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Titlebook: GPU-Based Techniques for Global Illumination Effects; László Szirmay-Kalos,László Szécsi,Mateu Sbert Book 2008 Springer Nature Switzerland

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樓主: DUCT
31#
發(fā)表于 2025-3-26 22:31:43 | 只看該作者
Participating Media Rendering,r light not only on their boundary, but anywhere inside their volume. Such phenomena are often called .,or .. Participating media can be imagined as some material that does not completely fill the space. Thus, the photons have the chance to go into it and to travel a random distance before collision
32#
發(fā)表于 2025-3-27 02:49:33 | 只看該作者
Fake Global Illumination, can be reduced if the physically plausible model is replaced by another model that is simpler to solve but provides somehow similarly looking results. The dependence of the radiance of a point on all other points can be eliminated if we recognize that the illumination influence of a unit area surfa
33#
發(fā)表于 2025-3-27 06:32:51 | 只看該作者
Postprocessing Effects,an also be fetched from the depth buffer. The radiance at a given wavelength is a floating point value, and at least three wavelengths are needed to render a color image. Radiance values may differ by many orders of magnitude, i.e. they have . However, the frame buffer containing the displayed image
34#
發(fā)表于 2025-3-27 10:14:49 | 只看該作者
978-3-031-79524-4Springer Nature Switzerland AG 2008
35#
發(fā)表于 2025-3-27 16:47:00 | 只看該作者
36#
發(fā)表于 2025-3-27 21:27:33 | 只看該作者
37#
發(fā)表于 2025-3-27 23:56:00 | 只看該作者
New Labour: New Agendas (1997–2010)ing examples. A reader deeply familiar with HLSL programming may wish to skip this introduction, and continue reading at Section 3.3.1, where we discuss how global illumination algorithms can make use of GPU programmability. However, this chapter defines concepts which serve as a foundation for more
38#
發(fā)表于 2025-3-28 04:49:41 | 只看該作者
39#
發(fā)表于 2025-3-28 10:18:39 | 只看該作者
40#
發(fā)表于 2025-3-28 13:18:38 | 只看該作者
https://doi.org/10.1007/978-3-319-33850-7radiance of very rough surfaces, which are called . surfaces, is similar for all viewing directions. Smoother, . surfaces still reflect in all possible directions but the radiance is higher in the vicinity of the ideal reflection direction. At a diffuse or glossy surface, a light path may be continu
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