汐坻

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  • in reply to: 预计算BRDF中关于G项的疑问 #9673 Score: 0
    汐坻
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    GGX重要性采样是采样微表面法向量H,微表面当作光滑镜面,根据观察方向可以算出采样的入射光方向L
    计算G项也是算BRDF的一部分,算BRDF自然必须要N,V和L。如果是在切线空间上算BRDF,就已经默认了N = (0, 0, 1),只需要入射方向和出射方向相对法线的夹角
    G项要的N是宏表面法向量

    in reply to: 离线渲染推荐 #9064 Score: 0
    汐坻
    Participant

    离线渲染的书籍:
    1. Physically Based Rendering (third edition),这个不用多说了
    2. Advanced Global Illumination,整本书只有300多页,却基本覆盖了所有的Light Transport Method
    3. Robust Monte Carlo Methods for Light Transport Simulation,离线渲染必读: http://graphics.stanford.edu/papers/veach_thesis/

    课程:
    UWaterloo蜂须贺先生的CS888: https://cs.uwaterloo.ca/~thachisu/CS888_W21/,重点是页面中的paper list

    不建议:
    1. Ray Traing三部曲 (in One Weekend, …) ,没啥用(默认已经从101之类的课程学到了基本的Monte Carlo方法和Path tracing的话)
    2. SmallPT,这个学懂了来看着玩可以,不懂的不要妄想从这个来学习离线渲染(本末倒置了属于是)

    in reply to: 点光源渲染shadowMap时,怎么确定camera的方向 #7968 Score: 0
    汐坻
    Participant

    沿着坐标轴的六个方向分别以90度视角1:1宽高比渲染到一个cubemap的六个面上

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