Simulating planar reflection using two-pass rendering and texture mapping 1. There ‘s a table with flat rectangular semi-reflective table-top in the 3D scene 2. On/Around the table are some 3D objects. All of these objects are texture-mapped (mipmap
一篇有关地形渲染的论文,以下是摘要: A primary difficulty in terrain rendering is displaying realistic terrains to the user at real-time frame rates. The brute force approach is usually too complex for real-time frame rates to be achieved. Several terrain-rendering te
An exposition of state-of-the-art techniques in rendering and animation. This book provides a unique synthesis of techniques and theory. Each technique is illustrated with a series of full-color frames showing the development of the example.
An exposition of state-of-the-art techniques in rendering and animation. This book provides a unique synthesis of techniques and theory. Each technique is illustrated with a series of full-color frames showing the development of the example.
Direct3D 11 offers such a wealth of capabilities that users can sometimes get lost in the details of specific APIs and their implementation. While there is a great deal of low-level information available about how each API function should be used, t
UE4 渲染线程 When dealing with rendering things, you have to carefully consider every memory read and write to ensure not only thread safety, but also determinism in behavior. When functional behavior depends on execution speed differences between two t