非写实的渲染(Non-Photorealistic Rendering)

16、多边形技术(Polygonal Techniques)

17、曲线和曲面(Curves and Curved Surfaces)

18、管线优化(Pipeline Optimization)

19、加速算法(Acceleration Algorithms)

20、有效的遮蔽(Effcient Shading)

21、虚拟和增强现实(Virtual and Augmented Reality)

22、相交测试方法(Intersection Test Methods)

23、图形硬件(Graphics Hardware)

24、未来书目(The Future Bibliography)

Metal编程指南:通过Swift的教程和参考(Metal Programming Guide: Tutorial and Reference via Swift)

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1、什么是Metal?(What Is Metal?)

2、渲染和光栅图像概述(Overview of Rendering and Raster Graphics)

3、你的第一个Metal应用(你好,三角形!)。(Your First Metal Application (Hello, Triangle!))

4、图形学的基本数学(Essential Mathematics for Graphics)

5、着色器介绍(Introduction to Shaders)

6、Metal资源和内存管理(Metal Resources and Memory Management)

7、库、函数和管道状态(Libraries, Functions, and Pipeline States)

8、二维绘图(2D Drawing)

9、 三维绘图简介(Introduction to 3D Drawing )

10、高级三维绘图(Advanced 3D Drawing)

11、模型I/O的接口(Interfacing with Model I/O)

12、纹理和采样(Texturing and Sampling)

13、多通道渲染技术(Multipass Rendering Techniques)

14、几何释放:Metal镶嵌(Geometry Unleashed: Tessellation in Metal)

15、Metal计算管道(The Metal Compute Pipeline)

16、Metal中的图像处理(Image Processing in Metal)

17、机器视觉(Machine Vision)

18、Metal性能着色器框架(Metal Performance Shaders Framework)

19、神经网络的概念(Neural Network Concepts )

20、卷积神经网络(Convolutional Neural Networks)

高级高动态范围成像,第二版(Advanced High Dynamic Range Imaging, Second Edition)

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1、介绍(Introduction)

2、HDR管线(HDR Pipeline)

3、色调映射(Tone Mapping)

4、色调映射的新趋势(New Trends in Tone Mapping)

5、HDR视频色调映射(HDR Video Tone Mapping)

6、低动态范围内容的扩展运算符(Expansion Operators for Low Dynamic Range Content)

7、基于图像的照明(Image-Based Lighting)

8、 HDR图像压缩(HDR Images Compression)

9、HDR视频压缩(HDR Video Compression)

10、评价(Evaluation)

WebGL精粹(WebGL Gems)

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1、渲染照明的三维物体的源代码(Source code for rendering illuminated 3D objects)

2、ModelView矩阵解释(ModelView Matrix explained)

3、将变量传递给着色器(Passing Variables to Shaders)

4、3D碰撞检测(3D Collision Detection)

5、点光源着色器(Point Light Shader)

6、 物体跟随 "看 "摄像机(Object Follow "Look At" Camera)

GPU Zen: 高级渲染技术(GPU Zen: Advanced Rendering Techniques)

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1、属性顶点云层(Attributed Vertex Clouds)

2、用内部保守的光栅化技术渲染凸面遮挡物 (Rendering Convex Occluders with Inner Conservative Rasterization )

3、稳定的间接光照(Stable Indirect Illumination)

4、使用挤压光量的参与媒介(Participating Media Using Extruded Light Volumes)

5、Deferred+(Deferred+)

6、可编程的每像素采样放置与保守的光栅器(Programmable Per-pixel Sample Placement with Conservative Rasterizer)

7、移动卡通渲染(Mobile Toon Shading)

8、高质量的GPU高效图像细节处理(High Quality GPU-efficient Image Detail Manipulation)

9、利用线性变换余弦的线性光着色(Linear-Light Shading with Linearly Transformed Cosines)

10、使用谷歌浏览器对WebGL应用程序进行分析和优化 (Profiling and Optimizing WebGL Applications Using Google Chrome )

11、可扩展的自适应SSAO(Scalable Adaptive SSAO)

12、强大的屏幕空间环境遮蔽(Robust Screen Space Ambient Occlusion)

13、实用的基于焦距的虚化景深(Practical Gather-based Bokeh Depth of Field)

14、高效的立体和VR渲染(Efficient Stereo and VR Rendering)

15、了解、测量和分析VR图形性能(Understanding, Measuring, and Analyzing VR Graphics Performance)

16、 用计算优化图形管道(Optimizing the Graphics Pipeline with Compute)

17、人群模拟的实时马尔科夫决策过程(Real Time Markov Decision Processes for Crowd Simulation)

Vulkan Cookbook:通过方法来释放下一代图形API的全部潜力 - Vulkan:下一代3D图形API的解决方案(Vulkan Cookbook: Work through recipes to unlock the full potential of the next generation graphics API - Vulkan: Solutions to next gen 3D graphics API)

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1、实例和设备(Instance and Devices)

2、图片展示(Image Presentation)

3、命令缓冲区和同步(Command Buffers and Synchronization)

4、资源和内存(Resources and Memory)

5、描述符集(Descriptor Sets)

6、渲染通道和帧缓冲区(Render Passes and Framebuffers)

7、着色器(Shaders)

8、 图形和计算管线(Graphics and Compute Pipelines)

9、命令的记录和绘制(Command Recording and Drawing)

10、辅助方法(Helper Recipes)

11、光照(Lighting)

12、高级渲染技术(Advanced Rendering Techniques)

游戏物理学手册(Game Physics Cookbook)

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1、向量(Vectors)

2、矩阵(Matrices)

3、矩阵变换(Matrix Transformations)

4、二维基础形状(2D Primitive Shapes)

5、二维碰撞(2D Collisions)

6、二维优化(2D Optimizations)

7、三维基础形状(3D Primitive Shapes)

8、三维点测试(3D Point Tests)

9、三维形状相交(3D Shape Intersections)

10、三维线相交( 3D Line Intersections)

11、三角形和网格(Triangles and Meshes)

12、模型和场景(Models and Scenes)

13、相机和平截头体(Camera and Frustum)

14、限制条件求解(Constraint Solving)

15、褶皱和脉冲(Manifolds and Impulses)

16、 弹簧和关节(Springs and Joints)

大规模并行处理器编程:实践的方法(Programming Massively Parallel Processors: A Hands-on Approach)

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切换为居中

1、介绍(Introduction)

2、数据并行计算(Data parallel computing)

3、可扩展的并行执行(Scalable parallel execution)

4、内存和数据定位(Memory and data locality)

5、性能考虑(Performance considerations)

6、数值考虑(Numerical considerations)

7、并行模式:卷积(Parallel patterns: convolution)

8、并行模式:前缀和(Parallel patterns: prefix sum)

9、并行模式--平行直方图计算(Parallel patterns—parallel histogram computation)

10、并行模式:稀疏矩阵计算(Parallel patterns: sparse matrix computation)

11、 并行模式:合并排序(Parallel patterns: merge sort)

12、并行模式:图形搜索(Parallel patterns: graph search)

13、CUDA的动态并行性(CUDA dynamic parallelism)

14、应用案例研究--非笛卡尔的磁共振成像(Application case study—non-Cartesian magnetic resonance imaging)

15、应用案例研究--分子可视化和分析(Application case study—molecular visualization and analysis)

16、应用案例研究-机器学习(Application case study—machine learning)

17、并行编程和计算思维(Parallel programming and computational thinking)

18、异构计算集群的编程(Programming a heterogeneous computing cluster)

19、用OpenACC进行并行编程(Parallel programming with OpenACC)

20、关于CUDA和图形处理单元计算的更多信息(More on CUDA and graphics processing unit computing)

21、 结论和展望(Conclusion and outlook)

数字图像合成手册:渲染的科学基础(Handbook of Digital Image Synthesis: Scientific Foundations of Rendering)

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1、介绍(Introduction)

2、初等代数和微积分(Elementary Algebra & Calculus)

3、线性代数(Linear Algebra)

4、蒙特卡洛方法(Monte Carlo Methods)

5、信号理论(Signal Theory)

6、分析表面(Analytic Surfaces)

7、隐性表面(Implicit Surfaces)

8、参数化曲线和曲面(Parametric Curves & Surfaces)

9、索引结构(Indexing Structures)

10、可见光(Visible Light)

11、参与媒体(Participating Media)

12、表面反射(Surface Reflectance)

13、光传输(Light Transport)

14、解析方法(Analytic Methods)

15、确定性方法(Deterministic Methods)

16、随机方法(Stochastic Methods)

17、统计学方法(Statistic Methods)

18、成像光学系统(Image-Forming Optical Systems)

19、视觉感知(Visual Perception)

20、色彩学(Color Science)

21、HDR成像(HDR Imaging)

22、总结(Conclusion)

基于物理的渲染:从理论到实现 第3版(Physically Based Rendering: From Theory to Implementation 3rd)

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切换为居中

1、简介(INTRODUCTION)

2、几何和变换(GEOMETRY AND TRANSFORMATIONS)

3、形状(SHAPES)

4、基元和相交加速(PRIMITIVES AND INTERSECTION ACCELERATION)

5、颜色和辐射测量(COLOR AND RADIOMETRY)

6、摄像机模型(CAMERA MODELS)

7、采样和重建(SAMPLING AND RECONSTRUCTION)

8、 反射模型(REFLECTION MODELS)

9、材质(MATERIALS)

10、纹理(TEXTURE)

11、体积散射(VOLUME SCATTERING)

12、光源(LIGHT SOURCES)

13、蒙特卡罗积分(MONTE CARLO INTEGRATION)

14、光传输I:表面反射(LIGHT TRANSPORT I: SURFACE REFLECTION)

15、光传输II:体积渲染(LIGHT TRANSPORT II: VOLUME RENDERING)

16、光传输II:双向方法(LIGHT TRANSPORT III: BIDIRECTIONAL METHODS)

17、回顾与未来(RETROSPECTIVE AND THE FUTURE)

Vulkan编程指南 学习Vulkan(OpenGL)的官方指南(Vulkan Programming Guide The Official Guide to Learning Vulkan (OpenGL))

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1、Vulkan的概述(Overview of Vulkan)

2、内存和资源(Memory and Resources)

3、队列和命令(Queues and Commands)

4、移动数据(Moving Data)

5、介绍(Presentation)

6、着色器和管道(Shaders and Pipelines)

7、图形管线(Graphics Pipelines)

8、绘制(Drawing)

9、几何处理(Geometry Processing)

10、片段处理(Fragment Processing)

11、同步(Synchronization)

12、获取数据(Getting Data Back)

13、多通道渲染(Multipass Rendering)

游戏引擎开发基础,第一卷:数学(Foundations of Game Engine Development, Volume 1: Mathematics)

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1、向量和矩阵(Vectors and Matrices)

2、变换(Transforms)

3、几何学(Geometry)

4、高级代数(Advanced Algebra)

图像内容重定向:保持颜色、色调和空间的一致性(Image Content Retargeting: Maintaining Color, Tone, and Spatial Consistency)

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1、介绍(Introduction)

2、色调和颜色重定位(Tone and Color Retargeting)

3、灰色调(Color2Gray)

4、风格重定向(Style Retargeting)

5、空间重定向(Spatial Retargeting)

6、质量评估(QA)(Quality Assessment (QA))

增强现实:原理与实践(可用性)(Augmented Reality: Principles and Practice (Usability))

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1、增强现实技术介绍(Introduction to Augmented Reality)

2、显示(Displays)

3、追踪(Tracking)

4、用于增强现实的计算机视觉(Computer Vision for Augmented Reality)

5、校准和注册(Calibration and Registration)

6、视觉连贯性(Visual Coherence)

7、场景化的可视化(Situated Visualization)

8、互动性(Interaction)

9、 建模和注释(Modeling and Annotation)

10、创作(Authoring)

11、导航(Navigation)

12、协作(Collaboration)

13、软件架构(Software Architectures)

14、未来(The Future)

游戏引擎精粹三(Game Engine Gems 3)

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1、开放式游戏引擎交换格式(The Open Game Engine Exchange Format)

2、逼真的天空、水和地形的融合(Realistic Blending of Skies, Water, and Terrain)

3、 具有线性密度函数的雾(Fog with a Linear Density Function)

4、Leadwerks游戏引擎4中的植被管理(Vegetation Management in Leadwerks Game Engine 4)

5、平滑地平线映射(Smooth Horizon Mapping)

6、无缓冲的三角带立方体顶点的生成(Buffer-Free Generation of Triangle Strip Cube Vertices)

7、用于基于粒子的渲染的边缘保护平滑滤波器(Edge-Preserving Smoothing Filter for Particle Based Rendering)

8、可变精度的像素遮蔽以提高功率效率(Variable Precision Pixel Shading for Improved Power Efficiency)

9、一种快速和高质量的纹理绘制算法(A Fast and High-Quality Texture Atlasing Algorithm)

10、四元数空间中的旋转关节限制(Rotational Joint Limits in Quaternion Space)

11、体积分层近似凸面分解法(Volumetric Hierarchical Approximate Convex Decomposition)

12、使用基于应变的动力学模拟软体(Simulating Soft Bodies Using Strain Based Dynamics)

13、c++中的泛型、轻量级和快速委托(Generic, Lightweight, and Fast Delegates in C++)

14、C++中编译时的字符串哈希(Compile-Time String Hashing in C++)

15、使用元组的c++静态反射(Static Reflection in C++ Using Tuples)

16、使用ISPC的可移植SIMD程序(Portable SIMD Programs Using ISPC)

17、共享网络阵列作为游戏代码逻辑的网络代码的抽象化(Shared Network Arrays as an Abstraction of Network Code from Game Code Logic)

18、基于视觉的局部防撞(Vision Based Local Collision Avoidance)

19、自主NPC的编程框架(A Programming Framework for Autonomous NPCs)

20、超越智能对象:面向大型开放世界中的npc的行为编程(Beyond Smart Objects: Behavior-Oriented Programming for NPCs in Large Open Worlds)

21、增强实体行为的控制系统(A Control System for Enhancing Entity Behavior)

22、基于控制系统的实体行为的方法(A Control System Based Approach to Entity Behavior)

GPU Pro 7:高级渲染技术 (GPU Pro 7: Advanced Rendering Techniques )

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1、《古墓丽影:崛起》延迟积雪变形(Deferred Snow Deformation in Rise of the Tomb Raider)

2、Catmull-Clark细分表面(Catmull-Clark Subdivision Surfaces)

3、集群着色:在DirectX 12中使用保守栅格化分配灯光(Clustered Shading: Assigning Lights Using Conservative Rasterization in DirectX 12)

4、精心修剪的平铺灯列表(Fine Pruned Tiled Light Lists)

5、延迟属性插值着色(Deferred Attribute Interpolation Shading)

6、实时的体积云朵景观(Real-Time Volumetric Cloudscapes)

7、自适应的虚拟纹理(Adaptive Virtual Textures)

8、延迟粗像素着色(Deferred Coarse Pixel Shading)

9、使用多帧采样的渐进渲染(Progressive Rendering Using Multi-frame Sampling)

10、基于静态局部立体图的高效软阴影(Efficient Soft Shadows Based on Static Local Cubemap)

11、基于物理的移动延迟着色(Physically Based Deferred Shading on Mobile)

12、交互式电影粒子(Interactive Cinematic Particles)

13、在GPU上进行实时BC6H压缩(Real-Time BC6H Compression on GPU)

14、用于Forza系列测试自动化的3D可视化工具(A 3D Visualization Tool Used for Test Automation in the Forza Series)

15、在异构的多个GPU上实现低延迟光线追踪的半静态负载平衡(Semi-static Load Balancing for Low-Latency Ray Tracing on Heterogeneous Multiple GPUs)

16、从深度相机八叉树映射(Octree Mapping from a Depth Camera)

17、交互式稀疏欧拉流体(Interactive Sparse Eulerian Fluid)

介绍3D游戏编程与DirectX 12(Introduction to 3D Game Programming with DirectX 12

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一个周末的光线追踪(Ray Tracing in One Weekend)

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光线追踪:下一周(Ray Tracing: the Next Week)

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光线追踪:你的余生(Ray Tracing: The Rest Of Your Life)

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游戏和互动应用的基本数学,第三版(Essential Mathematics for Games and Interactive Applications, Third Edition)

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1、实数的表示(Representing Real Numbers)

2、向量和点(Vectors and Points)

3、线性变换和矩阵(Linear Transformations and Matrices)

4、仿生变换(Affine Transformations)

5、定向表示(Orientation Representation)

6、插值(Interpolation)

7、 观察和投射(Viewing and Projection)

8、几何学和可编程的着色(Geometry and Programmable Shading)

9、光照(Lighting)

10、光栅化(Rasterization)

11、 随机数(Random Numbers)

12、相交测试(Intersection Testing)

13、刚体动力学(Rigid- Body Dynamics)

GPU Pro 6:高级渲染技术(GPU Pro 6: Advanced Rendering Techniques)

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1、动态GPU地形(Dynamic GPU Terrain)

2、通过细分化在GPU中实现带宽高效的程序性网格(Bandwidth-Efficient Procedural Meshes in the GPU via Tessellation)

3、物体碰撞时细分表面的实时变形(Real-Time Deformation of Subdivision Surfaces on Object Collisions)

4、游戏中真实的体积爆炸(Realistic Volumetric Explosions in Games)

5、《Thief》的下一代渲染(Next-Generation Rendering in Thief)

6、使用LOD的草地渲染和模拟(Grass Rendering and Simulation with LOD)

7、混合重建抗锯齿(Hybrid Reconstruction Antialiasing)

8、使用预先计算的散射对基于物理的云进行实时渲染(Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering)

9、稀疏程序化体渲染(Sparse Procedural Volume Rendering)

10、通过灯光链接列表的实时照明(Real-Time Lighting via Light Linked List)

11、延迟归一化的辐照度探针(Deferred Normalized Irradiance Probes)

12、体积雾和照明(Volumetric Fog and Lighting)

13、在GPU上基于物理的光探针生成(Physically Based Light Probe Generation on GPU)

14、使用切片的实时全局照明(Real-Time Global Illumination Using Slices)

15、实用的屏幕空间软阴影(Practical Screen-Space Soft Shadows)

16、基于瓦片的全向阴影(Tile-Based Omnidirectional Shadows)

17、阴影贴图轮廓的重新矢量化(Shadow Map Silhouette Revectorization)

18、在PowerVR GPU上的混合光线追踪(Hybrid Ray Tracing on a PowerVR GPU)

19、用ASTC三维纹理和OpenGL ES 3.0实现纯GPU的粒子碰撞系统(Implementing a GPU-Only Particle-Collision System with ASTC 3D Textures and OpenGL ES 3.0)

20、用于移动设备的带壳毛皮动画人物(Animated Characters with Shell Fur for Mobile Devices)

21、移动GPU上的高动态范围计算摄影(High Dynamic Range Computational Photography on Mobile GPUs)

22、基于计算的平铺式剔除法(Compute-Based Tiled Culling)

23、在GPU光线追踪器中渲染矢量位移映射的表面(Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer)

24、 用于体积渲染的平滑概率环境遮蔽法(Smooth Probabilistic Ambient Occlusion for Volume Rendering)

25、用于快速射线投射操作的块状线性二进制网格(Block-Wise Linear Binary Grids for Fast Ray-Casting Operations)

26、使用Shader Shaker生成基于语义的着色器(Semantic-Based Shader Generation Using Shader Shaker)

27、ANGLE:将OpenGL ES带入桌面(ANGLE: Bringing OpenGL ES to the Desktop)

WebGL Insights(WebGL Insights)

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1、ANGLE : WebGL的桌面基础(ANGLE : A Desktop Foundation for WebGL)

2、Mozilla对WebGL的实现(Mozilla’s Implementation of WebGL)

3、对Chrome的WebGL实现进行持续测试(Continuous Testing of Chrome’s WebGL Implementation)

4、认真学习JavaScript(Getting Serious with JavaScript)

5、Emscripten和WebGL(Emscripten and WebGL)

6、用WebGL进行数据可视化:从Python到JavaScript(Data Visualization with WebGL : From Python to JavaScript)

7、用WebGL讲授计算机图形学入门课程(Teaching an Introductory Computer Graphics Course with WebGL)

8、无缺陷和快速的移动WebGL(Bug-Free and Fast Mobile WebGL)

9、Babylon.js中的WebGL引擎设计(WebGL Engine Design in Babylon.js)

10、Turbulenz引擎的渲染优化(Rendering Optimizations in the Turbulenz Engine)

11、Blend4Web中的性能和渲染算法(Performance and Rendering Algorithms in Blend4Web)

12、Sketchfab材质管道:从文件变化到着色器生成(Sketchfab Material Pipeline : From File Variations to Shader Generation)

13、glslify : GLSL的模块系统(glslify : A Module System for GLSL)

14、预算编制框架时间(Budgeting Frame Time)

15、Luma中的延迟着色(Deferred Shading in Luma)

16、网络上基于HDR图像的照明技术(HDR Image-Based Lighting on the Web)

17、WebGL的实时体积照明(Real-Time Volumetric Lighting for WebGL)

18、地形几何-LOD自适应同心圆环(Terrain Geometry—LOD Adapting Concentric Rings)

19、使用WebGL的数据可视化技术(Data Visualization Techniques with WebGL)

20、hare3d-在浏览器中渲染大型模型(hare3d—Rendering Large Models in the Browser)

21、BrainBrowser Surface Viewer : 基于WebGL的神经学数据可视化(The BrainBrowser Surface Viewer : WebGL-Based Neurological Data Visualization)

22、WebGL应用程序的可用性(Usability of WebGL Applications)

23、为WebGL应用程序设计相机(Designing Cameras for WebGL Applications)

视觉效果的多线程(Multithreading for Visual Effects)

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1、 介绍和概述(Introduction and Overview)

2、胡迪尼:多线程现有的软件(Houdini: Multithreading Existing Software)

3、优秀的执行系统:为多线程设计(The Presto Execution System: Designing for Multithreading)

4、 LibEE: 字符串的并行评估(LibEE: Parallel Evaluation of Character Rigs)

5、流体:在CPU上进行模拟(Fluids: Simulation on the CPU)

6、 子弹物理学:用OpenCL进行模拟(Bullet Physics: Simulation with OpenCL)

7、OpenSubdiv:GPU计算和绘图的互操作性(OpenSubdiv: Interoperating GPU Compute and Drawing)

GPU Pro 5:高级渲染技术 (GPU Pro 5: Advanced Rendering Techniques )

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1、单通道A缓冲区的每像素列表(Per-Pixel Lists for Single Pass A-Buffer)

2、通过双通道颜色编码减少纹理的内存使用量(Reducing Texture Memory Usage by 2-Channel Color Encoding)

3、基于粒子的材料老化模拟(Particle-Based Simulation of Material Aging)

4、基于光栅化的简单液体(Simple Rasterization-Based Liquids)

5、基于物理的区域灯(Physically Based Area Lights)

6、使用表极采样的高性能室外光散射技术(High Performance Outdoor Light Scattering Using Epipolar Sampling)

7、杀戮地带中的体积光效应:影子坠落(Volumetric Light Effects in Killzone: Shadow Fall)

8、高阻隔屏幕空间锥体跟踪反射(Hi-Z Screen-Space Cone-Traced Reflections)

9、TressFX:先进的实时头发渲染(TressFX: Advanced Real-Time Hair Rendering)

10、电线抗锯齿(Wire Antialiasing)

11、屏幕-空间-草(Screen-Space Grass)

12、通过CSG的屏幕空间可变形网格与每像素链接列表(Screen-Space Deformable Meshes via CSG with Per-Pixel Linked Lists)

13、 SPU上的虚化效果(Bokeh Effects on the SPU)

14、在移动端进行逼真的实时皮肤渲染(Realistic Real-Time Skin Rendering on Mobile)

15、移动设备上的延迟渲染技术(Deferred Rendering Techniques on Mobile Devices)

16、使用ARM® Mali™ GPU的带宽效率图形(Bandwidth Efficient Graphics with ARM® Mali™ GPUs)

17、使用OpenGL ES 3.0的高效变形目标动画(Efficient Morph Target Animation Using OpenGL ES 3.0)

18、分块延迟模糊(Tiled Deferred Blending)

19、自适应可扩展的纹理压缩(Adaptive Scalable Texture Compression)

20、为ARM® Mali™-T600 GPU优化OpenCL内核(Optimizing OpenCL Kernels for the ARM® Mali™-T600 GPUs)

21、重新认识四元数(Quaternions Revisited)

22、glTF:设计一个开放标准的运行时资产格式(glTF: Designing an Open-Standard Runtime Asset Format)

23、管理层次结构中的转变(Managing Transformations in Hierarchy)

24、TressFX的头发模拟(Hair Simulation in TressFX)

25、全动态场景的物序光线追踪(Object-Order Ray Tracing for Fully Dynamic Scenes)

26、GPU上的四叉树(Quadtrees on the GPU)

27、用于GPU上刚体仿真的两级约束求解器和流水线本地批处理(Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs)

28、用CUDA进行不可分割的2D、3D和4D过滤(Non-separable 2D, 3D, and 4D Filtering with CUDA)

安东的OpenGL 4教程 (Anton's OpenGL 4 Tutorials )

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1、简介(Introduction)

2、基础知识(Basics)

3、变换(Transformation)

4、光照和纹理图(Lighting and Texture Maps)

5、提示和技巧(Tips and Tricks)

6、网格文件(Mesh Files )

7、更高级的照明和纹理效果(More Advanced Lighting and Texture Effects)

8、新的着色器阶段(New Shader Stages)

9、2d 渲染(2d Rendering)

10、动画(Animation)

11、多通道渲染(Multi-Pass Rendering)

用DirectX和HLSL进行实时3D渲染(Real-Time 3D Rendering with DirectX and HLSL)

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1、介绍DirectX(Introducing DirectX)

2、 3D/数学入门(A 3D/Math Primer)

3、行业工具(Tools of the Trade)

4、你好,着色器!(Hello, Shaders!)

5、纹理映射(Texture Mapping)

6、 照明模型(Lighting Models)

7、额外的照明模式(Additional Lighting Models)

8、为立方体增光添彩(Gleaming the Cube)

9、法线映射和位移映射(Normal Mapping and Displacement Mapping)

10、项目设置和窗口初始化(Project Setup and Window Initialization)

11、Direct3D初始化(Direct3D Initialization)

12、支持性系统(Supporting Systems)

13、摄像机(Cameras)

14、你好,渲染!(Hello, Rendering!)

15、模型(Models)

16、材质(Materials)

17、光照(Lights)

18、后期处理(Post-Processing)

19、阴影映射(Shadow Mapping)

20、骨骼动画(Skeletal Animation)

21、几何和镶嵌着色器(Geometry and Tessellation Shaders)

22、现代渲染的其他主题(Additional Topics in Modern Rendering)

交互式计算机图形学:使用WebGL的自上而下的方法(Interactive Computer Graphics: A Top-Down Approach with WebGL)

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1、图形系统和模型(GRAPHICS SYSTEMS AND MODELS)

2、图形编程(GRAPHICS PROGRAMMING)

3、交互和动画(INTERACTION AND ANIMATION)

4、几何物体和变换(GEOMETRIC OBJECTS AND TRANSFORMATIONS)

5、视图(VIEWING)

6、照明和阴影(LIGHTING AND SHADING)

7、离散技术(DISCRETE TECHNIQUES)

8、从几何图形到像素(FROM GEOMETRY TO PIXELS)

9、建模和层次结构(MODELING AND HIERARCHY)

10、程序方法(PROCEDURAL METHODS)

11、曲线和曲面(CURVES AND SURFACES)

12、高级渲染(ADVANCED RENDERING)

OpenGL ES 3.0编程指南(OpenGL ES 3.0 Programming Guide)

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1、OpenGL ES 3.0介绍(Introduction to OpenGL ES 3.0)

2、Hello Triangle: 一个OpenGL ES 3.0的例子(Hello Triangle: An OpenGL ES 3.0 Example)

3、EGL简介(An Introduction to EGL)

4、着色器和程序(Shaders and Programs)

5、OpenGL ES着色语言(OpenGL ES Shading Language)

6、顶点属性、顶点数组和缓冲区对象(Vertex Attributes, Vertex Arrays, and Buffer Objects)

7、图元装配和光栅化(Primitive Assembly and Rasterization)

8、顶点着色器(Vertex Shaders)

9、纹理(Texturing)

10、片段着色器(Fragment Shaders)

11、片段操作(Fragment Operations)

12、帧缓冲器对象(Framebuffer Objects)

13、同步对象和围栏(Sync Objects and Fences)

14、用OpenGL ES 3.0进行高级编程(Advanced Programming with OpenGL ES 3.0)

15、状态查询(State Queries)

16、OpenGL ES平台(OpenGL ES Platforms)

Direct3D 渲染手册(Direct3D Rendering Cookbook)

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1、开始使用Direct3D(Getting Started with Direct3D)

2、用Direct3D进行渲染(Rendering with Direct3D)

3、渲染网格(Rendering Meshes)

4、用顶点蒙皮制作动画的网格(Animating Meshes with Vertex Skinning)

5、应用硬件镶嵌技术(Applying Hardware Tessellation)

6、用法线和位移贴图添加表面细节(Adding Surface Detail with Normal and Displacement Mapping)

7、执行图像处理技术(Performing Image Processing Techniques)

8、融入物理学和模拟(Incorporating Physics and Simulations)

9、在多线程和延迟上下文中进行渲染(Rendering on Multiple Threads and Deferred Contexts)

10、 实现延迟渲染(Implementing Deferred Rendering)

11、将Direct3D与XAML和Windows 8.1结合起来(Integrating Direct3D with XAML and Windows 8.1)

3D计算机图形实用算法第二版(Practical Algorithms for 3D Computer Graphics 2nd Edition)

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1、简介(Introduction)

2、基本理论和数学结果(Basic theory and mathematical results)

3、三维图形的数据结构(Data structures for 3D graphics)

4、基本的可视化(Basic visualization)

5、逼真的视觉效果(Realistic visualization)

6、计算机动画(Computer animation)

7、实时3D:OpenGL(Real-time 3D: OpenGL)

8、 移动3D: OpenGLES(Mobile 3D: OpenGLES)

9、完整的软件包:OpenFX(The complete package: OpenFX)

10、用多边形数据集进行建模(Modeling with polygonal datasets)

11、程序性纹理的算法(Algorithms for procedural textures)

OpenGL 4着色语言手册--第三版(OpenGL 4 Shading Language Cookbook - Third Edition)

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1、开始使用GLSL(Getting Started with GLSL)

2、与GLSL程序一起工作(Working with GLSL Programs)

3、GLSL着色器的基础知识(The Basics of GLSL Shaders)

4、光照和着色(Lighting and Shading)

5、使用纹理(Using Textures)

6、图像处理和屏幕空间技术(Image Processing and Screen Space Techniques)

7、使用几何和镶嵌着色器(Using Geometry and Tessellation Shaders)

8、阴影(Shadows)

9、在着色器中使用噪声(Using Noise in Shaders)

10、粒子系统和动画(Particle Systems and Animation)

11、使用计算着色器(Using Compute Shaders)

计算机图形学:从像素到可编程的图形硬件(Computer Graphics : From Pixels to Programmable Graphics Hardware)

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1、导言:基本概念(Introduction: Basic concepts)

2、二维变换(Transforms in 2D)

3、二维几何算法(Geometric algorithms in 2D)

4、三维变换、投影、四元数(Transformations in 3D, projections,quaternions)

5、 基本光栅算法(Basic raster algorithms)

6、颜色和颜色模型(Color and color models)

7、用于OpenGL渲染的基础知识freeglut和GLEW(Basics freeglut and GLEW forOpenGL rendering)

8、隐藏表面去除(Hidden surface removal)

9、现代OpenGL:开始(Modern OpenGL: The beginning)

10、处理大型二维/三维数据集(Working with large 2D/3D data sets)

11、曲线和曲面:几何建模(Curves and surfaces: Geometricmodeling)

12、动画的基础知识(Basics of animation)

13、光照模型(Lighting models)

14、高级OpenGL(Advanced OpenGL)

15、GPU图像处理(GPU image processing)

16、OpenGL中的特殊效果(Special effects in OpenGL)

17、GPGPU的基础知识(Basics of GPGPU)

18、程序化纹理和建模的要素(Elements of procedural texturing andmodeling)

19、非写实渲染(NPR)(Non-Photorealistic Rendering (NPR))

计算机中的视觉魔法的历史:美丽的图像是如何在CAD、3D、VR和AR中产生的 (The History of Visual Magic in Computers: How Beautiful Images are Made in CAD, 3D, VR and AR )

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1、介绍(Introduction)

2、进入3D领域(Getting to 3D)

3、开发三维软件(Developing the 3D Software)

4、开发应用程序(Developing the Applications)

5、 开发计算机(Developing the Computer)

6、三维控制器的发展(The Development of 3D Controllers)

7、显示屏的发展:了解3D(Development of Displays: Getting to See 3D)

8、 计算机中的立体三维(Stereoscopic 3D in Computers)

9、未来(The Future)

学习OpenGL ES:用于移动游戏和图形开发(Learn OpenGL ES: For Mobile Game and Graphics Development)

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1、新API的好处(Benefits of the New API)

2、实施的先决条件(Implementation Prerequisites)

3、ES 2.0基础知识(ES 2.0 Fundamentals)

4、 三维建模(3D Modeling)

5、纹理和着色(Texturing and Shading)

6、领先发展(Taking the Development Ahead)

计算机图形学:原则与实践 第三版(Computer Graphics: Principles and Practice 3rd Edition)

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1、介绍(Introduction)

2、使用WPF的2D图形简介(Introduction to 2D Graphics Using WPF)

3、现代化的古老渲染器(An Ancient Renderer Made Modern)

4、一个二维图形测试台(A 2D Graphics Test Bed)

5、人类视觉感知简介(An Introduction to Human Visual Perception)

6、固定功能三维图形和层次建模入门(Introduction to Fixed-Function 3D Graphics and Hierarchical Modeling)

7、基本数学和2-空间和3-空间的几何学(Essential Mathematics and the Geometry of 2-Space and 3-Space)

8、在二维和三维中描述形状的一种简单方法(A Simple Way to Describe Shape in 2D and 3D)

9、在网格上的函数(Functions on Meshes)

10、二维空间的变换(Transformations in Two Dimensions)

11、三维空间的变换(Transformations in Three Dimensions)

12、 一个用于图形的二维和三维变换库(A 2D and 3D Transformation Library for Graphics)

13、摄像机规格和变换(Camera Specifications and Transformations)

14、标准近似值和表示法(Standard Approximations and Representations)

15、 光线投射和光栅化(Ray Casting and Rasterization)

16、实时三维图形平台概述(Survey of Real-Time 3D Graphics Platforms)

17、图像表示和处理(Image Representation and Manipulation)

18、 图像和信号处理(Images and Signal Processing)

19、放大和缩小图像(Enlarging and Shrinking Images)

20、纹理和纹理映射(Textures and Texture Mapping)

21、交互技术(Interaction Techniques)

22、样条曲线和细分曲线(Splines and Subdivision Curves)

23、样条和细分曲面(Splines and Subdivision Surfaces)

24、形状的隐式表示(Implicit Representations of Shape)

25、网格(Meshes)

26、光照(Light)

27、材质和散射(Materials and Scattering)

28、颜色(Color)

29、光传输(Light Transport)

30、概率和蒙特卡洛积分(Probability and Monte Carlo Integration)

31、渲染方程的计算解决方案:理论方法(Computing Solutions to the Rendering Equation: Theoretical Approaches)

32、渲染的实践(Rendering in Practice)

33、着色(Shaders)

34、富有表现力的渲染(Expressive Rendering)

35、运动(Motion)

36、可见度的确定(Visibility Determination)

37、 空间数据结构(Spatial Data Structures)

38、现代图形硬件(Modern Graphics Hardware)

OpenGL ES 2 for Android: 快速入门指南(OpenGL ES 2 for Android: A Quick-Start Guide)

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1、入门(Getting Started)

2、定义顶点和着色器(Defining Vertices and Shaders)

3、编译着色器并绘制到屏幕上(Compiling Shaders and Drawing to the Screen)

4、添加颜色和着色(Adding Color and Shade)

5、根据屏幕的长宽比进行调整(Adjusting to the Screen’s Aspect Ratio)

6、进入三维空间(Entering the Third Dimension)

7、用纹理增加细节(Adding Detail with Textures)

8、构建简单对象(Building Simple Objects)

9、增加触摸反馈:与我们的空气曲棍球游戏互动(Adding Touch Feedback: Interacting with Our Air Hockey Game)

10、用粒子调剂事情(Spicing Things Up with Particles)

11、添加天空盒(Adding a Skybox)

12、添加地形(Adding Terrain)

13、 照亮世界(Lighting Up the World)

14、创建动态壁纸(Creating a Live Wallpaper)

15、迈出下一步(Taking the Next Step)

WebGL编程指南:用WebGL进行交互式3D图形编程(WebGL Programming Guide: Interactive 3D Graphics Programming with WebGL)

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1、WebGL的概述(Overview of WebGL)

2、使用WebGL的第一步(Your First Step with WebGL)

3、绘制和变换三角形(Drawing and Transforming Triangles)

4、更多的变换和基本动画(More Transformations and Basic Animation)

5、使用颜色和纹理图像(Using Colors and Texture Images)

6、OpenGL ES着色语言(GLSL ES)(The OpenGL ES Shading Language (GLSL ES))

7、走向三维世界(Toward the 3D World)

8、照明物体(Lighting Objects)

9、层次化的对象(Hierarchical Objects)

10、高级技术(Advanced Techniques)

CUDA Handbook: GPU编程综合指南(CUDA Handbook: A Comprehensive Guide to GPU Programming)

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1、背景介绍(Background)

2、硬件架构(Hardware Architecture)

3、软件架构(Software Architecture)

4、软件环境(Software Environment)

5、内存(Memory)

6、流和事件(Streams and Events)

7、内核执行(Kernel Execution)

8、流式多处理器(Streaming Multiprocessors)

9、多GPU(Multiple GPUs)

10、纹理(Texturing)

11、流式工作负载(Streaming Workloads)

12、缩减(Reduction)

13、扫描(Scan)

14、N-体(N-Body)

15、图像处理:归一化的相关度(Image Processing: Normalized Correlation)

OpenGL开发指南(OpenGL Development Cookbook)

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1、现代OpenGL简介(Introduction to Modern OpenGL)

2、三维观察和物体拾取(3D Viewing and Object Picking)

3、屏幕外的渲染和环境贴图(Offscreen Rendering and Environment Mapping)

4、光和阴影(Lights and Shadows)

5、网格模型格式和粒子系统(Mesh Model Formats and Particle Systems)

6、基于GPU的Alpha混合和全局光照(GPU-based Alpha Blending and Global Illumination)

7、基于GPU的体积渲染技术(GPU-based Volume Rendering Techniques)

8、在GPU上进行基于骨骼和物理的模拟(Skeletal and Physically-based Simulation on the GPU)

GPU Pro 4:高级渲染技术(GPU Pro 4: Advanced Rendering Techniques)

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1、GPU 地形细分和镶嵌技术(GPU Terrain Subdivision and Tessellation)

2、介绍可编程的顶点拉动渲染管线(Introducing the Programmable Vertex Pulling Rendering Pipeline)

3、一个WebGL环球渲染管线(A WebGL Globe Rendering Pipeline)

4、使用立方体映射和图像代理的实用平面反射(Practical Planar Reflections Using Cubemaps and Image Proxies)

5、实时Ptex和向量位移(Real-Time Ptex and Vector Displacement)

6、GPU上的解耦延迟着色(Decoupled Deferred Shading on the GPU)

7、分块前向着色(Tiled Forward Shading)

8、Forward+: 迈向电影式实时着色的一步(Forward+: A Step Toward Film-Style Shading in Real Time)

9、渐进式屏幕空间多通道表面体素化(Progressive Screen-Space Multichannel Surface Voxelization)

10、基于光栅化体素的动态全局光照(Rasterized Voxel-Based Dynamic Global Illumination)

11、天空之城SWAP Force的景深着色器(The Skylanders SWAP Force Depth-of-Field Shader)

12、在后处理景深方法中模拟部分遮挡的情况(Simulating Partial Occlusion in Post-Processing Depth-of-Field Methods)

13、二次深度抗锯齿(Second-Depth Antialiasing)

14、实用的帧缓冲区压缩(Practical Framebuffer Compression)

15、在GPU上进行相干性增强的过滤(Coherence-Enhancing Filtering on the GPU)

16、实时深度阴影图(Real-Time Deep Shadow Maps)

17、基于方向的引擎架构(An Aspect-Based Engine Architecture)

18、 使用Direct3D 11的Kinect编程(Kinect Programming with Direct3D 11)

19、自身结构破坏的管道(A Pipeline for Authored Structural Damage)

20、DirectCompute上的无堆积LBVH的比特轨迹遍历(Bit-Trail Traversal for Stackless LBVH on DirectCompute)

21、使用DirectCompute进行实时JPEG压缩(Real-Time JPEG Compression Using DirectCompute)

The HDRI Handbook 2.0: 摄影师和CG艺术家的高动态范围成像 (The HDRI Handbook 2.0: High Dynamic Range Imaging for Photographers and CG Artists )

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1、背景介绍(The Background Story)

2、新的工具(New Tools)

3、采集HDR图像(Capturing HDR Images)

4、色调映射(Tonemapping)

5、HDR图像处理(HDR Image Processing)

6、全景HDR图像(Panoramic HDR Images)

7、基于图像的照明(Image-Based Lighting)

GPU计算精粹(GPU Computing Gems Jade Edition)

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1、大规模的GPU搜索(Large-Scale GPU Search)

2、图形中心度量的边缘与节点并行性(Edge v. Node Parallelism for Graph Centrality Metrics)

3、优化Fermi架构的并行前缀操作(Optimizing Parallel Prefix Operations for the Fermi Architecture)

4、在GPU上构建一个高效的哈希表(Building an Efficient Hash Table on the GPU)

5、最大网络流量问题的高效CUDA算法(Efficient CUDA Algorithms for the Maximum Network Flow Problem)

6、优化GPU上细胞自动机的内存访问模式(Optimizing Memory Access Patterns for Cellular Automata on GPUs)

7、快速的最小生成树计算(Fast Minimum Spanning Tree Computation)

8、用CUDA进行基于比较的原地排序(Comparison-Based In-Place Sorting with CUDA)

9、CUDA的区间算术(Interval Arithmetic in CUDA)

10、近似erfinv函数(Approximating the erfinv Function)

11、在GPU上解决三边形系统的混合方法(A Hybrid Method for Solving Tridiagonal Systems on the GPU)

12、利用混合GPU和多核计算加速CULA线性代数程序(Accelerating CULA Linear Algebra Routines with Hybrid GPU and Multicore Computing)

13、GPU加速的无派生网格优化(GPU Accelerated Derivative-Free Mesh Optimization)

14、在GPU集群上进行大规模的燃气轮机模拟(Large-Scale Gas Turbine Simulations on GPU Clusters)

15、稀有气体动态模拟的GPU加速(GPU Acceleration of Rarefied Gas Dynamic Simulations)

16、有限元方法在图形处理器上的应用于实时弹性动力学的装配(Application of Assembly of Finite Element Methods on Graphics Processors for Real-Time Elastodynamics)

17、在非结构化网格上用CUDA实现以顶点为中心的有限体积CFD方法的流量控制应用(CUDA Implementation of Vertex-Centered, Finite Volume CFD Methods on Unstructured Grids with Flow Control Applications)

18、求解非结构化几何上的波浪方程(Solving Wave Equations on Unstructured Geometries)

19、 图形处理单元上的快速电磁积分方程求解器(Fast Electromagnetic Integral Equation Solvers on Graphics Processing Units)

20、在GPU上解决大型多体动力学问题(Solving Large Multibody Dynamics Problems on the GPU)

21、用于交互式变形仿真的GPU上的隐式有限元求解器(Implicit FEM Solver on GPU for Interactive Deformation Simulation)

22、实时自适应的GPU多Agent路径规划(Real-Time Adaptive GPU Multiagent Path Planning)

23、用GPU上的高性能有限差分求解器为金融衍生品定价(Pricing Financial Derivatives with High Performance Finite Difference Solvers on GPUs)

24、大规模的信用风险损失模拟(Large-Scale Credit Risk Loss Simulation)

25、基于蒙特卡洛的金融市场风险价值估算在GPU上的应用(Monte Carlo–Based Financial Market Value-at-Risk Estimation on GPUs)

26、Thrust: 以生产力为导向的CUDA库(Thrust: A Productivity-Oriented Library for CUDA)

27、用PyCUDA进行GPU脚本和代码生成(GPU Scripting and Code Generation with PyCUDA)

28、杰克逊:GPU驱动的MATLAB加速(Jacket: GPU Powered MATLAB Acceleration)

29、 用及时的GPU代码生成加速开发和执行速度(Accelerating Development and Execution Speed with Just-in-Time GPU Code Generation)

30、使用GPU Ocelot进行GPU应用开发、调试和性能调优(GPU Application Development, Debugging, and Performance Tuning with GPU Ocelot)

31、C++中的AoS和SoA布局的抽象化(Abstraction for AoS and SoA Layout in C++)

32、用C++元编程处理设备数组(Processing Device Arrays with C++ Metaprogramming)

33、GPU元编程:生物启发式机器视觉的案例研究(GPU Metaprogramming: A Case Study in Biologically Inspired Machine Vision)

34、 用于GPU的高性能线性代数软件的混合方法(A Hybridization Methodology for High-Performance Linear Algebra Software for GPUs)

35、使用工作偷换的动态负载平衡(Dynamic Load Balancing Using Work-Stealing)

36、应用软件管理的缓存和CPU/GPU任务调度来加速动态工作负载(Applying Software-Managed Caching and CPU/GPU Task Scheduling for Accelerating Dynamic Workloads)

实时阴影(Real-Time Shadows)

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1、介绍(Introduction)

2、基本的阴影技术(Basic Shadow Techniques )

3、阴影贴图走样(Shadow-Map Aliasing)

4、阴影贴图采样(Shadow-Map Sampling)

5、过滤硬阴影(Filtered Hard Shadows)

6、基于图像的软阴影方法(Image-Based Soft-Shadow Methods)

7、基于几何的软阴影方法 (Geometry-Based Soft-Shadow Methods )

8、基于图像的透明性(Image-Based Transparency)

9、体积阴影(Volumetric Shadows)

10、高级阴影主题(Advanced Shadow Topics)

11、总结(Conclusion)

使用Direct3D 11的实际渲染和计算(Practical Rendering and Computation with Direct3D 11)

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1、Direct3D 11的概述 (Overview of Direct3D 11 )

2、Direct3D 11资源(Direct3D 11 Resources)

3、渲染管道 (The Rendering Pipeline )

4、镶嵌管线 (The Tessellation Pipeline )

5、计算管线(The Computation Pipeline)

6、高级别的着色语言(High Level Shading Language)

7、多线程渲染 (Multithreaded Rendering )

8、网格渲染 (Mesh Rendering )

9、动态镶嵌法 (Dynamic Tessellation )

10、图像处理 (Image Processing )

11、延迟渲染(Deferred Rendering)

虚拟球体的三维引擎设计(3D Engine Design for Virtual Globes)

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1、介绍(Introduction)

2、数学基础(Math Foundations)

3、渲染器设计(Renderer Design)

4、地球仪渲染图(Globe Rendering)

5、顶点变换精度(Vertex Transform Precision)

6、深度缓冲精度(Depth Buffer Precision)

7、向量数据和多线条(Vector Data and Polylines)

8、多边形(Polygons)

9、广告牌(Billboards)

10、利用资源准备中的并行性(Exploiting Parallelism in Resource Preparation)

11、地形基础知识(Terrain Basics)

12、大规模地形渲染(Massive-Terrain Rendering)

13、几何剪贴图(Geometry Clipmapping)

14、分块的LOD (Chunked LOD )

3D游戏编程和计算机图形的数学,第三版(Mathematics for 3D Game Programming and Computer Graphics, Third Edition)

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1、渲染管线(The Rendering Pipeline)

2、向量(Vectors)

3、矩阵(Matrices)

4、变换(Transforms)

5、三维引擎的几何学 (Geometry for 3D Engines )

6、光线追踪 (Ray Tracing )

7、光照和着色(Lighting and Shading )

8、可见度的确定 (Visibility Determination )

9、多边形技术(Polygonal Techniques )

10、阴影(Shadows)

11、曲线和曲面 (Curves and Surfaces )

12、碰撞检测 (Collision Detection )

13、线性物理学 (Linear Physics )

14、旋转物理学(Rotational Physics)

15、流体和布料模拟(Fluid and Cloth Simulation)

16、数值方法(Numerical Methods)

游戏开发工具(Game Development Tools)

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1、驯服野兽:管理游戏构建管道的复杂性(Taming the Beast: Managing Complexity in Game Build Pipelines)

2、游戏流媒体:一个有计划的方法(Game Streaming: A Planned Approach)

3、通过自动资产追踪改善工作流程(Workflow Improvement via Automatic Asset Tracking)

4、游戏的持续集成(Continuous Integration for Games)

5、资产元数据和标签的持久性管理(Persistence Management of Asset Metadata and Tags)

6、实时工具通信(Real-Time Tool Communication)

7、强大的文件I/O(Robust File I/O)

8、实时建设性的实体几何学(Real-Time Constructive Solid Geometry)

9、一个COLLADA工具箱(A COLLADA Toolbox)

10、保留形状的地形分界线和相关工具(Shape-Preserving Terrain Decimation and Associated Tools)

11、游戏中的音频调试工具(In-Game Audio Debugging Tools)

12、在工具中务实地使用XML(Pragmatic XML Use in Tools)

13、低耦合指挥系统(Low Coupling Command System)

14、面向对象的数据(Object-Oriented Data)

15、改进Perforce的远程使用(Improving Remote Perforce Usage)

16、雕塑工作流程中的矢量置换(Vector Displacement in the Sculpting Workflow)

17、优化基于任务的游戏引擎(Optimizing a Task-Based Game Engine)

18、用Genetica高效地创建纹理(Efficient Texture Creation with Genetica)

19、用Eberos GML2D减少视频游戏创作的工作量(Reducing Video Game Creation Effort with Eberos GML2D)

20、YAML for C++ : 应用数据驱动设计(YAML for C++ : Applied Data-Driven Design)

21、利用NVIDIA Parallel Nsight进行GPU调试和分析(GPU Debugging and Profiling with NVIDIA Parallel Nsight)

22、FBX游戏开发工具(FBX Games Development Tools)

GPU Pro 2:高级渲染技术(GPU Pro 2: Advanced Rendering Techniques)

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1、使用硬件细分化的地形和海洋渲染(Terrain and Ocean Rendering with Hardware Tessellation)

2、实用而真实的面部皱纹动画 (Practical and Realistic Facial Wrinkles Animation )

3、GPU上的程序性内容生成(Procedural Content Generation on the GPU)

4、预先集成的皮肤着色(Pre-Integrated Skin Shading)

5、使用延迟着色实现毛发(Implementing Fur Using Deferred Shading)

6、 户外游戏的大规模地形渲染(Large-Scale Terrain Rendering for Outdoor Games)

7、实用形态学抗锯齿(Practical Morphological Antialiasing)

8、体积贴花(Volume Decals)

9、时间性的屏幕空间环境遮蔽(Temporal Screen-Space Ambient Occlusion)

10、层次的细节和流优化的辐照度法向映射(Level-of-Detail and Streaming Optimized Irradiance Normal Mapping)

11、使用光线追踪的实时单次弹跳间接照明和阴影(Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing)

12、半透明均质介质中光传输的实时近似值(Real-Time Approximation of Light Transport in Translucent Homogenous Media)

13、具有时间上相干的光传播体积的漫反射全局照明(Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes)

14、差异性阴影图 减少出血的技巧(Variance Shadow Maps Light-Bleeding Reduction Tricks)

15、通过自适应阴影图的快速软阴影(Fast Soft Shadows via Adaptive Shadow Maps)

16、自适应的体积阴影图(Adaptive Volumetric Shadow Maps)

17、具有时间相干性的快速柔和阴影(Fast Soft Shadows with Temporal Coherence)

18、Mipmapped屏幕空间的软阴影(Mipmapped Screen-Space Soft Shadows)

19、一个基于着色器的电子书渲染器(A Shader-Based eBook Renderer)

20、移动设备上的后期处理效果(Post-Processing Effects on Mobile Devices)

21、基于着色器的水效果(Shader-Based Water Effects)

22、实用、动态的游戏可见性(Practical, Dynamic Visibility for Games)

23、使用Pixel Quad消息传递的着色器摊销(Shader Amortization using Pixel Quad Message Passing)

24、用于实时人群的渲染管道(A Rendering Pipeline for Real-Time Crowds)

25、 用GPU生成2D距离场(2D Distance Field Generation with the GPU)

26、使用每像素链接列表的顺序无关的透明性(Order-Independent Transparency using Per-Pixel Linked Lists)

27、 简单而快速的液体(Simple and Fast Fluids)

28、使用多棱镜方法的OpenCL快速泊松求解器(A Fast Poisson Solver for OpenCL using Multigrid Methods)

游戏引擎精粹 2(Game Engine Gems 2)

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1、严密拟合的定向包围盒的快速计算 (Fast Computation of Tight-Fitting Oriented Bounding Boxes )

2、体积云的建模、照明和渲染技术(Modeling, Lighting, and Rendering Techniques for Volumetric Clouds)

3、夜视和红外传感器的模拟(Simulation of Night-Vision and Infrared Sensors )

4、有效延迟着色的屏幕空间分类(Screen-Space Classification for Efficient Deferred Shading )

5、延迟OpenGL的调用(Delaying OpenGL Calls)

6、GLSL引擎统一的框架(A Framework for GLSL Engine Uniforms)

7、实时图形的空间和时间连贯性框架(A Spatial and Temporal Coherence Framework for Real-Time Graphics )

8、实现快速DDOF求解器 (Implementing a Fast DDOF Solver )

9、自动动态立体三维 (Automatic Dynamic Stereoscopic 3D )

10、实用立体渲染(Practical Stereo Rendering)

11、制作3D立体游戏 (Making 3D Stereoscopic Games )

12、一个通用的多视图渲染引擎架构 (A Generic Multiview Rendering Engine Architecture )

13、网络浏览器中的3D (3D in a Web Browser )

14、2D魔术(2D Magic)

15、以数据为导向的高性能程序设计(High-Performance Programming with Data-Oriented Design)

16、游戏调试基础设施(Game Tuning Infrastructure )

17、静态艺术替换之外的占位符 (Placeholders beyond Static Art Replacement )

18、联网游戏的可信的死期计算 (Believable Dead Reckoning for Networked Games )

19、一个以自我为中心的运动管理系统(An Egocentric Motion Management System)

20、指针式修补资产(Pointer Patching Assets)

21、数据驱动的声音包加载和组织(Data-Driven Sound Pack Loading and Organization)

22、使用GLSL、OpenCL和CUDA的GPGPU布料模拟(GPGPU Cloth Simulation Using GLSL, OpenCL, and CUDA )

23、抖动容忍的刚性体睡眠条件(A Jitter-Tolerant Rigid Body Sleep Condition)

24、游戏的比特黑客(Bit Hacks for Games)

25、C++游戏引擎的自检(Introspection for C++ Game Engines)

26、一个高度优化的便携式内存管理器 (A Highly Optimized Portable Memory Manager )

27、简单的远程堆栈 (Simple Remote Heaps )

28、缓存感知的混合分类器(A Cache-Aware Hybrid Sorter)

29、线路通信技术(Thread Communication Techniques)

30、一个跨平台的多线程框架(A Cross-Platform Multithreading Framework)

31、生产者-消费者队列 (Producer-Consumer Queues )

游戏编程的3D图形(3D Graphics for Game Programming)

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1、游戏制作中的建模(Modeling in Game Production)

2、顶点处理(Vertex Processing)

3、光栅化(Rasterization)

4、片段处理和输出合并(Fragment Processing and Output Merging)

5、光照和着色(Illumination and Shaders)

6、参数曲线和曲面(Parametric Curves and Surfaces)

7、着色模型(Shader Models)

8、 图像纹理(Image Texturing)

9、凹凸映射(Bump Mapping)

10、高级纹理(Advanced Texturing)

11、角色动画(Character Animation)

12、基于物理的模拟(Physics-based Simulation)

GPU Pro:高级渲染技术(GPU Pro: Advanced Rendering Techniques)

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1、GPU颜色量化(GPU Color Quantization)

2、可视化你的阴影贴图技术(Visualize Your Shadow Map Techniques)

3、尽可能简单的交互应用镶嵌(As Simple as Possible Tessellation for Interactive Applications)

4、基于规则的实时几何合成(Rule-Based Geometry Synthesis in Real-Time)

5、基于GPU的NURBS几何图形评估和渲染(GPU-Based NURBS Geometry Evaluation and Rendering)

6、用于计算机动画和游戏的多边形功能混合(Polygonal-Functional Hybrids for Computer Animation and Games)

7、带有高度混合的四叉树位移映射(Quadtree Displacement Mapping with Height Blending)

8、使用几何着色器的NPR效果(NPR Effects Using the Geometry Shader)

9、 阿尔法混合作为一种后期处理(Alpha Blending as a Post-Process)

10、虚拟纹理贴图101(Virtual Texture Mapping 101)

11、用于间接照明的快速、基于模版的多分辨率拼接法(Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination)

12、 屏幕空间的方向性遮蔽(Screen-Space Directional Occlusion)

13、实时多弹跳光线追踪与几何冒牌货(Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors)

14、在GPU上进行各向异性的Kuwahara过滤(Anisotropic Kuwahara Filtering on the GPU)

15、通过后期处理进行边缘抗锯齿处理(Edge Anti-aliasing by Post-Processing)

16、用弗洛伊德-斯坦伯格半色调绘制环境图(Environment Mapping with Floyd-Steinberg Halftoning)

17、分层的项目缓冲区,用于颗粒化的遮挡剔除(Hierarchical Item Buffers for Granular Occlusion Culling)

18、后期制作中真实的景深(Realistic Depth of Field in Postproduction)

19、实时屏幕空间云计算照明(Real-Time Screen Space Cloud Lighting)

20、屏幕空间次表层散射(Screen-Space Subsurface Scattering)

21、迁移到OpenGL ES 2.0(Migration to OpenGL ES 2.0)

22、基于触摸屏的用户互动(Touchscreen-Based User Interaction)

23、iPhone 3GS图形开发和优化策略(iPhone 3GS Graphics Development and Optimization Strategies)

24、为移动设备优化3D UI引擎(Optimizing a 3D UI Engine for Mobile Devices)

25、快速常规阴影过滤(Fast Conventional Shadow Filtering)

26、基于最小/最大平面的混合阴影图(Hybrid Min/Max Plane-Based Shadow Maps)

27、使用四面体映射的全向性光的阴影映射(Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping)

28、屏幕空间软阴影(Screen Space Soft Shadows)

29、在GPU上使用桶状分类的多碎片效应(Multi-Fragment Effects on the GPU Using Bucket Sort)

30、并行光预渲染与蜂窝宽带引擎(Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine)

31、在Direct3D9和OpenGL 2.0之间移植代码(Porting Code between Direct3D9 and OpenGL 2.0)

32、针对DirectX 9的实用线程渲染(Practical Thread Rendering for DirectX 9)

33、孢子中的风格化渲染(Stylized Rendering in Spore)

34、 华雷斯的召唤:血脉相连的渲染技术(Rendering Techniques in Call of Juarez: Bound in Blood)

35、让它变得更大、更美、更快、更连贯:开发《正当防卫2》的经验之谈(Making it Large, Beautiful, Fast, and Consistent: Lessons Learned Developing Just Cause 2)

36、 可毁坏的体积化地形(Destructible Volumetric Terrain)

37、通用视觉计算机的并行化实现(Parallelized Implementation of Universal Visual Computer)

38、使用CUDA加速虚拟纹理(Accelerating Virtual Texturing Using CUDA)

39、 用GigaVoxels高效地渲染高细节的体积化场景(Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels)

40、GPU上的空间分选(Spatial Binning on the GPU)

41、粒子和动态网格在GPU上的实时互动(Real-Time Interaction between Particles and the Dynamic Mesh on the GPU)

(High Dynamic Range Imaging: Acquisition, Display, and Image-Based Lighting 2nd)

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1、介绍(Introduction)

2、光与色(Light and Color)

3、高动态范围图像编码(High Dynamic Range Image Encodings)

4、高动态范围视频编码(High Dynamic Range Video Encodings)

5、HDR图像采集(HDR Image Capture)

6、显示设备和印刷技术(Display Devices and Printing Technologies)

7、基于感知的色调再现(Perception-Based Tone Reproduction)

8、色调再现操作者(Tone-Reproduction Operators)

9、逆向色调再现(Inverse Tone Reproduction)

10、可见的差异预测因子(Visible Difference Predictors)

11、基于图像的光照(Image-Based Lighting)

光与皮肤的相互作用:计算机图形应用的模拟(Light and Skin Interactions: Simulations for Computer Graphics Applications)

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1、介绍(Introduction)

2、光线、光学和外观(Light, optics, and appearance)

3、 图像合成的背景(Image-synthesis context)

4、 人类皮肤的生物光学特性(Bio-optical properties of human skin)

5、健康和生命科学领域的模拟(Simulations in health and life sciences)

6、 受生物物理学启发的方法(Biophysically inspired approach)

7、 第一原则方法(First principles approach)

8、扩散近似的方法(Diffusion approximation approach)

9、 仿真挑战(Simulation challenges)

10、超越计算机图形应用(Beyond computer graphics applications)

游戏编程精粹8(Game Programming Gems 8)

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1、图形(Graphics)

2、物理和动画(Physics and Animation)

3、AI(AI)

4、通用编程(General Programming)

5、 网络和多人游戏(Networking and Multiplayer)

6、音频(Audio)

7、GPU上的通用计算(General Purpose Computing on GPUs)

视频游戏优化(Video Game Optimization)

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1、优化的基础知识(The Basics of Optimization)

2、为您的项目进行规划(Planning for Your Project)

3、 工具(The Tools)

4、硬件基础知识(Hardware Fundamentals)

5、整体的视频游戏优化(Holistic Video Game Optimization)

6、CPU的约束:内存(CPU Bound: Memory)

7、CPU的约束:计算(CPU Bound: Compute)

8、从CPU到GPU(From CPU to GPU)

9、GPU(The GPU)

10、着色器(Shaders)

11、网络(Networking)

12、大容量存储(Mass Storage)

13、并发性(Concurrency)

14、控制台(Consoles)

15、托管语言(Managed Languages)

16、GPGPU(GPGPU)

游戏引擎精粹,第一卷(Game Engine Gems, Volume One)

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1、在评估整合的中间件时应注意什么?(What to Look for When Evaluating Middleware for Integration)

2、游戏资产管道(The Game Asset Pipeline)

3、虚拟环境的体积表示法(Volumetric Representation of Virtual Environments)

4、高层寻路(High-Level Pathfinding)

5、环境声音剔除(Environment Sound Culling)

6、一个图形用户界面框架和表现层(A GUI Framework and Presentation Layer)

7、世界上最好的碎纸机(World's Best Palettizer)

8、三维立体渲染:实现问题概述(3D Stereoscopic Rendering: An Overview of Implementation Issues)

9、一个多线程的3D渲染器( A Multithreaded 3D Renderer)

10、用于多线程渲染的以相机为中心的引擎设计( Camera-Centric Engine Design for Multithreaded Rendering)

11、一个由GPU管理的内存池( A GPU-Managed Memory Pool)

12、用于模拟流体动力学的预计算的三维速度场( Precomputed 3D Velocity Field for Simulating Fluid Dynamics)

13、网格划分的乐趣和利益( Mesh Partitioning for Fun and Profit)

14、常见形状的惯性力矩( Moments of Inertia for Common Shapes)

15、基于物理的户外场景照明( Physically-Based Outdoor Scene Lighting)

16、渲染基于物理的天空盒( Rendering Physically-Based Skyboxes)

17、运动模糊和速度-深度-梯度缓冲器( Motion Blur and the Velocity-Depth-Gradient Buffer)

18、快速屏幕空间的环境遮蔽和间接照明( Fast Screen-Space Ambient Occlusion and Indirect Lighting)

19、实时人物肢解( Real-Time Character Dismemberment)

20、一种延迟贴花的渲染技术( A Deferred Decal Rendering Technique)

21、多线程对象模型( Multithreaded Object Models)

22、常见游戏架构模式的整体任务并行化( Holistic Task Parallelism for Common Game Architecture Patterns)

23、动态代码执行层级( Dynamic Code Execution Hierarchies)

24、键值字典( Key-Value Dictionary)

25、一个基本的调度器( A Basic Scheduler)

26、游戏状态观察者模式( The Game State Observer Pattern)

27、使用Cordic方法进行快速三角运算( Fast Trigonometric Operations Using Cordic Methods)

28、基于你自己的RPC子系统的进程间通信( Inter-Process Communication Based on Your Own RPC Subsystem)

实时摄像机(Real-Time Cameras)

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1、游戏简介(Game overview)

2、相机基础知识(Camera fundamentals)

3、摄影(Cinematography)

4、摄像机设计(Camera design)

5、摄像机解决方案(Camera solutions)

6、摄像机脚本(Camera scripting)

7、位置和方向(Position and orientation)

8、导航和闭塞(Navigation and occlusion)

9、运动和碰撞(Motion and collision)

10、 相机数学(Camera mathematics)

11、实现(Implementation)

计算机面部动画第2版(Computer Facial Animation 2nd)

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1、介绍(Introduction)

2、面部分析和编码(Face Analysis and Coding)

3、面部、头部和颈部的解剖学(Anatomy of the Face, Head, and Neck)

4、脸部建模(Modeling Faces)

5、面部动画(Facial Animation)

6、 面部图像合成(Facial Image Synthesis)

7、参数化人脸模型(Parameterized Face Models)

8、基于皮肤和肌肉的面部动画(Skin and Muscle-Based Facial Animation)

9、语音同步动画(Speech-Synchronized Animation)

10、性能动画(Performance Animation)

11、头发的建模和动画(Modeling and Animating Hair)

材料外观的数字建模(摩根考夫曼计算机图形系列) (Digital Modeling of Material Appearance (The Morgan Kaufmann Series in Computer Graphics) )

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1、介绍(Introduction)

2、背景(Background)

3、观察和分类(Observation and Classification)

4、数学术语(Mathematical Terms)

5、一般材料模型(General Material Models)

6、专门的材料模型(Specialized Material Models)

7、测量(Measurement)

8、老化和风化(Aging and Weathering)

9、指定和编码外观描述(Specifying and Encoding Appearance Descriptions)

10、渲染外观(Rendering Appearance)

GPU Gems 3(GPU Gems 3)

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彩色成像:基本原理和应用(Color Imaging: Fundamentals and Applications)

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1、介绍(Introduction)

2、光的物理特性(Physics of Light)

3、物质的化学性(Chemistry of Matter)

4、人类视觉(Human Vision)

5、感知(Perception)

6、 辐射测量和光度测量(Radiometry and Photometry)

7、色度测量法(Colorimetry)

8、颜色空间(Color Spaces)

9、光照(Illuminants)

10、色调适应(Chromatic Adaptation)

11、颜色和图像外观模型(Color and Image Appearance Models)

12、 图像采集(Image Capture)

13、高动态范围图像采集(High Dynamic Range Image Capture)

14、 显示技术(Display Technologies)

15、图像属性和图像显示(Image Properties and Image Display)

16、颜色管理(Color Management)

17、动态范围减少(Dynamic Range Reduction)

面向游戏开发者的数据结构和算法(Data structures and algorithms for game developers)

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1、数据结构简介(Introduction to Data Structures)

2、数组(Arrays)

3、递归(Recursion)

4、介绍排序(Introduction to Sorting)

5、链表(Link Lists)

6、 栈和队列(Stacks and Queues)

7、哈希表(Hash Tables)

8、高级排序(Advanced Sorting)

9、树(Trees)

10、堆(Heaps)

11、图(Graphs)

12、 额外的STL算法(Additional STL Algorithms)

13、场景管理(Scene Management)

14、 数据压缩(Data Compression)

15、总结(Conclusions)

游戏物理引擎开发:如何为你的游戏建立一个强大的商业级物理引擎(Game physics engine development: how to build a robust commercial-grade physics engine for your game)

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实时体积图形(Real-Time Volume Graphics)

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1、理论背景和基本方法(Theoretical Background and Basic Approaches)

2、GPU编程(GPU Programming)

3、基于GPU的体积渲染基础(Basic GPU-Based Volume Rendering)

4、传递函数(Transfer Functions)

5、局部体积照明(Local Volume Illumination)

6、 全局体积照明(Global Volume Illumination)

7、基于GPU的光线投射(GPU-Based Ray Casting)

8、提高性能(Improving Performance)

9、 提高图像质量(Improving Image Quality)

10、传递函数的重构(Transfer Functions Reloaded)

11、游戏开发者的体积图形指南(Game Developer's Guide to Volume Graphics)

12、体积模型(Volume Modeling)

13、体积变形和动画(Volume Deformation and Animation)

14、非写实和插图技术(Non-Photorealistic and Illustrative Techniques)

15、体积剪裁(Volume Clipping)

16、分段体积数据(Segmented Volume Data)

17、大容量数据(Large Volume Data)

计算机图形学的几何数据结构(Geometric Data Structures for Computer Graphics)

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1、四叉树和八叉树(Quadtrees and Octrees)

2、正交窗口和刺探查询(Orthogonal Windowing and Stabbing Queries)

3、BSP树(BSP Trees)

4、层次包围盒(Bounding Volume Hierarchies)

5、距离场(Distance Fields)

6、 沃罗伊图(Voronoi Diagrams)

7、几何近似图(Geometric Proximity Graphs)

8、动力学数据结构(Kinetic Data Structures)

9、 退化和稳健性(Degeneracy and Robustness)

10、几何数据结构的动态化(Dynamization of Geometric Data Structures)

GPU Gems 2: 高性能图形和通用计算的编程技术(GPU Gems 2: Programming Techniques For High-Performance Graphics And General-Purpose Computation)

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GPU Gems: 实时图形的编程技术、技巧和窍门 (GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics )

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(ShaderX2: Shader Programming Tips and Tricks with DirectX 9.0)

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1、几何操作技巧(Geometry Manipulation Tricks)

2、渲染技巧(Rendering Techniques)

3、软件着色器和着色器编程技巧(Software Shaders and Shader Programming Tips)

4、图像空间(Image Space)

5、阴影(Shadows)

6、三维引擎和工具设计(3D Engine and Tools Design)

ShaderX2:介绍和使用Directx 9的教程 (ShaderX2: Introduction & Tutorials with Directx 9 )

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1、DirectX高级着色语言简介(Introduction to the DirectX High Level Shading Language)

2、vs_3_0和ps_3_0着色器模型介绍(Introduction to the vs_3_0 and ps_3_0 Shader Models)

3、使用Direct3D 9的高级照明和阴影(Advanced Lighting and Shading with Direct3D 9)

4、不同雾化效果的介绍(Introduction to Different Fog Effects)

5、使用Direct3D 9的阴影贴图(Shadow Mapping with Direct3D 9)

6、 模板阴影卷理论(The Theory of Stencil Shadow Volumes)

7、使用RenderMonkey开发着色器(Shader Development Using RenderMonkey)

8、创建适合着色器的3D模型的技巧(Tips for Creating Shader-Friendly 3D Models)

CG教程:可编程实时图形的权威指南(The CG Tutorial: The Definitive Guide to Programmable Real-Time Graphics)

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迈克尔-阿布拉什的图形编程黑皮书,特别版(Michael Abrash’s Graphics Programming Black Book, Special Edition)

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数字图像合成的原理(Principles of Digital Image Synthesis)

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模拟人类:计算机图形动画和控制(Simulating Humans: Computer Graphics Animation and Control)

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几何计算简介(Introduction to Computing with Geometry)

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