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Titlebook: GPU-Based Techniques for Global Illumination Effects; László Szirmay-Kalos,László Szécsi,Mateu Sbert Book 2008 Springer Nature Switzerland

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11#
發(fā)表于 2025-3-23 10:40:20 | 只看該作者
,The Continuity Script, 1912–29,rather than the reflection direction. Note also that even caustics generation is similar with the difference that the search process starts from the light source and not from the camera. It might be mentioned that in all cases the points correspond to the shortest optical path according to the
12#
發(fā)表于 2025-3-23 14:13:06 | 只看該作者
The Birth of a New Security System. To describe light-volume interaction, the basic rendering equation should be extended. The volumetric rendering equation is obtained considering how the light goes through participating media (Figure 9.1).
13#
發(fā)表于 2025-3-23 20:31:21 | 只看該作者
14#
發(fā)表于 2025-3-23 22:54:39 | 只看該作者
15#
發(fā)表于 2025-3-24 03:41:19 | 只看該作者
16#
發(fā)表于 2025-3-24 10:25:21 | 只看該作者
New Labour: New Agendas (1997–2010)hand, the chapter is not meant to be a complete programming reference: you will also need to consult API specifications and detailed reference guides on Direct3D or HLSL programming if you engage in implementing GPUGI techniques yourself.
17#
發(fā)表于 2025-3-24 13:14:59 | 只看該作者
https://doi.org/10.1007/978-1-349-20030-6od of each point during shading and replacing the rest by some average. A point is said to be “open” in directions where the local neighborhood is not visible from it. In open directions, a constant or direction-dependent . illumination is assumed, which represents the “rest”. In not open directions, the ambient light is assumed to be blocked.
18#
發(fā)表于 2025-3-24 18:24:27 | 只看該作者
19#
發(fā)表于 2025-3-24 19:07:09 | 只看該作者
Programming and Controlling GPUs,hand, the chapter is not meant to be a complete programming reference: you will also need to consult API specifications and detailed reference guides on Direct3D or HLSL programming if you engage in implementing GPUGI techniques yourself.
20#
發(fā)表于 2025-3-25 02:46:10 | 只看該作者
Fake Global Illumination,od of each point during shading and replacing the rest by some average. A point is said to be “open” in directions where the local neighborhood is not visible from it. In open directions, a constant or direction-dependent . illumination is assumed, which represents the “rest”. In not open directions, the ambient light is assumed to be blocked.
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