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《Real-Time Rendering 3rd》 提炼总结

Android手机应用开发

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  • 开发语言:C/C++
  • 实例大小:25.27M
  • 下载次数:13
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  • 发布时间:2022-05-17
  • 实例类别:Android手机应用开发
  • 发 布 人:Alexander1977
  • 文件格式:.pdf
  • 所需积分:3
 相关标签: graph AP IC

实例介绍

【实例简介】《Real-Time Rendering 3rd》 提炼总结

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【核心代码】

目录
第一章 全书知识点总览 ...................................................................................................................... 1
1.1 《Real-Time Rendering 3rd》其书 ....................................................................................... 1
1.2 相关背景 ................................................................................................................................. 3
1.3 《Real-Time Rendering 3rd》全书知识点总览 ................................................................... 3
1.4 包含宝藏的书本主页 ............................................................................................................. 5
第二章 图形渲染管线 .......................................................................................................................... 6
2.1 本章内容思维导图 ................................................................................................................. 7
2.1.1 章节框架思维导图 ...................................................................................................... 7
2.1.2 知识结构思维导图 ...................................................................................................... 7
2.2 核心内容分节提炼 ................................................................................................................. 8
2.2.1 图像渲染管线架构概述 .............................................................................................. 8
2.2.2 应用程序阶段 The Application Stage ......................................................................... 9
2.2.3 几何阶段 The Geometry Stage ................................................................................... 9
2.2.4 光栅化阶段 The Rasterizer Stage ............................................................................. 14
2.2.5 管线纵览与总结 ........................................................................................................ 17
2.3 本章内容提炼总结 ............................................................................................................... 18
2.3.1 应用程序阶段 ............................................................................................................ 18
2.3.2 几何阶段 .................................................................................................................... 18
2.3.3 光栅化阶段 ................................................................................................................ 19
第三章 GPU渲染管线与可编程着色器 ........................................................................................... 20
3.1 本章内容图示 ....................................................................................................................... 21
3.1.1 章节框架图示 ............................................................................................................ 21
3.1.2 GPU 渲染管线流程图 ................................................................................................ 21
3.2 原书核心内容分节提炼 ....................................................................................................... 22
3.2.1 GPU 管线概述 ............................................................................................................ 22
3.2.2 可编程着色模型 ........................................................................................................ 23
3.2.3 可编程着色的进化史 The Evolution of Programmable Shading ............................ 25
3.2.4 顶点着色器 Vertext Shader ....................................................................................... 27
3.2.5 几何着色器 The Geometry Shader ........................................................................... 28
3.2.6 像素着色器 Pixel Shader .......................................................................................... 29
3.2.7 合并阶段 The Merging Stage ................................................................................... 30
3.2.8 效果 Effect ................................................................................................................. 30
3.3 本章内容提炼总结 ............................................................................................................... 31
第四章 图形渲染与视觉外观 ............................................................................................................ 33
目录
II
4.1 导读 ....................................................................................................................................... 33
4.2 渲染与视觉物理现象 ........................................................................................................... 34
4.3 光照与材质 ........................................................................................................................... 35
4.3.1 光照现象:散射与吸收 ............................................................................................ 35
4.3.2 表面 ............................................................................................................................ 36
4.4 着色 ....................................................................................................................................... 37
4.4.1 着色与着色方程 ........................................................................................................ 37
4.4.2 三种着色处理方法 .................................................................................................... 38
4.5 抗锯齿与常见抗锯齿类型总结 ........................................................................................... 39
4.5.1 超级采样抗锯齿(SSAA) ...................................................................................... 39
4.5.2 多重采样抗锯齿(MSAA) .................................................................................... 40
4.5.3 覆盖采样抗锯齿(CSAA) ..................................................................................... 40
4.5.4 高分辨率抗锯齿(HRAA) ..................................................................................... 40
4.5.5 可编程过滤抗锯齿(CFAA) .................................................................................. 41
4.5.6 形态抗锯齿(MLAA) ............................................................................................ 41
4.5.7 快速近似抗锯齿(FXAA) ..................................................................................... 41
4.5.8 时间性抗锯齿(TXAA) ......................................................................................... 41
4.5.9 多帧采样抗锯齿(MFAA) ..................................................................................... 42
4.6 透明渲染与透明排序 ........................................................................................................... 42
4.6.1 透明渲染 .................................................................................................................... 42
4.6.2 透明排序 .................................................................................................................... 42
4.7 伽玛校正 ............................................................................................................................... 44
4.8 Reference ................................................................................................................................ 44
第五章 纹理贴图及相关技术 ............................................................................................................ 46
5.1 导读 ....................................................................................................................................... 47
5.2 纹理管线 The Texturing Pipeline ......................................................................................... 48
5.2.1 投影函数 The Projector Function ............................................................................. 49
5.2.2 映射函数 The Corresponder Function ...................................................................... 52
5.3 体纹理 Volume Texture ....................................................................................................... 53
5.4 立方体贴图 Cube Map ......................................................................................................... 53
5.5 纹理缓存 Texture Caching ................................................................................................... 55
5.5.1 最近最少使用策略(Least Recently Used ,LRU) ................................................. 56
5.5.2 最近最常使用策略(Most Recently Used,MRU) .............................................. 56
5.5.3 预取策略(Prefetching) ......................................................................................... 56
5.5.4 裁剪图策略(Clipmap) .......................................................................................... 56
5.6 纹理压缩 Texture Compression ............................................................................................ 57
5.6.1 DXT1 .......................................................................................................................... 58
5.6.2 DXT3 .......................................................................................................................... 58
5.6.3 DXT5 .......................................................................................................................... 58
目录
III
5.6.4 ATI1............................................................................................................................. 59
5.6.5 ATI2............................................................................................................................. 59
5.6.6 ETC ............................................................................................................................. 59
5.7 程序贴图纹理 Procedural Texturing .................................................................................... 60
5.8 凹凸贴图与其改进 ............................................................................................................... 61
5.8.1 凹凸贴图 Bump Mapping ......................................................................................... 62
5.8.2 移位贴图 Displacement Mapping ............................................................................. 62
5.8.3 法线贴图 Normal Mapping ....................................................................................... 63
5.8.4 视差贴图 Parallax Mapping ...................................................................................... 63
5.8.5 浮雕贴图 Relief Mapping ......................................................................................... 64
5.9 Reference ................................................................................................................................ 66
第六章 高级着色:BRDF及相关技术 ............................................................................................. 67
6.1 导读 ....................................................................................................................................... 68
6.2 BRDF 前置知识· 数学篇 ................................................................................................... 69
6.2.1 球面坐标 Spherical Coordinate ................................................................................ 69
6.2.2 立体角 Solid Angle ................................................................................................... 70
6.2.3 投影面积 Foreshortened Area ................................................................................... 71
6.3 BRDF 前置知识· 辐射度量学篇 ....................................................................................... 71
6.3.1 辐射度量学基本参数表格 ........................................................................................ 72
6.3.2 辐射通量/光通量 Radiant Flux ................................................................................ 72
6.3.3 辐射强度/发光强度 Radiant Intensity ...................................................................... 73
6.3.4 辐射率/光亮度 Radiance .......................................................................................... 73
6.3.5 辐照度/辉度 Irradiance ............................................................................................. 74
6.4 BRDF 的定义与理解 ............................................................................................................. 74
6.4.1 BRDF 的定义式 ......................................................................................................... 74
6.4.2 BRDF 的非微分形式 ................................................................................................. 76
6.4.3 BRDF 与着色方程 ..................................................................................................... 76
6.4.4 对 BRDF的可视化表示 ............................................................................................ 76
6.5 BRDF 的性质 ......................................................................................................................... 77
6.5.1 可逆性 ........................................................................................................................ 77
6.5.2 能量守恒性质 ............................................................................................................ 77
6.5.3 线性特征 .................................................................................................................... 78
6.6 BRDF 的模型分类 ................................................................................................................. 78
6.6.1 BRDF 经验模型 ......................................................................................................... 79
6.6.2 数据驱动的 BRDF模型 ............................................................................................ 80
6.6.3 基于物理的 BRDF模型 ............................................................................................ 81
6.7 基于物理的 BRDF·前置知识 ............................................................................................ 81
6.7.1 次表面散射 Subsurface Scattering ........................................................................... 81
6.7.2 菲涅尔反射 Fresnel Reflectance ............................................................................... 83
目录
IV
6.7.3 微平面理论 Microfacet Theory ................................................................................ 85
6.8 基于物理的 BRDF·常见模型 ............................................................................................ 86
6.8.1 Cook-Torrance BRDF模型 ........................................................................................ 86
6.8.2 Ward BRDF 模型 ........................................................................................................ 87
6.9 BRDF 与其引申 ..................................................................................................................... 88
6.9.1 BSSRDF ...................................................................................................................... 88
6.9.2 SBRDF(SVBRDF) ...................................................................................................... 90
6.9.3 BTDF 与 BSDF .......................................................................................................... 90
6.10 Reference .............................................................................................................................. 91
第七章 延迟渲染的前生今世 ............................................................................................................ 92
7.1 延迟渲染 Deferred Rendering .............................................................................................. 94
7.2 几何缓冲区 G-buffer .......................................................................................................... 97
7.3 延迟渲染的过程分析 ........................................................................................................... 98
7.4 延迟渲染的伪代码 ............................................................................................................... 99
7.5 延迟渲染 vs 正向渲染 ..................................................................................................... 100
7.5.1 正向渲染 .................................................................................................................. 100
7.5.2 延迟渲染 .................................................................................................................. 101
7.6 延迟渲染的优缺点分析 ..................................................................................................... 102
7.6.1 延迟渲染的优点 ...................................................................................................... 102
7.6.2 延迟渲染的缺点 ...................................................................................................... 103
7.7 延迟渲染的改进 ................................................................................................................. 103
7.8 延迟光照 LightPre-Pass / Deferred Lighting ..................................................................... 103
7.9 分块延迟渲染 Tile-Based Deferred Rendering ................................................................. 104
7.10 延迟渲染 vs 延迟光照 ................................................................................................... 106
7.11 实时渲染中常见的 Rendering Path 总结 ........................................................................ 107
7.12 环境映射 Environment Mapping ...................................................................................... 108
7.13 Reference ............................................................................................................................ 109
第八章 全局光照:光线追踪、路径追踪与 GI 技术进化编年史 ................................................ 111
8.1 行文思路说明 ..................................................................................................................... 112
8.2 全局光照 ............................................................................................................................. 112
8.3 全局光照的主要算法流派 ................................................................................................. 114
8.4 全局光照技术进化编年史 ................................................................................................. 115
8.4.1 光线投射 Ray Casting [1968] ................................................................................. 115
8.4.2 光线追踪 Ray Tracing [1979] ................................................................................. 116
8.4.3 分布式光线追踪 Distributed Ray Tracing [1984] .................................................. 116
8.4.4 渲染方程 The Rendering Equation [1986] ............................................................. 117
8.4.5 路径追踪 Path Tracing [1986] ................................................................................ 117
8.4.6 双向路径追踪 Bidirectional Path Tracing [1993,1994] ...................................... 118
8.4.7 梅特波利斯光照传输 Metropolis Light Transport [1997] ..................................... 118
目录
V
8.5 光线追踪 Ray Tracing ....................................................................................................... 118
8.6 路径追踪 Path Tracing ....................................................................................................... 122
8.7 Ray Casting ,Ray Tracing,Path Tracing 区别 ................................................................. 125
8.8 环境光遮蔽 Ambient Occlusion ........................................................................................ 126
8.9 Reference .............................................................................................................................. 129
第九章 游戏开发中基于图像的渲染技术总结 .............................................................................. 130
9.1 渲染谱 The Rendering Spectrum ....................................................................................... 131
9.2 固定视角的渲染 Fixed-View Rendering .......................................................................... 133
9.3 天空盒 Skyboxes ................................................................................................................ 135
9.4 光场渲染 Light Field Rendering ........................................................................................ 137
9.5 精灵与层 Sprites and Layers .............................................................................................. 139
9.6 公告板 Billboarding ........................................................................................................... 140
9.7 粒子系统 Particle System .................................................................................................. 145
9.8 替代物 Impostors ............................................................................................................... 145
9.9 公告板云 Billboard Clouds ................................................................................................ 147
9.10 图像处理 Image Processing ............................................................................................. 148
9.11 颜色校正 Color Correction ............................................................................................... 149
9.12 色调映射 Tone Mapping .................................................................................................. 151
9.13 镜头眩光和泛光 Lens Flare and Bloom .......................................................................... 152
9.14 景深 Depth of Field .......................................................................................................... 154
9.15 运动模糊 Motion Blur ...................................................................................................... 155
9.16 体渲染 Volume Rendering ............................................................................................... 158
9.17 Reference ............................................................................................................................ 160
第十章 非真实感渲染(NPR)相关技术总结 ................................................................................... 161
10.1 非真实感渲染 ................................................................................................................... 162
10.2 卡通渲染 ........................................................................................................................... 166
10.3 轮廓描边的渲染方法小结 ............................................................................................... 167
10.3.1 基于视点方向的描边 ............................................................................................ 168
10.3.2 基于过程几何方法的描边 .................................................................................... 168
10.3.3 基于图像处理的描边 ............................................................................................ 169
10.3.4 基于轮廓边缘检测的描边 .................................................................................... 170
10.3.5 混和轮廓描边 ........................................................................................................ 171
10.4 其他风格的 NPR 渲染技术小结 ..................................................................................... 171
10.4.1 纹理调色板(Palette of Textures) ...................................................................... 172
10.4.2 色调艺术图(Tonal Art Maps,TAM) .............................................................. 173
10.4.3 嫁接(Graftals) ................................................................................................... 174
10.5 关于水彩风格的 NPR ...................................................................................................... 175
10.6 NPR 相关著作 ................................................................................................................... 177
目录
VI
10.7 NPR 相关延伸资料推荐 ................................................................................................... 177
10.8 Reference ............................................................................................................................ 178
第十一章 游戏开发中的渲染加速算法总结 .................................................................................. 180
11.0 引言 ................................................................................................................................... 181
11.1 空间数据结构 | Spatial Data Structures ........................................................................... 181
11.1.1 层次包围盒 | Bounding Volume Hierarchies , BVH ............................................. 183
11.1.2 BSP树 | BSP Trees ................................................................................................. 185
11.1.3 八叉树 | Octrees .................................................................................................... 190
11.1.4 场景图 | Scene Graphs ........................................................................................... 193
11.2 裁剪技术 | Culling Techniques ........................................................................................ 194
11.3 背面裁剪 | Backface Culling ............................................................................................ 196
11.4 层次视锥裁剪 | Hierarchical View Frustum Culling ........................................................ 196
11.5 入口裁剪 | Portal Culling ................................................................................................. 197
11.6 细节裁剪 | Detail Culling ................................................................................................. 198
11.7 遮挡剔除 | Occlusion Culling ........................................................................................... 199
11.7.1 硬件遮挡查询 | Hardware Occlusion Queries ...................................................... 202
11.7.2 层次 Z缓冲 | Hierarchical Z-Buffering ................................................................ 202
11.7.3 其他遮挡剔除技术 | Other Occlusion Culling Techniques .................................. 203
11.8 层次细节 | LOD,Level of Detail .................................................................................... 205
11.8.1 LOD 的切换 | LOD Switching ............................................................................... 207
11.8.2 LOD 的选取 | LOD Selection ................................................................................ 209
11.8.3 时间临界 LOD 渲染 | Time-Critical LOD Rendering .......................................... 211
11.9 大型模型的渲染 | Large Model Rendering ...................................................................... 211
11.10 点渲染 | Point Rendering ............................................................................................... 212
11.11 Reference .......................................................................................................................... 213
第十二章 渲染管线优化方法论:从瓶颈定位到优化策略 .......................................................... 215
12.0 导读 ................................................................................................................................... 216
12.1 渲染管线的构成 ............................................................................................................... 217
12.2 渲染管线的优化概览 ....................................................................................................... 219
12.3 上篇:渲染管线的瓶颈定位策略 ................................................................................... 220
12.3.1 光栅化阶段的瓶颈定位 ........................................................................................ 221
12.3.2 几何阶段的瓶颈定位 ............................................................................................ 223
12.3.3 应用程序阶段的瓶颈定位 .................................................................................... 224
11.4 下篇:渲染管线的优化策略 ........................................................................................... 224
12.4.1 对 CPU的优化策略 .............................................................................................. 225
12.4.2 应用程序阶段的优化策略 .................................................................................... 226
12.4.3 API 调用的优化策略 ............................................................................................. 228
12.4.4 几何阶段的优化策略 ............................................................................................ 231
目录
VII
12.4.5 光照计算的优化策略 ............................................................................................ 233
12.4.6 光栅化阶段的优化策略 ........................................................................................ 234
12.5 主流性能分析工具列举 ................................................................................................... 238
12.7 更多性能优化相关资料 ................................................................................................... 240
12.8 Reference ............................................................................................................................ 240
附录:《Real-Time Rendering 3rd》核心知识思维导图 ................................................................. 242

标签: graph AP IC

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