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投射纹理-修正问题
萌谷王
2023-01-13 13:44:05
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投射纹理-修正问题
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投射纹理-修正问题
课时名称课时知识点投射纹理-修正问题
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Unity3D中文手册
unity 3d 开发手册 中文版 unity中文手册分三部分:用户指南,常见
问题
,高级部分。
【U3D资源】Unity3D中文手册
目录 欢迎使用 Unity................................................................................................................................1 一、用户指南..................................................................................................................................2 1.1. Unity 基础(Unity Basics) .........................................................................................2 1.1.1. 学习界面...........................................................................................................2 1.1.2. 资源工作流(Asset Workflow) ........................................................................17 1.1.3. 创建场景(Creating Scenes) ............................................................................18 1.1.4. 发布(Publishing Builds)..................................................................................19 1.1.5. 教程(Tutorials)................................................................................................22 1.2. 构建场景(Building Scenes) ....................................................................................23 1.2.1. 游戏物体(GameObject)..................................................................................23 1.2.2. 使用组件(Using Components) .......................................................................25 1.2.3. 预设(Prefab)....................................................................................................30 1.2.4. 光照(Lights)....................................................................................................33 1.2.5. 相机(Cameras) ................................................................................................42 1.2.6. 粒子系统(Particle Systems)............................................................................46 1.2.7. 地形引擎指南(Terrain Engine Guide)............................................................59 1.3. 使用资源(Working with Assets).............................................................................62 1.3.1. 导入资源(Importing Assets) ...........................................................................63 1.3.2. 网格(Meshes)..................................................................................................65 1.3.3. 材质和着色器(Material and Shaders) ............................................................69 1.3.4. 2D
纹理
(Texture 2D) ......................................................................................72 1.3.5. 电影
纹理
(Movie Texture)...............................................................................78 1.3.6. 音频文件(Audio Files) ...................................................................................80 1.3.7. 使用脚本(Using Scripts).................................................................................84 1.3.8. 资源服务器指南(Assets Server Guide)..........................................................88 1.3.9. 场景背后(Behind the Scenes).........................................................................94 1.4. 创建游戏(Creating Gameplay) ...............................................................................94 1.4.1. 运行时实例化预设(Instantiating Prefabs at runtime) ....................................95 1.4.2. 输入(Input)....................................................................................................100 1.4.3. 变换(Transforms)..........................................................................................102 1.4.4. 物理(Physics)................................................................................................107 1.4.5. 动画(Animation) ...........................................................................................124 1.4.6. 角色动画(Character Animation)...................................................................126 1.4.7. 声音(Sound)..................................................................................................133 1.4.8. 游戏接口元素...............................................................................................138 1.4.9. 多人网络.......................................................................................................139 二、常见
问题
(FAQ)....................................................................................................................141 2.1. 游戏编码
问题
.......................................................................................................141 2.1.1. 如何制作一个简单的第一人称行走...........................................................141
unity3d_book
unity3d 中文手册unity3d 中文手册web3d开发手册
BODYINT3D教程
Body paint 3d 是德国MAXON公司出品的一款专业的贴图绘制软件,可以非常好的支持大多数例如3DS MAX ,MAYA Softimage/XSI, Light wave等主流的三维软件,支持颜色、透明、凹凸、高光、自发光等多种贴图通道,绘制工具非常强大,其UVW编辑也非常优秀,使用者可以及时看到绘制结果并根据需求来使用不同的显示级别和效果,做到所见即所得,这也归功于其优秀的Ray Brush(光线跟踪笔刷)技术,Body paint 3d软件界面友好,在使用习惯上也很接近于三维软件及Photoshop软件的操作,上手简单,功能强大使Body Paint 3D在众多的同类软件中脱颖而出,在世界各地包括好莱坞的许多大片如 《 蜘蛛人》,《 亚瑟王》,等众多的影片制作中都使用了Body paint 3d软件来绘制贴图,其效果如图2-1、2、3、4所示。
GPU-based Techniques for Global Illumination Effects
1. GlobalIlluminationRendering.................................................1 1.1 Materials................................................................6 1.2 Rendering Equation......................................................8 1.3 Local Illumination ......................................................10 1.4 Global Illumination .....................................................13 1.5 Random Walk Solution of the Rendering Equation.........................14 1.5.1 MonteCarloIntegration.........................................17 1.5.2 ImportanceSampling............................................19 1.6 Iteration Solution of the Rendering Equation..............................20 1.7 ApplicationofFormerGIResearchResultsinGPUGI.....................22 2. LocalIlluminationRenderingPipelineofGPUS...............................23 2.1 Evolution of the Fixed-function Rendering Pipeline........................26 2.1.1 RasterOperations................................................27 2.1.2 RasterizationWithLinearInterpolation...........................27 2.1.3 Texturing.......................................................29 2.1.4 Transformation..................................................31 2.1.5 Per-vertexLighting..............................................34 2.2 ProgrammableGPUs....................................................34 2.2.1 Render-to-texture and Multiple Render Targets....................36 2.2.2 TheGeometryShader............................................36 2.3 ArchitectureofProgrammableGPUs.....................................38 2.3.1 Resources.......................................................38 2.3.2 Pipeline Stages and Their Control by Render States.................38 3. ProgrammingandControllingGPUS .........................................42 3.1 IntroductiontoHLSLProgramming.....................................44 3.1.1 VertexShaderProgramming......................................46 3.1.2 GeometryShaderProgramming...................................49 3.1.3 FragmentShaderProgramming...................................49 MOCL002-FM MOBKXXX-Sample.cls April 24, 2008 21:8 viii CONTENTS 3.2 ControllingtheGPUfromtheCPU......................................50 3.2.1 ControllingtheDirect3D9Pipeline...............................51 3.2.2 ControllingthePipelineUsingEffectFiles.........................56 3.2.2.1 ControllingthePipelineFromDirect3D10...............59 3.3 ShadersBeyondtheStandardPipelineOperation..........................60 3.3.1 Are GPUs Good for Global Illumination?..........................60 3.3.2 Basic Techniques for GPU Global Illumination.....................62 4. SimpleImprovementsoftheLocalIlluminationModel.........................66 4.1 ShadowMapping.......................................................68 4.1.1 Shadow Map Generation.........................................70 4.1.2 Rendering With the Shadow Map.................................71 4.1.3 ShadowMapAnti-aliasing.......................................74 4.2 Image-basedLighting...................................................77 4.2.1 MirroredReflectionsandRefractions..............................80 4.2.2 Diffuse and Glossy Reflections Without Self-shadowing.............82 4.2.3 Diffuse and Glossy Reflections With Shadowing....................85 5. RayCastingontheGPU......................................................90 5.1 Ray–TriangleIntersectioninaShader.....................................91 5.2 TheRayEngine........................................................95 5.3 Acceleration Hierarchy Built on Rays .....................................97 5.3.1 ImplementationofRecursiveRay-tracingUsingtheRayEngine.....98 5.3.2 RayCasting....................................................100 5.4 FullRay-TracersontheGPUUsingSpacePartitioning....................102 5.4.1 UniformGrid..................................................102 5.4.2 Octree.........................................................103 5.4.3 HierarchicalBoundingBoxes....................................103 5.4.4 Kd-Tree.......................................................104 5.5 Loosekd-TreeTraversalinaSingleShader...............................107 5.5.1 GPURepresentationoftheLoosekd-tree........................109 5.5.2 GPUTraversaloftheLoosekd-tree..............................111 5.5.3 Performance...................................................115 6. SpecularEffectswithRasterization...........................................116 6.1 Ray-TracingofDistanceMaps..........................................120 6.1.1 ParallaxCorrection.............................................121 6.1.2 LinearSearch..................................................122 6.1.3 RefinementbySecantSearch....................................124 MOCL002-FM MOBKXXX-Sample.cls April 24, 2008 21:8 CONTENTS ix 6.2 SingleLocalizedReflectionsandRefractions..............................126 6.3 Inter-ObjectReflectionsandRefractions.................................130 6.4 SpecularReflectionswithSearchingontheReflector......................130 6.5 SpecularReflectionswithGeometryorImageTransformation..............131 6.6 SelfReflectionsandRefractions.........................................132 6.6.1 Simplified Methods for Multiple Reflections and Refractions .......136 6.7 Caustics...............................................................136 6.7.1 LightPass.....................................................137 6.7.2 PhotonHitFilteringandLightProjection........................139 6.8 CombiningDifferentSpecularEffects...................................144 7. DiffuseandGlossyIndirectIllumination.....................................146 7.1 RadiosityontheGPU..................................................148 7.1.1 RandomTexelSelection........................................151 7.1.2 UpdateoftheRadianceTexture..................................153 7.2 Pre-ComputedRadiosity...............................................157 7.3 DiffuseandGlossyFinalGatheringwithDistanceMaps...................159 8. Pre-computationAidedGlobalIllumination..................................169 8.1 Sampling..............................................................171 8.2 Finite-element Method.................................................171 8.2.1 CompressionofTransferCoefficients.............................173 8.3 Pre-computedRadianceTransfer........................................175 8.3.1 Direct3D Support of the Diffuse Pre-computed Radiance Transfer..179 8.4 LightPathMap.......................................................182 8.4.1 Implementation................................................184 9. ParticipatingMediaRendering ..............................................195 9.1 PhaseFunctions.......................................................197 9.2 ParticleSystemModel..................................................197 9.3 Billboard Rendering....................................................198 9.3.1 Spherical Billboards.............................................199 9.3.1.1 GouraudShadingofParticles...........................201 9.3.1.2 GPU Implementation of Spherical Billboards.............202 9.4 Illuminating Participating Media........................................204 9.5 Rendering Explosions and Fire..........................................205 9.5.1 DustandSmoke................................................205 9.5.2 Fire...........................................................206 9.5.3 LayerComposition.............................................209 MOCL002-FM MOBKXXX-Sample.cls April 24, 2008 21:8 xCONTENTS 9.6 Participating Media Illumination Networks...............................210 9.6.1 Iteration Solution of the Volumetric Rendering Equation...........211 9.6.2 Building the Illumination Network...............................212 9.6.3 Iterating the Illumination Network...............................213 10. FakeGlobalIllumination....................................................218 10.1 TheScalarObscurancesMethod........................................220 10.2 TheSpectralObscurancesMethod.......................................221 10.3 ConstructionoftheObscurancesMap...................................223 10.4 Depth Peeling.........................................................225 11. PostprocessingEffects.......................................................229 11.1 ImageFiltering........................................................229 11.1.1 SeparationofDimensions.......................................231 11.1.2 ExploitationoftheBi-linearFilteringHardware...................232 11.1.3 ImportanceSampling...........................................234 11.2 Glow.................................................................236 11.3 ToneMapping.........................................................236 11.3.1 LocalToneMapping...........................................238 11.3.2 GlowIntegrationIntoToneMapping............................239 11.3.3 TemporalLuminanceAdaptation................................239 11.3.4 ScotopicVision.................................................240 11.3.5 Implementation................................................241 11.4 DepthofField.........................................................242 11.4.1 CameraModelsandDepthofField..............................243 11.4.2 DepthofFieldWiththeSimulationofCircleofConfusion.........244 12. IntegratingGIEffectsinGamesandVirtualRealitySystems...................248 12.1 GameEnginesandSceneGraphManagers...............................249 12.2 Combining Different Rendering Algorithms..............................253 12.3 CaseStudies...........................................................256 12.3.1 Moria.........................................................257 12.3.2 RTCar........................................................259 12.3.3 SpaceStation...................................................263 Bibliography................................................................265
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