Physically Based Rendering From Theory To Implementation - 基于物理的渲染从理论到实践第四版原书翻译
Physically Based Rendering From Theory To Implementation 4th
目录
1. 介绍
1.3 系统概述 - Physically Based Rendering From Theory To Implementation(PBRT)
1.4 如何阅读这本书- Physically Based Rendering From Theory To Implementation(PBRT)
1.5 使用和理解代码 - Physically Based Rendering From Theory To Implementation(PBRT)
1.6 基于物理的渲染简史 - Physically Based Rendering From Theory To Implementation(PBRT)
深入阅读 - Physically Based Rendering From Theory To Implementation(PBRT)
2. 蒙特卡洛积分
暂无
3. 几何与转换
3.2 几何和转换之 n-Tuple 基类 - Physically Based Rendering From Theory To Implementation(PBRT)
3.3 几何和转换-向量 - Physically Based Rendering From Theory To Implementation(PBRT)
3.8 几何和转换-球面几何学 - Physically Based Rendering From Theory To Implementation(PBRT)
3.11 Interactions 交互 - Physically Based Rendering From Theory To Implementation(PBRT)
4 辐射度学,光谱和颜色
4.1 辐射度学 - Physically Based Rendering From Theory To Implementation(PBRT)
4.2 使用辐射积分 - Physically Based Rendering From Theory To Implementation(PBRT)
4.3表面反射 - Physically Based Rendering From Theory To Implementation(PBRT)
4.4 灯光发光 - Physically Based Rendering From Theory To Implementation(PBRT)
原文地址:https://blog.csdn.net/weixin_44518102/article/details/136388291
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