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Physically Based Modeling and Animation of Fire

包含两个文档,一个为斯坦福大学学生的原论文,一个为翻译版论文:关于怎样使用CFD(计算流体力学)方法来实现火焰的逼真模拟,其中采用了半拉格朗日法解欧拉方程,和之后的火焰显示绘制方法。 更多:www.renren.com/yehaike
2011-11-15 上传大小:623KB
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Physics-Based Animation(Graphics)英文.pdf版

Physics-Based Animation

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Foundations of Physically Based Modeling and Animation 1st Edition

Foundations of Physically Based Modeling and Animation 1st Edition 英文完整版.高清非扫描带书签

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Physically Based Shader Development for Unity 2017 Develop Custom 无水印原版pdf

Physically Based Shader Development for Unity 2017 Develop Custom Lighting Systems 英文无水印原版pdf pdf所有页面使用FoxitReader、PDF-XChangeViewer、SumatraPDF和Firefox测试都可以打开 本资源转载自网络,如有侵权,请联系上传者或csdn删除 查看此书详细信息请在美国亚马逊官网搜索此书

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Physically Based Shader Development for Unity 2017

PDF格式,书还不错,看了三分之一,需要一定的数学知识,鄙嘿

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Physically Based Rendering Second Edition 全彩完整版 part1(共2分卷)

经典图形学教材Physically Based Rendering 第二版, 手把手教你实现一个完整的渲染器,1200页全彩完整版,需下载part1,part2两个分卷进行解压。

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An Introduction to Physically Based Modeling

学习物理引擎过程中找到的一个比较好的资料,虽是英文的,不过确实不错

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Physically Based Rendering(第三版).pdf

基于物理渲染模式(PBR)是一股令人兴奋的实时渲染界的最新潮流。到处都有人在谈论PBR,以至于经常让人们迷惑它究竟意味着什么。一个简短的回答是:“意味着许多东西”,以及“看具体情况”。这个回答并不能让人满意,所以我试着从自己的观点,用更详细一点的描述解释PBR是什么,以及它和传统的渲染方式有什么区别。这篇文章是为非工程师(大部分情况下是3D设计师和美工)准备的,并且不会包含任何的代码和数学原理。

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Physically Based Rendering: From Theory to Implementation源代码

《Physically Based Rendering: From Theory to Implementation》第三版的配套源代码。

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An.Introduction.to.Agent-Based.Modeling.02627

The advent of widespread fast computing has enabled us to work on more complex problems and to build and analyze more complex models. This book provides an introduction to one of the primary methodologies for research in this new field of knowledge. Agent-based modeling (ABM) offers a new way of doing science: by conducting computer-based experiments. ABM is applicable to complex systems embedded in natural, social, and engineered contexts, across domains that range from engineering to ecology. An Introduction to Agent-Based Modeling offers a comprehensive description of the core concepts, methods, and applications of ABM. Its hands-on approach -- with hundreds of examples and exercises using NetLogo -- enables readers to begin constructing models immediately, regardless of experience or discipline. The book first describes the nature and rationale of agent-based modeling, then presents the methodology for designing and building ABMs, and finally discusses how to utilize ABMs to answer complex questions. Features in each chapter include step-by-step guides to developing models in the main text; text boxes with additional information and concepts; end-of-chapter explorations; and references and lists of relevant reading. There is also an accompanying website with all the models and code. Table of Contents Chapter 0 Why Agent-Based Modeling? Chapter 1 What Is Agent-Based Modeling? Chapter 2 Creating Simple Agent-Based Models Chapter 3 Exploring and Extending Agent-Based Models Chapter 4 Creating Agent-Based Models Chapter 5 The Components of Agent-Based Modeling Chapter 6 Analyzing Agent-Based Models Chapter 7 Verification, Validation, and Replication Chapter 8 Advanced Topics and Applications Appendix: The Computational Roots of Agent-Based Modeling

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Physically Based Shader Development for Unity 2017 Develop Custom Lighting epub

Physically Based Shader Development for Unity 2017 Develop Custom Lighting Systems 英文epub 本资源转载自网络,如有侵权,请联系上传者或csdn删除 查看此书详细信息请在美国亚马逊官网搜索此书

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Physically Based Rendering

Physically Based Rendering , 光线跟踪:基于物理的渲染 , 从理论到实践。免费分享。

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Physically Based Rendering from Theory to Implementation - part1

Physically Based Rendering from Theory to Implementation 一共3部分~~~~~~~~~, 源码下载to h t t p ://www.p b r t . o r g /downloads.php /////////////////////////////////// CHAPTER 01. INTRODUCTION Literate Programming Indexing and Cross-Referencing Photorealistic Rendering and the Ray-Tracing Algorithm Cameras Ray-Object Intersections Light Distribution Visibility Surface Scattering Recursive Ray Tracing Ray Propagation pbrt: System Overview Phases of Execution Scene Representation Main Rendering Loop Scene Methods An Integrator for Whitted-Style Ray Tracing How to Proceed through This Book The Exercises Using and Understanding the Code Pointer or Reference? Code Optimization The Book Web site Bugs Further Reading Exercise CHAPTER 02. GEOMETRY AND TRANSFORMATIONS Coordinate Systems Coordinate System Handedness Vectors Arithmetic Scaling Dot and Cross Product Normalization Coordinate System from a Vector Points Normals Rays Ray Differentials Three-Dimensional Bounding Boxes Transformations Homogeneous Coordinates Basic Operations Translations Scaling x, y, and z Axis Rotations Rotation around an Arbitrary Axis The Look-At Transformation Applying Transformations Points Vectors Normals Rays Bounding Boxes Composition of Transformations Transformations and Coordinate System Handedness Differential Geometry Further Reading Exercises CHAPTER 03. SHAPES Basic Shape Interface Bounding Refinement Intersection Avoiding Incorrect Self-Intersections Shading Geometry Surface Area Sidedness Spheres Construction Bounding Intersection Partial Spheres Partial Derivatives of Normal Vectors DifferentialGeometry Initialization Surface Area Cylinders Construction Bounding Intersection Partial Cylinders Surface Area Disks Construction Bounding Intersection Surface Area Other Quadrics Cones Paraboloids Hyperboloids Triangles and Meshes Triangle Triangle Intersection Surface Area Shading Geometry Subdivision Surfaces † Mesh Representation Bounds Subdivison Further Reading Exercises CHAPTER 04. PRIMITIVES AND INTERSECTION ACCELERATION Primitive Interface and Geometric Primitives Geometric Primitives Object Instancing Aggregates Ray-Box Intersections Grid Accelerator Creation Traversal Kd-Tree Accelerator Tree Representation Tree Construction Traversal Further Reading Exercises CHAPTER 05. COLOR AND RADIOMETRY Spectral Representation Spectrum Class XYZ Color Basic Radiometry Basic Quantities Incident and Exitant Radiance Functions Working with Radiometric Integrals Integrals over Projected Solid Angle Integrals over Spherical Coordinates Integrals over Area Surface Reflection and the BRDF Further Reading Exercises CHAPTER 06. CAMERA MODELS Camera Model Camera Coordinate Spaces Projective Camera Models Orthographic Camera Perspective Camera Depth of Field Environment Camera Further Reading Exercises CHAPTER 07. SAMPLING AND RECONSTRUCTION Sampling Theory The Frequency Domain and the Fourier Transform Ideal Sampling and Reconstruction Aliasing Antialiasing Techniques Application to Image Synthesis Sources of Aliasing in Rendering Understanding Pixels Image Sampling Interface Sample Representation and Allocation Stratified Sampling Low-Discrepancy Sampling † Definition of Discrepancy Constructing Low-Discrepancy Sequences (0,2)-Sequences The Low-Discrepancy Sampler Best-Candidate Sampling Patterns † Generating the Best-Candidate Pattern Using the Best-Candidate Pattern Image Reconstruction Filter Functions Further Reading Exercises CHAPTER 08. FILM AND THE IMAGING PIPELINE Film Interface Image Film Image Output Image Pipeline Perceptual Issues and Tone Mapping † Luminance and Photometry Bloom Tone Mapping Interface Maximum to White Contrast-Based Scale Factor Varying Adaptation Luminance Spatially Varying Nonlinear Scale Final Imaging Pipeline Stages Further Reading Exercises CHAPTER 09. REFLECTION MODELS Basic Interface Reflectance BRDF>BTDF Adapter Specular Reflection and Transmission Fresnel Reflectance Specular Reflection Specular Transmission Lambertian Reflection Microfacet Models Oren-Nayar Diffuse Reflection Torrance-Sparrow Model Blinn Microfacet Distribution Anisotropic Microfacet Model Lafortune Model Fresnel Incidence Effects Further Reading Exercises CHAPTER 10. MATERIALS BSDFs BSDF Memory Management Material Interface and Implementations Matte Plastic Additional Materials Bump Mapping Further Reading Exercises CHAPTER 11. TEXTURE Sampling and Antialiasing Finding the Texture Sampling Rate Filtering Texture Functions Ray Differentials for Specular Reflection and Transmission † Texture Coordinate Generation 2D (u, v) Mapping Spherical Mapping Cylindrical Mapping Planar Mapping 3DMapping Texture Interface and Basic Textures Constant Texture Scale Texture Mix Textures Bilinear Interpolation Image Texture Texture Caching MIPMaps Isotropic Triangle Filter Elliptically Weighted Average Solid and Procedural Texturing UV Texture Checkerboard Solid Checkerboard Noise Perlin Noise Random Polka Dots Noise Idioms and Spectral Synthesis Bumpy and Wrinkled Textures Windy Waves Marble Further Reading Exercises CHAPTER 12. VOLUME SCATTERING † Volume Scattering Processes Absorption Emission Out-Scattering and Extinction In-scattering Phase Functions Volume Interface and Homogeneous Media Homogeneous Volumes Varying-Density Volumes 3D Grids Exponential Density Volume Aggregates Further Reading Exercises CHAPTER 13. LIGHT SOURCES Light Interface Visibility Testing Point Lights Spotlights Texture Projection Lights Goniophotometric Diagram Lights Distant Lights Area Lights Infinite Area Lights Further Reading Exercises CHAPTER 14. MONTE CARLO INTEGRATION I: BASIC CONCEPTS Background and Probability Review Continuous Random Variables Expected Values and Variance The Monte Carlo Estimator Sampling Random Variables The Inversion Method Example: Power Distribution Example: Exponential Distribution Example: Piecewise-Constant 1D Functions The Rejection Method Example: Rejection Sampling a Unit Circle Transforming between Distributions Transformation in Multiple Dimensions Example: Polar Coordinates Example: Spherical Coordinates 2D Sampling with Multidimensional Transformations Example: Uniformly Sampling a Hemisphere Example: Sampling a Unit Disk Example: Cosine-Weighted Hemisphere Sampling Example: Sampling a Triangle Further Reading Exercises CHAPTER 15. MONTE CARLO INTEGRATION II: IMPROVING EFFICIENCY Russian Roulette and Splitting Splitting Careful Sample Placement Stratified Sampling Quasi Monte Carlo Warping Samples and Distortion Bias Importance Sampling Multiple Importance Sampling Sampling Reflection Functions Sampling the Blinn Microfacet Distribution Sampling the Anisotropic Microfacet Model Sampling FresnelBlend Specular Reflection and Transmission Application: Estimating Reflectance Sampling BSDFs Sampling Light Sources Basic Interface Lights with Singularities Area Lights ShapeSet Sampling Infinite Area Lights Volume Scattering † Sampling Phase Functions Computing Optical Thickness Further Reading Exercises CHAPTER 16. LIGHT TRANSPORT I: SURFACE REFLECTION Direct Lighting Estimating the Direct Lighting Integral The Light Transport Equation Basic Derivation Analytic Solutions to the LTE The Surface Form of the LTE Integral over Paths Delta Distributions in the Integrand Partitioning the Integrand The Measurement Equation and Importance Path Tracing Overview Path Sampling Incremental Path Construction Implementation Bidirectional Path Tracing † Irradiance Caching Particle Tracing and Photon Mapping Theoretical Basis for Particle Tracing † Photon Integrator Building the Photon Maps Using the Photon Map Photon Interpolation and Density Estimation Further Reading Exercises CHAPTER 17. LIGHT TRANSPORT II: VOLUME RENDERING † The Equation of Transfer Volume Integrator Interface Emission-Only Integrator Single Scattering Integrator Further Reading Exercises CHAPTER 18. SUMMARY AND CONCLUSION Design Retrospective Abstraction versus Efficiency Design Alternatives: Triangles Only Design Alternatives: Streaming Computation Major Projects Parallel Rendering Increased Scene Complexity Subsurface Scattering Precomputation for Interactive Rendering Conclusion APPENDIXES Utilities Scene Description Interface Input File Format Index of Fragments Index of Classes and their Members Index of Identifiers REFERENCES INDEX ABOUT THE CD-ROM

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Physically Based Rendering. From Theory to Implementation

[Morgan Kaufmann series in computer graphics and geometric modeling] Matt Pharr, Wenzel Jakob, Greg Humphreys - Physically Based Rendering. From Theory to Implementation (2017, Morgan Kaufmann)

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Physically Based Rendering From Theory to Implementation,3rdEdition

提起PBRT(Physically Based Rendering: From Theory to Implementation)这本书, 在图形学业界可是鼎鼎大名, 该书获得2005年软件界Jolt图书类大奖. 这本书与众不同的是把当今图形学相当高级的理论成就联系到具体实现上来, 系统而又细致地阐述如何作出一流水准的图形渲染器的方方面面

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Physically Based Rendering 3rd Edition

经典图形学教程pbrt第三版 详细讲解graphics基础 正文内附implementation code 涵盖ray tracer, path tracer, photon mapping, 可以作为semester project

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Game Engine Architecture, Second Edition 游戏引擎开发(第二版)

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Physically Based Rendering - From Theory to Implementation 3rd edition.part2.rar

Physically Based Rendering - From Theory to Implementation 3rd edition.part2.rar

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Physically Based Modeling Particle System Dynamics

基于物理的例子系统模拟的资料,英文版的,学习物理引擎的过程中收集到的

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Image Based Modeling (Springer+2010)(Long+Quan)

“This book guides you in the journey of 3D modeling from the theory with elegant mathematics to applications with beautiful 3D model pictures. Written in a simple, straightforward, and concise manner, readers will learn the state of the art of 3D reconstruction and modeling.” —Professor Takeo Kanade, Carnegie Mellon University The computer vision and graphics communities use different terminologies for the same ideas. This book provides a translation, enabling graphics researchers to apply vision concepts, and vice-versa, independence of chapters allows readers to directly jump into a specific chapter of interest, compared to other texts, gives more succinct treatment overall, and focuses primarily on vision geometry. Image-Based Modeling is for graduate students, researchers, and engineers working in the areas of computer vision, computer graphics, image processing, robotics, virtual reality, and photogrammetry.

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shader forge

Real-time shader preview for tight iteration times • Visual & intuitive interface • Energy conserving physically based lighting, Blinn-Phong or Phong • Image based lighting; perfect together with Marmoset Skyshop • Vertex animation • DX11 Tessellation & Displacement

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Physically Based Modeling and Animation of Fire

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