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文件名称: GPU编程与 CG语言 中文版(1)
  所属分类: C
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  文件大小: 2mb
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  上传时间: 2014-04-11
  提 供 者: u0114*****
 详细说明: 第1章 绪论............................................................................................................13 1.1 Programmable Graphics Processing Unit发展历程....................................13 1.2 GPU VS CPU..................................................................................................15 1.3 国内外研究现状...........................................................................................18 1.4 本书主要内容和结构...................................................................................18 第2章GPU图形 绘制管线.......................................................................................21 2.1 几何阶段.......................................................................................................22 2.1.1 从object space到world space............................................................23 2.1.2 从world space到eye space................................................................24 2.1.3 从eye space到project and clip space ................................................25 2.2 Primitive Assembly && Triangle setup .........................................................26 2.3 光栅化阶段...................................................................................................27 2.3.1 Rasterization .........................................................................................27 2.3.2 Pixel Operation .....................................................................................28 2.4 图形硬件.......................................................................................................30 2.4.1 GPU内存架构.....................................................................................30 2.4.2 Z Buffer与Z值...................................................................................31 2.4.3 Stencil Buffer ........................................................................................33 2.4.4 Frame Buffer .........................................................................................34 2.5 本章小节........................................................................................................35 第3章Shader Language............................................................................................36 3.1 Shader Language原理..................................................................................37 3.2 Vertex Shader Program.................................................................................39 3.3 Fragment Shader Program ............................................................................40 3.4 CG VS GLSL VS HLSL.................................................................................41 3.5 本章小结.......................................................................................................43 第4章 Cg语言概述..................................................................................................44 4.1 开始Cg之旅................................................................................................44 4.2 CG特性........................................................................................................45 9 4.3 CG 编译.......................................................................................................45 4.3.1 CG编译原理........................................................................................45 4.3.1 CGC编译命令.....................................................................................47 4.4 CG Profiles....................................................................................................50 第5章 CG数据类型................................................................................................53 5.1 基本数据类型...............................................................................................53 5.2 数组类型.......................................................................................................55 5.3 结构类型.......................................................................................................56 5.4 接口(Interfaces)类型...............................................................................58 5.5 类型转换.......................................................................................................58 第6章 CG表达式与控制语句................................................................................60 6.1 关系操作符(Comparison Operators)......................................................60 6.2 逻辑操作符(Logical Operators)..............................................................61 6.3 数学操作符(Math Operators).................................................................62 6.4 移位操作符...................................................................................................62 6.5 Swizzle 操作符............................................................................................63 6.6条件操作符(Conditional Operators)........................................................64 6.7 操作符优先顺序...........................................................................................65 6.8控制流语句(Control Flow Statement).....................................................66 第 7 章 输入\输出与语义绑定..................................................................................67 7.1 Cg关键字.....................................................................................................67 7.2 uniform..........................................................................................................68 7.3 const..............................................................................................................69 7.4 输入\输出修辞符(in\out\inout)..............................................................69 7.5语义词(Semantic)与语义绑定(Binding Semantics)..........................70 7.5.1输入语义与输入语义的区别...............................................................71 7.5.2顶点着色程序的输入语义...................................................................72 7.5.3顶点着色程序的输出语义...................................................................73 7.5.4片段着色程序的输出语义...................................................................75 10 7.5.5语义绑定方法.......................................................................................75 第 8 章 函数与程序设计............................................................................................79 8.1 函数...............................................................................................................79 8.1.1数组形参...............................................................................................80 8.2函数重载........................................................................................................81 8.3 入口函数.......................................................................................................82 8.4 CG标准函数库............................................................................................83 8.4.1数学函数(Mathematical Functions)................................................84 8.4.2几何函数(Geometric Functions).....................................................87 8.4.3纹理映射函数(Texture Map Functions).........................................88 8.4.4偏导函数(Derivative Functions).....................................................91 8.4.5调试函数(Debugging Function)......................................................94 8.5 在未来将被解决的问题................................................................................94 开篇语:...............................................................................................................96 第 9 章 经典光照模型(illumination model).........................................................97 9.1 光源...............................................................................................................97 9.2 漫反射与Lambert模型...............................................................................98 9.2.1 漫反射渲染..........................................................................................99 9.3镜面反射与Phong模型.............................................................................102 9.3.1 phong模型渲染..................................................................................103 9.4 Blinn-Phong光照模型...............................................................................107 9.5全局光照模型与Rendering Equation ........................................................109 9.6 本章小结.....................................................................................................110 第 10 章 高级光照模型............................................................................................ 111 10.1 Cook-Torrance光照模型.........................................................................112 10.1.1 Cook-Torrance光照模型渲染实现.................................................116 10.2 BRDF光照模型.......................................................................................118 10.2.1 什么是BRDF光照模型...............................................................118 10.2.2 什么是各向异性............................................................................119 11 10.3 Bank BRDF经验模型................................................................................120 10.4 本章小结...................................................................................................123 第 11 章 透明光照模型与环境贴图........................................................................124 11.1 Snell定律与Fresnel定律........................................................................125 11.1.1 折射率与Snell定律......................................................................125 11.1.2 色散................................................................................................126 11.1.3 Fresnel定律...................................................................................127 11.2环境贴图....................................................................................................128 11.3 简单透明光照模型...................................................................................132 11.4 复杂透明光照模型与次表面散射...........................................................136 第 12 章 投影纹理映射(Projective Texture Mapping).......................................137 12.1 投影纹理映射的优点...............................................................................137 12.2 齐次纹理坐标(Homogeneous Texture Coordinates)..........................139 12.3原理与实现流程........................................................................................139 12.4 本章小结...................................................................................................143 第13章 Shadow Map ..............................................................................................144 13.1 什么是depth map.....................................................................................144 13.2 Shadow map与shadow texture的区别..................................................145 13.3 Shadow map原理与实现流程.................................................................146 第 14 章 体绘制(Volume Rendering)概述.........................................................152 14.1 体绘制与科学可视化...............................................................................153 14.2 体绘制应用领域.......................................................................................153 14.3 体绘制与光照模型...................................................................................154 14.4 体数据(Volume Data).........................................................................155 14.4.2 体素(Voxel)................................................................................156 14.4.1 体纹理(Volume Texture)............................................................157 14.5 体绘制算法...............................................................................................159 第15章 光线投射算法(Ray Casting)................................................................160 15.1 光线投射算法原理...................................................................................160 12 15.1.1吸收模型...........................................................................................161 15.2 光线投射算法若干细节之处...................................................................161 15.2.1 光线如何穿越体纹理......................................................................161 15.2.2 透明度、合成..................................................................................163 15.2.3 沿射线进行采样..............................................................................164 15.2.2 如何判断光线投射出体纹理..........................................................166 15.3 算法流程...................................................................................................168 15.4 光线投射算法实现...................................................................................169 15.5 本章小结...................................................................................................172 附录A 齐次坐标................................................................................................173 附录B:体绘制的医学历程.............................................................................175 附录C:模板阴影(Stencil Shadow)............................................................178 参考文献....................................................................................................................182 ...展开收缩
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