Production Volume Rendering —— Design and Implementation

----- 产量呈现:设计与执行

ISBN: 9781568817248 出版年:2012 页码:353 Wrenninge, Magnus CRC Press

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内容简介

Preface Goals The PVR System C++ and Python Python bindings Rendering with PVR I Fundamentals The Basics Time and motion blur Cameras Geometry Geometry attributes pvr::Geo::AttrTable pvr::Geo::AttrRef pvr::Geo::Attr and pvr::Geo::AttrVisitor Voxel Buffers Introduction to voxel buffers Implementing a simple voxel buffer Field3D Transformations and mappings Interpolating voxel data Filtered lookups Noise Procedural textures Perlin noise Noise functions Fractal functions The fractal base class Fractional Brownian motion (fBm) II Volume Modeling Fundamentals of Volume Modeling Volume modeling and voxel buffers Defining the voxel buffer Volume modeling strategies Rasterization primitives Instantiation primitives Using geometry to guide volumetric primitives Common coordinate systems Procedural noise and fractal functions PVR's Modeling Pipeline Overview pvr::Model::Modeler pvr::Model::ModelerInput pvr::Util::ParamBase pvr::Model::Prim::Primitive Splatting data to voxel buffers Rasterization Primitives in PVR The RasterizationPrim base class Implementing primitives Sphere-based primitives The Point primitive The PyroclasticPoint primitive Line-based primitives The Line primitive The PyroclasticLine primitive Instantiation Primitives in PVR The InstantiationPrim base class Common strategies The Sphere instantiation primitive The Line instantiation primitive The Surface instantiation primitive III Volume Rendering Volumetric Lighting Lighting fundamentals Absorption Emission Scattering Phase functions Optical thickness and transmittance Wavelength dependency Other approaches to volume rendering Raymarching An introduction to raymarching Lighting and raymarching Integration intervals Integration intervals for multiple volumes Integration intervals for overlapping volumes Sampling strategies Empty space optimization Holdouts PVR's Rendering Pipeline pvr::Render::Scene pvr::Render::Renderer pvr::Render::Camera pvr::Render::PerspectiveCamera pvr::Render::SphericalCamera pvr::Render::Image PVR Volume Types Volumes in PVR pvr::Render::ConstantVolume pvr::Render::VoxelVolume pvr::Render::CompositeVolume Raymarching in PVR Introduction pvr::Render::Raymarcher pvr::Render::UniformRaymarcher Integration bounds Lighting in PVR Raymarch samplers pvr::Render::DensitySampler pvr::Render::PhysicalSampler pvr::Render::Light pvr::Render::PointLight pvr::Render::SpotLight Phase functions in PVR Occlusion in PVR Pre-Computed Occlusion Voxelized occlusion Deep shadows Strategies for pre-computation pvr::Render::VoxelOccluder pvr::Render::OtfVoxelOccluder pvr::Render::DeepImage pvr::Render::TransmittanceMapOccluder pvr::Render::OtfTransmittanceMapOccluder Bibliography

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