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文件名称: GPU实时体渲染学习书。
  所属分类: C++
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  文件大小: 11mb
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  上传时间: 2019-03-22
  提 供 者: st_***
 详细说明:体渲染的专业书籍,学习体渲染,以及GPU加速渲染的学习文档。 Real-Time volume Graphics Klaus engel Markus hadwiger Joe m. kniss Christof rezk- salama Daniel Weiskopf A K Peters. Ltd Wellesley, Massachusetts Editorial sales, and customer service office a K Peters. ltd 888 Worcester Street. Suite 230 Wellesley, MA 02482 peters.com Copyright 2006 by A K Peters, Ltd All rights reserved No part of the material protected by this copyright notice may be reproduced or utilized in any form, electronic or mechani- cal, including photocopying, recording, or by any information storage and retrieval system, without written permission from the copyright owner Library of Congress Cataloging-in-Publication Data Real-time volume graphics/Klaus Engel . et Includes bibliographica.l references a nd index ISBN13:978-1-56881-266-3(alk. paper) ISBN10:1-56881-266-3(alk. paper) 1. Computer graphics. 2. Three-dimensional display systems. I. Engel Klaus. 1969 T385.R434142006 006.693dc22 2006041662 inted in ind 1009080706 10987654321 Fur Monika Klaus engel For pilar Markus Hadwiger TO K P -oe M kniss For malak and Helene Christof rezk-Salama Fur betti -Daniel Weiskopf Contents Preface I Theoretical Background and BasiC Approaches 1.1 Problem Setting 1.2 Physical Model of Light Transport 4 1.3 Volume-Rendering Integral 1.4 Discretization 10 1.5 Volume Data and reconstruction Filters 1.6 VoluIme-Rendering Pipeline and Basic Approaches 25 1.7 Further Reading 30 2 GPU Programming 33 2.1 The Graphics Pipeline 2.2 Vertex Proccssing 35 2.3 Fragment Processing 2.4 Frame-Buffer Operations 42 2.5 Further Reading 45 3 Basic GPU-Based Volume rendering 47 3. 1 Software Components 47 3.2 2D Texture-Based Volume rendering 49 3.3 3D Texture-Based Approach 61 3. 4 2D Multitcxturc-Bascd Approach 67 3.5 Vertex programs 71 3.6 Further Reading Contents 4 Transfer functions 4.1 Classification 81 4.2 Implementation of Pre-Classification 84 4.3 IImplementatiOn of Post-ClassificatiOlI 87 4.4 Pre- versus Post-Interpolative Transfer Functions 89 4.5 Prc-Intcgratcd Transfcr Functions 92 4.6 Implementation of Pre-Integrated Transfer Functions 4.7 Discussion 100 4.8 Further Reading 102 5 Local Volume lllumination 103 erIlllllology 105 5.2 Types of Light Sources 106 5. 3 Gradient -Based illuminati 108 5.4 Local lumination models 114 5.5 Pre-Computed gradients 122 5.6 On-the-Fly Gradients 127 5.7 Environment Mapping 132 5.8 High Dynamic Range Illumination and volume rendering. 135 5.9 Further Reading 137 6 Global volume Illumination 139 6.1 Volumetric Shadows 140 6.2 Phase functions 143 6.3 Translucent Volume Lighting 149 6.4 Shading Strategies 158 6.5 Further Reading 161 7 GPU-Based ray Casting 163 7. 1 Basic Structure of Ray Casting 165 7. 2 Single-Pass gpu ray Casting for Uniform grids 167 7.3 Performance Aspects and Acceleration Methods 170 7. 4 Multipass GPU Ray Casting for Uniform Grids 174 7.5 Ray Casting in Tetrahedral grids 178 6 Further Reading 184 8 Improving Performance 187 8.1 Improving Memory Access .187 8.2 Asynchronous Data Upload 192 8.3 Bilinear Filte 194 8.4 Empty-Space Leaping 196 8.5 Occlusion Culling 197 8.6 Early Ray Termination 200 8.7 Deferred Shading 2 Contents 8. 8 Image Downscaling 209 8.9 Discussion 9 Improving image quality 215 9.1 Sampling Artifacts 216 9. 2 Filtering Artifacts 223 9. 3 Classification artifacts 237 9. 4 Shading Artifacts 9.5 Blending Artifacts 243 9. 6 Discussion 247 10 Transfer Functions reloaded 249 10.1 Image Data versus Scalar Field 249 10.2 Multidimensional Transfer Functions: Introduction 251 10.3 Data value and derivatives 10.4 General Multidimensional Transfer Functions 10.5 Engineering Multidimensional Transfer Functions 257 10.6 Transfer-Function User Interfaces 268 10.7 Further reading 273 ll Game Developer's Guide to Volume Graphics 275 11.1 Volume Graphics iI ganes ) 11. 2 Differences from Standalone" Volume rendering 281 11. 3 Guide to Other Chapters 283 11.4 Integrating Volu Geometry 11.5 A Simple volume Ray Caster for Games 294 11.6 Volumetric Effects 296 11.7 Simulation 301 11.8 Integrating Volumes with Scene Shadowing and Lighting.. 303 11.9 Further Readi 311 12. Volume modeling 313 12.1 Rendering into a 3D Texture 12.2 Voxelization 316 12.3 Procedural modeling 320 12.4 Compositing and Image Processing 12.5 Further Readi g 13 Volume deformation and animation 329 13.1 Modeling paradigms ..329 13.2 Deformation in Model space 13.3 Deformation in Texture Space ....3:32 13.4 Dcformation and lllumination 337 13.5 AniMation Techniques 340 13.6 Further Reading 346
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