Physically Based Rendering from Theory to Implementation - part3下载 [问题点数:0分]

Bbs1
本版专家分:0
结帖率 0%
Physically Based Rendering: From Theory to Implementation源代码
《Physically Based Rendering: From Theory to Implementation》第三版的配套源代码。
Physically Based Rendering(Third Edition)
Physically Based Rendering(Third Edition)
Physically Based Rendering. From Theory to Implementation
[Morgan Kaufmann series in computer graphics and geometric modeling] Matt Pharr, Wenzel Jakob, Greg Humphreys - Physically Based Rendering. From Theory to Implementation (2017, Morgan Kaufmann)
Physically-Based Rendering - From Theory To Implementation .pdf
对于理解渲染的各个部分,构建渲染器很有用,特别是在体渲染方面,提供了很详细的介绍。
Physically Based Rendering,PBRT(光线跟踪:基于物理的渲染) 笔记
 提起PBRT(Physically Based Rendering: From Theory to Implementation)这本书, 在图形学业界可是鼎鼎大名, 该书获得2005年软件界Jolt图书类大奖. 这本书与众不同的是把当今图形学相当高级的理论成就联系到具体实现上来, 系统而又细致地阐述如何作出一流水准的图形渲染器的方方面面, 它所附带的pbrt库(http://www.
Physically Based Rendering From Theory to Implementation (3rd Edition)
Physically Based Rendering From Theory to Implementation
Physically Based Rendering from Theory to Implementation - part3
Physically Based Rendering <em>from</em> Theory to Implementation 一共3部分~~~~~~~~~, 源码<em>下载</em>to h t t p ://www.p b r t . o r g /downloads.php
Physically Based Rendering - From Theory to Implementation 3rd edition.part2.rar
Physically Based Rendering - From Theory to Implementation 3rd edition.part2.rar
Physically Based Rendering - From Theory to Implementation 3rd edition.part4
Physically Based Rendering - From Theory to Implementation 3rd edition.part4
Physically Based Rendering - From Theory to Implementation 3rd edition.part3.
Physically Based Rendering - From Theory to Implementation 3rd edition.<em>part3</em>.
Physically Based Rendering - From Theory to Implementation 3rd edition.part1
Physically Based Rendering - From Theory to Implementation 3rd edition.part1
Physically Based Rendering - From Theory to Implementation 3rd edition.part5
Physically Based Rendering - From Theory to Implementation 3rd edition.part5
Physically Based Rendering Third Edition
《Physically Based Rendering:From Theory to Implementation》(PBRT) 英文版
Physically Based Rendering, Third Edition.pdf
Physically Based Rendering, Third Edition.pdf
基于物理的渲染
虚幻4渲染系统结构解析 基于物理的渲染 – 理论篇 基于物理的渲染 – 实现篇
Physically Based Rendering-3rd
Matte Pharr, renderman开发团队骨干, 这本书应该叫关于实现renderman的一切,语言轻松,逻辑清晰,叙述详细,代码易懂.这本书就是个渲染器. 此书为第三版,讲解了最新的技术
Physically Based Rendering Second Edition 全彩完整版 part2(共2分卷)
经典图形学教材Physically Based Rendering 第二版, 手把手教你实现一个完整的渲染器,1200页全彩完整版,需<em>下载</em>part1,part2两个分卷进行解压。
Physically Based Rendering From Theory to Implementation,3rdEdition
提起PBRT(Physically Based Rendering: From Theory to Implementation)这本书, 在图形学业界可是鼎鼎大名, 该书获得2005年软件界Jolt图书类大奖. 这本书与众不同的是把当今图形学相当高级的理论成就联系到具体实现上来, 系统而又细致地阐述如何作出一流水准的图形渲染器的方方面面
Physically Based Rendering from Theory to Implementation - part1
Physically Based Rendering <em>from</em> Theory to Implementation 一共3部分~~~~~~~~~, 源码<em>下载</em>to h t t p ://www.p b r t . o r g /downloads.php /////////////////////////////////// CHAPTER 01. INTRODUCTION Literate Programming Indexing and Cross-Referencing Photorealistic Rendering and the Ray-Tracing Algorithm Cameras Ray-Object Intersections Light Distribution Visibility Surface Scattering Recursive Ray Tracing Ray Propagation pbrt: System Overview Phases of Execution Scene Representation Main Rendering Loop Scene Methods An Integrator for Whitted-Style Ray Tracing How to Proceed through This Book The Exercises Using and Understanding the Code Pointer or Reference? Code Optimization The Book Web site Bugs Further Reading Exercise CHAPTER 02. GEOMETRY AND TRANSFORMATIONS Coordinate Systems Coordinate System Handedness Vectors Arithmetic Scaling Dot and Cross Product Normalization Coordinate System <em>from</em> a Vector Points Normals Rays Ray Differentials Three-Dimensional Bounding Boxes Transformations Homogeneous Coordinates Basic Operations Translations Scaling x, y, and z Axis Rotations Rotation around an Arbitrary Axis The Look-At Transformation Applying Transformations Points Vectors Normals Rays Bounding Boxes Composition of Transformations Transformations and Coordinate System Handedness Differential Geometry Further Reading Exercises CHAPTER 03. SHAPES Basic Shape Interface Bounding Refinement Intersection Avoiding Incorrect Self-Intersections Shading Geometry Surface Area Sidedness Spheres Construction Bounding Intersection Partial Spheres Partial Derivatives of Normal Vectors DifferentialGeometry Initialization Surface Area Cylinders Construction Bounding Intersection Partial Cylinders Surface Area Disks Construction Bounding Intersection Surface Area Other Quadrics Cones Paraboloids Hyperboloids Triangles and Meshes Triangle Triangle Intersection Surface Area Shading Geometry Subdivision Surfaces † Mesh Representation Bounds Subdivison Further Reading Exercises CHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION Primitive Interface and Geometric Primitives Geometric Primitives Object Instancing Aggregates Ray-Box Intersections Grid Accelerator Creation Traversal Kd-Tree Accelerator Tree Representation Tree Construction Traversal Further Reading Exercises CHAPTER 05. COLOR AND RADIOMETRY Spectral Representation Spectrum Class XYZ Color Basic Radiometry Basic Quantities Incident and Exitant Radiance Functions Working with Radiometric Integrals Integrals over Projected Solid Angle Integrals over Spherical Coordinates Integrals over Area Surface Reflection and the BRDF Further Reading Exercises CHAPTER 06. CAMERA MODELS Camera Model Camera Coordinate Spaces Projective Camera Models Orthographic Camera Perspective Camera Depth of Field Environment Camera Further Reading Exercises CHAPTER 07. SAMPLING AND RECONSTRUCTION Sampling Theory The Frequency Domain and the Fourier Transform Ideal Sampling and Reconstruction Aliasing Antialiasing Techniques Application to Image Synthesis Sources of Aliasing in Rendering Understanding Pixels Image Sampling Interface Sample Representation and Allocation Stratified Sampling Low-Discrepancy Sampling † Definition of Discrepancy Constructing Low-Discrepancy Sequences (0,2)-Sequences The Low-Discrepancy Sampler Best-Candidate Sampling Patterns † Generating the Best-Candidate Pattern Using the Best-Candidate Pattern Image Reconstruction Filter Functions Further Reading Exercises CHAPTER 08. FILM AND THE IMAGING PIPELINE Film Interface Image Film Image Output Image Pipeline Perceptual Issues and Tone Mapping † Luminance and Photometry Bloom Tone Mapping Interface Maximum to White Contrast-Based Scale Factor Varying Adaptation Luminance Spatially Varying Nonlinear Scale Final Imaging Pipeline Stages Further Reading Exercises CHAPTER 09. REFLECTION MODELS Basic Interface Reflectance BRDF>BTDF Adapter Specular Reflection and Transmission Fresnel Reflectance Specular Reflection Specular Transmission Lambertian Reflection Microfacet Models Oren-Nayar Diffuse Reflection Torrance-Sparrow Model Blinn Microfacet Distribution Anisotropic Microfacet Model Lafortune Model Fresnel Incidence Effects Further Reading Exercises CHAPTER 10. MATERIALS BSDFs BSDF Memory Management Material Interface and Implementations Matte Plastic Additional Materials Bump Mapping Further Reading Exercises CHAPTER 11. TEXTURE Sampling and Antialiasing Finding the Texture Sampling Rate Filtering Texture Functions Ray Differentials for Specular Reflection and Transmission † Texture Coordinate Generation 2D (u, v) Mapping Spherical Mapping Cylindrical Mapping Planar Mapping 3DMapping Texture Interface and Basic Textures Constant Texture Scale Texture Mix Textures Bilinear Interpolation Image Texture Texture Caching MIPMaps Isotropic Triangle Filter Elliptically Weighted Average Solid and Procedural Texturing UV Texture Checkerboard Solid Checkerboard Noise Perlin Noise Random Polka Dots Noise Idioms and Spectral Synthesis Bumpy and Wrinkled Textures Windy Waves Marble Further Reading Exercises CHAPTER 12. VOLUME SCATTERING † Volume Scattering Processes Absorption Emission Out-Scattering and Extinction In-scattering Phase Functions Volume Interface and Homogeneous Media Homogeneous Volumes Varying-Density Volumes 3D Grids Exponential Density Volume Aggregates Further Reading Exercises CHAPTER 13. LIGHT SOURCES Light Interface Visibility Testing Point Lights Spotlights Texture Projection Lights Goniophotometric Diagram Lights Distant Lights Area Lights Infinite Area Lights Further Reading Exercises CHAPTER 14. MONTE CARLO INTEGRATION I: BASIC CONCEPTS Background and Probability Review Continuous Random Variables Expected Values and Variance The Monte Carlo Estimator Sampling Random Variables The Inversion Method Example: Power Distribution Example: Exponential Distribution Example: Piecewise-Constant 1D Functions The Rejection Method Example: Rejection Sampling a Unit Circle Transforming between Distributions Transformation in Multiple Dimensions Example: Polar Coordinates Example: Spherical Coordinates 2D Sampling with Multidimensional Transformations Example: Uniformly Sampling a Hemisphere Example: Sampling a Unit Disk Example: Cosine-Weighted Hemisphere Sampling Example: Sampling a Triangle Further Reading Exercises CHAPTER 15. MONTE CARLO INTEGRATION II: IMPROVING EFFICIENCY Russian Roulette and Splitting Splitting Careful Sample Placement Stratified Sampling Quasi Monte Carlo Warping Samples and Distortion Bias Importance Sampling Multiple Importance Sampling Sampling Reflection Functions Sampling the Blinn Microfacet Distribution Sampling the Anisotropic Microfacet Model Sampling FresnelBlend Specular Reflection and Transmission Application: Estimating Reflectance Sampling BSDFs Sampling Light Sources Basic Interface Lights with Singularities Area Lights ShapeSet Sampling Infinite Area Lights Volume Scattering † Sampling Phase Functions Computing Optical Thickness Further Reading Exercises CHAPTER 16. LIGHT TRANSPORT I: SURFACE REFLECTION Direct Lighting Estimating the Direct Lighting Integral The Light Transport Equation Basic Derivation Analytic Solutions to the LTE The Surface Form of the LTE Integral over Paths Delta Distributions in the Integrand Partitioning the Integrand The Measurement Equation and Importance Path Tracing Overview Path Sampling Incremental Path Construction Implementation Bidirectional Path Tracing † Irradiance Caching Particle Tracing and Photon Mapping Theoretical Basis for Particle Tracing † Photon Integrator Building the Photon Maps Using the Photon Map Photon Interpolation and Density Estimation Further Reading Exercises CHAPTER 17. LIGHT TRANSPORT II: VOLUME RENDERING † The Equation of Transfer Volume Integrator Interface Emission-Only Integrator Single Scattering Integrator Further Reading Exercises CHAPTER 18. SUMMARY AND CONCLUSION Design Retrospective Abstraction versus Efficiency Design Alternatives: Triangles Only Design Alternatives: Streaming Computation Major Projects Parallel Rendering Increased Scene Complexity Subsurface Scattering Precomputation for Interactive Rendering Conclusion APPENDIXES Utilities Scene Description Interface Input File Format Index of Fragments Index of Classes and their Members Index of Identifiers REFERENCES INDEX ABOUT THE CD-ROM
Physically Based Rendering from Theory to Implementation - part2
Physically Based Rendering <em>from</em> Theory to Implementation 一共3部分~~~~~~~~~, 源码<em>下载</em>to h t t p ://www.p b r t . o r g /downloads.php
Physical Based Rendering From Theory to Implementation
Physical Based Rendering From Theory to Implementation
Physically Based Rendering
Physically Based Rendering , 光线跟踪:基于物理的渲染 , 从理论到实践。免费分享。
Physically Based Shader Development for Unity 2017 Develop Custom 无水印原版pdf
Physically Based Shader Development for Unity 2017 Develop Custom Lighting Systems 英文无水印原版pdf pdf所有页面使用FoxitReader、PDF-XChangeViewer、SumatraPDF和Firefox测试都可以打开 本资源转载自网络,如有侵权,请联系上传者或csdn删除 查看此书详细信息请在美国亚马逊官网搜索此书
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第八章
总计225M,1000多页,这是第八章 CHAPTER 08. FILM AND THE IMAGING PIPELINE
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第十八章
总计225M,18章,1000多页,这是第十八章 CHAPTER 18. SUMMARY AND CONCLUSION
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第十三章
总计225M,18章,1000多页,这是第十三章 CHAPTER 13. LIGHT SOURCES
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第十二章
总计225M,18章,1000多页,这是第十二章 CHAPTER 12. VOLUME SCATTERING
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第十五章
总计225M,18章,1000多页,这是第十五章 CHAPTER 15. MONTE CARLO INTEGRATION II: IMPROVING EFFICIENCY
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第三章
总计225M,1000多页,这是第三章 CHAPTER 03. SHAPES
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第一章
总计225M,1000多页,这是 第一章 01 INTRODUCTION 1.1 LITERATE PROGRAMMING ... ...
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第九章
总计225M,1000多页,这是第九章 CHAPTER 09. REFLECTION MODELS
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第五章
总计225M,1000多页,这是第五章 CHAPTER 05. COLOR AND RADIOMETRY
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第六章
总计225M,1000多页,这是第六章 CHAPTER 06. CAMERA MODELS
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第七章
总计225M,1000多页,这是第七章 CHAPTER 07. SAMPLING AND RECONSTRUCTION
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第十章
总计225M,1000多页,这是第十章 CHAPTER 10. MATERIALS BSDFs BSDF Memory Management Material Interface and Implementations Matte Plastic Additional Materials Bump Mapping Further Reading Exercises
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第二章
总计225M,1000多页,这是第二章 CHAPTER 02. GEOMETRY AND TRANSFORMATIONS
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第十四章
总计225M,18章,1000多页,这是第十四章 CHAPTER 14. MONTE CARLO INTEGRATION I: BASIC CONCEPTS
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第四章
总计225M,1000多页,这是第四章 CHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第十七章
总计225M,18章,1000多页,这是第十七章 CHAPTER 17. LIGHT TRANSPORT II: VOLUME RENDERING
Physically.Based.Rendering.Second.Edition彩色PDF(分卷1)
彩色PDF哟!看起来灰常爽, 这里分享一下. 注意有两个分卷, 这是分卷一!
Physically Based Rendering, Second Edition 彩色 完整版 P3
Physically Based Rendering, Second Edition 彩色 完整版 Part3
Physically Based Shader Development for Unity 2017
PDF格式,书还不错,看了三分之一,需要一定的数学知识,鄙嘿
手推系列——直观理解推导Physically Based Rendering 的BRDF公式之微表面法线分布函数NDF
不会matlab, 本文借助Python, numpy和matplotlib 来尝试观察和直观理解微表面理论。 PBR(Physically Based Rendering)的光照计算基于微表面理论的假设。即宏观上的一个像素的点其实是微观上一块有很多绝对光滑的微小表面组成的。 对于每个绝对光滑的微面,光照满足菲涅尔定理。即光的一部分作为高光反射出来,另一部分进入材质,并在材质里钻来钻去。其中一...
Physically Based Rendering——史上最容易理解的BRDF中D函数NDF的中文资料
为了吸引读者眼球,开头引用了虚幻文档里的粗糙度变化的图,让大家对粗糙度有个直观的概念。 粗糙度决定了D函数的分布,一般粗糙度是D函数的方差 本文假定读者已经对PBR即Physcially Based Rendering 基于物理的渲染有了初步的了解,对于PBR的入门有很多文章都介绍的不错。 本文针对想再了解下BRDF双向反射分布函数里的推导与内容的读者,是我自己学习BRDF的笔记 这篇...
PBR物理渲染理论 (1to2)
Physically Based Rendering
Practical Physically Based Rendering in Real-time
Practical Physically Based Rendering in Real-time
Physics-Based Animation(Graphics)英文.pdf版
Physics-Based Animation
physically based rendering v2 master
<em>physically</em> <em>based</em> <em>rendering</em> v2 master offically released
理论计算机图形渲染技术是否已经到了没有什么可以研究的地步了?
理论计算机图形渲染技术是否已经到了没有什么可以研究的地步了? Offline渲染的各种技术理论已经完备,实时渲染技术除了实时GI之外已经没有研究价值? 添加评论  分享 按投票排序按时间排序 12 个回答 赞同201 反对,不会显示你的姓名 叛逆者,GPU Gems 2译者,图形
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第十六章1/2
总计225M,18章,1000多页,这是第十六章两个压缩包中第一个 CHAPTER 16. LIGHT TRANSPORT I: SURFACE REFLECTION
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第十一章第一部分
总计225M,18章,1000多页,这是第十一章压缩包1,共两个 CHAPTER 11. TEXTURE
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第十一章第二部分
总计225M,18章,1000多页,这是第十一章压缩包2,共两个 CHAPTER 11. TEXTURE
Physically Based Rendering From Theory To Implementation 基于物理的渲染,第十六章2/2
总计225M,18章,1000多页,这是第十六章压缩包2,共两个 CHAPTER 16. LIGHT TRANSPORT I: SURFACE REFLECTION
Foundations of Physically Based Modeling and Animation 1st Edition
Foundations of Physically Based Modeling and Animation 1st Edition 英文完整版.高清非扫描带书签
【笔记】软件质量保证(Software Quality Assurance)复习笔记
困。 参考自csf的博客 课堂提问 软件质量涉及哪些维度?根据你的经历,你认为哪个维度最重要?为什么? Functionality功能性, Supportability可支持性, Usability易用性, Reliability可靠性, Performance性能. 软件质量保证与软件测试的关系是什么? 软件质量保证是软件开发中的一项要求,软件测试是软件开发生命周期中的一个过程。软件测试是为了...
Physically Based Rendering, Second Edition.part2
学习物理渲染的好东东,全名基于物理渲染从理论到实现.第二版。
Physically Based Rendering 3rd Edition
经典图形学教程pbrt第三版 详细讲解graphics基础 正文内附<em>implementation</em> code 涵盖ray tracer, path tracer, photon mapping, 可以作为semester project
Physically Based Rendering(第三版).pdf
基于物理渲染模式(PBR)是一股令人兴奋的实时渲染界的最新潮流。到处都有人在谈论PBR,以至于经常让人们迷惑它究竟意味着什么。一个简短的回答是:“意味着许多东西”,以及“看具体情况”。这个回答并不能让人满意,所以我试着从自己的观点,用更详细一点的描述解释PBR是什么,以及它和传统的渲染方式有什么区别。这篇文章是为非工程师(大部分情况下是3D设计师和美工)准备的,并且不会包含任何的代码和数学原理。
Physically Based Rendering, Second Edition.part1
学习物理渲染的好东东,全名基于物理渲染从理论到实现.第二版。
Physically Based Rendering, Second Edition 彩色 完整版 P5
Physically Based Rendering, Second Edition 彩色 完整版.part5
Physically Based Rendering, Second Edition 彩色 完整版 P6 final
Physically Based Rendering, Second Edition 彩色 完整版.part6
Physically Based Rendering, Second Edition 彩色 完整版 P2
Physically Based Rendering, Second Edition 彩色 完整版 Part2
Physically based rendering 3rd, signature removed.
Physically <em>based</em> <em>rendering</em> 3rd, digital version, signature removed.
Physically Based Rendering, Second Edition 彩色 完整版 P1
Physically Based Rendering, Second Edition 彩色 完整版 P1
Physically Based Rendering, Second Edition 彩色 完整版 P4
Physically Based Rendering, Second Edition 彩色 完整版.part4.rar
PBR基于物理渲染(2to2)
Physically Based Rendering 基于物理渲染理论中文版
Principles of Robot Motion Theory, Algorithms, and Implementations
这本书非常著名,是机器人运动规划方面的权威著作。但是不知道为什么国内好像没有引进。搞机器人运动规划的基本上都知道它。网上关于这本书的资料也很少。拿出来跟大家分享,chm格式的。
【《Real-Time Rendering 3rd》 提炼总结】(六) 第七章 · 高级着色:BRDF及相关技术
在计算机图形学中,BRDF(Bidirectional Reflectance Distribution Function,双向反射分布函数)是真实感图形学中最核心的概念之一,它描述的是物体表面将光能从任何一个入射方向反射到任何一个视点方向的反射特性,即入射光线经过某个表面反射后如何在各个出射方向上分布。BRDF模型是绝大多数图形学算法中用于描述光反射现象的基本模型。 这篇文章,将专注于总结和提炼《Real-Time Rendering 3rd》(实时渲染图形学第三版)中第七章“Advanced Sha
2018年,新的开始
希望自己能保持每周至少更新一次代码的频率,从这次开始安装tensorflowtheano和keras的过程 说明 卸载 Anaconda安装 安装深度学习相关 配置环境操作过程代码 python测试代码 Markdown及扩展 表格 定义列表 代码块 脚注 数学公式 UML 图 离线写博客 浏览器兼容 安装tensorflow、theano和keras的过程 试运行代码的注意事项 安装tensorf
Software Quality Assurance: From Theory to Implementation
Software Quality Assurance: From Theory to Implementation(DANIEL GALIN)(英文版、不喜勿下),学习SQA的比较好的书籍。
impedance control:an approach to manipulation part1-3
NEVILLE HOGAN 经典阻抗控制论文三部曲,part1~<em>part3</em>!!!
Subband Adaptive Filtering Theory and Implementation
Subband Adaptive Filtering Theory and Implementation
基于物理的的相机(一):曝光
Moving Frostbite to Physically Based Rendering中讲了Frostbite引擎的基于物理的整套管线流程,其中就包括物理相机 世界中的部分物体亮度是很高的,比如光源,相机的亮度范围也是有限,就需要将世界的亮度重新映射到相机的亮度范围,最终显示在照片上   需要做这件事的处理就是曝光,曝光代表有多少光线显示在图像上。 控制曝光的三个参数就是:快...
《游戏引擎全局光照技术》到底是一本什么样的书?
你可能觉得《游戏引擎全局光照技术》是另一本图形学理论知识科普读物,对不起,你错了!本文以问题的方式介绍该书的特点,更多信息的试读内容<em>下载</em>欢迎访问:http://www.thegibook.com,快来发现《游戏引擎全局光照技术》中有哪些你意想不到的惊喜吧
Physically Based Rendering第3版
Rendering is a crucial component of computer graphics— the conversion of a description of a 3D scene into an image for display. Algorithms for animation, geometric modeling, and texturing all must feed their results through some sort of <em>rendering</em> process for the results to be visible in an image. PBR渲染的一本极好的书籍
《Physically Based Rendering》翻译中文版——Introduction(介绍)
我自己在自学计算机图形学,现在正好学习到基于物理渲染这一块。在网上查阅大量的资料发现很少有中文的资料,想着趁着自己学习的时候,将这本书翻译过来帮助大家阅读和学习这本书中的内容。因个人能力和精力有限,在学习并翻译此书的过程中难免有一些失误,希望读者看到不妥之处,还请指正。我的邮箱:liupeicandy@163.com 原书网址:http://www.pbr-book.org/3ed-2018/In...
Audio Effects Theory, Implementation and Application
Audio Effects Theory, Implementation and Application
Principles of Robot Motion : Theory, Algorithms, and Implementations.pdf
运动规划领域经典教材,可惜国内没有引进。这是高清的pdf文档,资料罕见。
keras系列二(补充)theano的tensor库
今天看keras的模块,都是调用的theano的方法,感觉有必要补一下tensor相关知识,下面将学习一下tensor的一般用法和自己的理解。
LTE-The UMTS Long Term Evolution From Theory to Practice.pdf
lte umts 无线 通信 3g 4g
【《Real-Time Rendering 3rd》 提炼总结】(七) 第七章续 · 延迟渲染(Deferred Rendering)的前生今世
在计算机图形学中,延迟渲染( Deferred Rendering) ,即延迟着色(Deferred Shading),是将着色计算延迟到深度测试之后进行处理的一种渲染方法。延迟着色技术的最大的优势就是将光源的数目和场景中物体的数目在复杂度层面上完全分开,能够在渲染拥有成百上千光源的场景的同时依然保持很高的帧率,给我们渲染拥有大量光源的场景提供了很多可能性。 在《Real-Time Rendering 3rd》(实时渲染图形学第三版)的第七章“Advanced Shading · 高级着色”中,除了上篇
PowerVR 图形架构探索:tile-based渲染
原文链接:http://imgtec.eetrend.com/article/5282 我一直热衷于讲述我为何加入Imagination公司的故事。这个故事沿着以下路线发展:尽管我获得了图形方面的工作offer,而且是在阳光充足气候的城市,但最终我还是选择了PowerVR Graphics公司,在英国这个明显没有太多阳光的地方工作,因为我对砖墙式延迟渲染(TBDR)技术
Understanding machine learning From Theory to Algorithms
机器学习领域大师级书籍,包括人工智能,算法非常值得学习
Principles of Robot Motion: Theory, Algorithms, and Implementations
机器人运动规划的书,带标签 Howie Choset, Kevin M. Lynch, Seth Hutchinson, George A Kantor, Wolfram Burgard, Lydia E. Kavraki, and Sebastian Thrun. Principles of Robot Motion: Theory, Algorithms, and Implementations. MIT Press, Cambridge, MA, June 2005.
Physically Based Rendering Second Edition 全彩完整版 part1(共2分卷)
经典图形学教材Physically Based Rendering 第二版, 手把手教你实现一个完整的渲染器,1200页全彩完整版,需<em>下载</em>part1,part2两个分卷进行解压。
Theano 学习笔记(一)
最近配置Theano开发环境时,在最后测试阶段发生了一些小插曲,例如在执行下面一条测试语句时提示有如下错误: 执行指令为: python -c "import theano; theano.test()" 所报错误为:“ImportError: No module named 'cPickle'” 查阅资料发现,自python3以后 cPickle 和 pickle 模块合并,所以直
PLC原版国外教材(PLC Theory and Implementation)
再次奉献一本PLC的国外经典教材 共1047页 这是由外国友人提供的 国内是买不到也无法<em>下载</em>的 适用于有一定基础的专业工程师
Software Quality Assurance From Theory to Impleme
Software Quality Assurance From <em>theory</em> to <em>implementation</em>(DANIEL GALIN)(英文版)
Adaptive Filtering: Algorithms and Practical Implementation (4th Edition)
自适应滤波算法与实现(第四版),英文版,Paulo S. R. Diniz,2013
physically based render tech
<em>physically</em> <em>based</em> render tech
一些关于PLC的资源
一些关于plc的应用资源,基于PLC的变频调速恒压供水系统
《Principles of Robot Motion Theory, Algorithms, and Implementations》
机器人学中的圣经,做运动规划的手头书籍,可惜国内没有引进,这是.chm格式的电子版,方便大家阅读和查找章节。作者之一是Lydia E. Kavraki,相信做运动规划的同学都知道她。从位姿空间到一些传统的规划方法,如势场法到概率完备的规划方法如PRM,RRT等,全都有详细讲解。
understanding machine learning-from theory to algorithms
2014年剑桥大学最新机器学习教材,讲解全面透彻,适合有一定基础的同学阅读。另附三本经典的机器学习教材:PRML,MLAPP以及统计学习方法。
Model Predictive Control: Theory and Design
《Model Predictive Control: Theory and Design》这本书是国外大学学习模型预测控制(MPC)的指定教材,出版于2009年。
An Introduction to Physically Based Modeling
学习物理引擎过程中找到的一个比较好的资料,虽是英文的,不过确实不错
老外写的:2008年我阅读的最常见的5本书籍
在2008年,我阅读了几本书,90%他们是技术性的。我也阅读了几本涉及到软件开发的,他们不是具体的框架或者技术。下面列出是我在2008阅读前5的书籍,排名不分先后。    Clean Code:灵巧的软件开发者手册是Robert写的,是我阅读的最好的书籍在2008年。这是本书目的是使开发出更好的代码。坦率地说,任何开发者,软件工程师,项目经理,团队领导或系统分析师他们开发一个应用程序或只是读...
LTE – The UMTS Long Term Evolution From Theory to Practice
LTE – The UMTS Long Term Evolution From Theory to Practice 英文教材
牛人源码定位问题原因- 从源码看DL4J中Native BLAS的加载,以及配置
http://blog.csdn.net/oncealong/article/details/50068831 最近在用DeepLearning4J(DL4J)尝试语音识别的深度学习,Git DL4J的代码,用IntelliJ IDEA打开,配置好相关依赖后,运行包org.deeplearning4j.examples.test.Test的main,可以正常运行,但是有警
DSP for Matlab and Labview IV: LMS Adaptive Filtering
很不错的使用MATLAB和LabVIEW进行DSP仿真的书籍,全书共四卷,这是第四卷。
Expert One-on-One J2EE Development without EJB-part10下载
Expert One-on-One J2EE Development without EJB第10部分,可以到空间下载:http://download.csdn.net/user/helinherong_fan 相关下载链接:[url=//download.csdn.net/download/helinherong_fan/1063986?utm_source=bbsseo]//download.csdn.net/download/helinherong_fan/1063986?utm_source=bbsseo[/url]
OpenStack Cloud Computing Cookbook, 2nd edition下载
Over 100 recipes to successfully set up and manage your OpenStack cloud environments with complete coverage of Nova, Swift, Keystone, Glance, Horizon, Neutron, and Cinder Overview Updated for OpenStack Grizzly Learn how to install, configure, and manage all of the OpenStack core projects including 相关下载链接:[url=//download.csdn.net/download/bobbyliao/7011831?utm_source=bbsseo]//download.csdn.net/download/bobbyliao/7011831?utm_source=bbsseo[/url]
HTML5中文参考手册(CHM)下载
HTML5 中文 参考手册 CHM文件,详细描述HTML4与HTML5的异同。 相关下载链接:[url=//download.csdn.net/download/gzqbc/2491077?utm_source=bbsseo]//download.csdn.net/download/gzqbc/2491077?utm_source=bbsseo[/url]
文章热词 机器学习教程 Objective-C培训 交互设计视频教程 颜色模型 设计制作学习
相关热词 mysql关联查询两次本表 native底部 react extjs glyph 图标 大数据培训下载 云计算培训下载
我们是很有底线的