Kelli Dempski is the author of Rea- Time Rendering Tricks and Techniques in DirectX (Premier Press) and Focus on Curves and Surfaces (Premier Press). A researcher at Accenture’s Technology Labs for nine years, his work involves developing ideas and prototypes for multimedia, virtual reality, augmented reality, and interactive TV, including work in the areas of photorealistic rendering and interactive techniques.
Emmanuel Viale is an accomplished programmer/CG artist known for writing his own advanced raytracing program.
The world around us is filled with subtle lighting effects, but until recently it was not possible to duplicate these real-world effects in computer games because of the limits of consumer graphics hardware. Advanced Lighting and Materials with Shaders explains the principles of lighting theory and discusses how to create realistic lighting that takes full advantage of the capabilities of modern hardware. Topics include the physics of light, raytracing and related techniques, objects and materials, lighting and reflectance models, implementing lights in shaders, spherical harmonic lighting, spherical harmonics in DirectX, and real-time radiosity. Upon reading this text, you will: Understand the underlying physics of light and energy. Learn about the visual features of different materials and how they can be modeled for real-time graphics. Find out about the different lighting models. Discover how real-time techniques compare to ray tracing. Learn to use the provided shader implementations to implement lights and realistic materials in real time.
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本科毕设期间读的,貌似SH部分不太懂。前面挺好的,讲光照光源,有几个照明模型的代码。
评分值得已经稍微入门的图形学爱好者一看。作者从光的物理特性以及离线渲染算法切入,分析列举了当前游戏经常用到的Shader,Lighting模型, 特别对于Spherical Harmonic Lighting有非常细致的分析以及详实的示例代码。
评分简明扼要的示例代码,通俗易懂的语言,非常适合做入门书籍。其实我是冲着球谐光照的那章去的。
评分本科毕设期间读的,貌似SH部分不太懂。前面挺好的,讲光照光源,有几个照明模型的代码。
评分值得已经稍微入门的图形学爱好者一看。作者从光的物理特性以及离线渲染算法切入,分析列举了当前游戏经常用到的Shader,Lighting模型, 特别对于Spherical Harmonic Lighting有非常细致的分析以及详实的示例代码。
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