《Real-Time Rendering 4th Edition》全文翻译 - 第1章 引言 9.1 光的物理性质 PBS的基础就是光和物体之间的关系,为了理解这些关系,我们得先了解一些有关自然界中光的知识。在物理学看来,光常常被认为是一种电磁的横波。这种波在电场和磁场上振动,并且振动方向和传播方向垂直。在电场和磁场上的振动成对出现,相互...
基于物理着色——正史 上一篇文章铺垫了一些基于物理着色的基础概念,可以参见这里。 chopper:基于物理着色——前传本篇文章主要介绍直接光镜面反射的BRDF渲染模型,分三个部分来介绍。第一部分“反射与折射”介… tksta...发表于chopp... Real-Time Rendering 4th_C9 基于物理的着色(上) Lucif...发表于ArkCl... ...
Source code to pbrt, the ray tracer described in the forthcoming 4th edition of the "Physically Based Rendering: From Theory to Implementation" book. - mmp/pbrt-v4
Sandbox 2009: 4th ACM SIGGRAPH symposium on video gamesRene Weller,Gabriel Zachmann.A unified approach for physically-based simulations and haptic rendering. Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games . 2009R. Weller and G. Zachmann. 2009. A unified approach for...
A physically-based simulation of the interaction between the light and fluorescent specimen model is subject to the existence of a rendering system capable of handling inelastic volume scattering events. Furthermore, it has to accurately calculate the emission SPD profiles in terms of the parameters ...
The proposed method needs an initialization step, but this step is less critical than in the active contour model, rendering the method suitable for automated segmentation. Unlike the active contour model, our model allows dye sources to be placed entirely inside an object, outside on one side ...