COMPUTER GRAPHICS (CMU 15-462/662)
代码正确性不保证 !!! 只保证测试结果合理 !!!
我正在跟这个课 现已完成
主要是看 slides 做笔记
用 typora 写的(支持高亮,latex等功能),且图片放在了网盘内,直接在 github 上不大行
查看的时候得用 typora 且从网盘里下载好图片
再notes都写完后,考虑将图片降质压缩上传到 github 上
然后完成 assignments
略过 assignment 3.0
之前自己已经实现过了,参考项目 RayTracingToy
只在该项目中再去实现一些优化算法,如 BVH, ray-triangle intersection speedup 等
之后再考虑 PBR其实还是有很多东西未涉及到的,如 BRDF,MCRTX,Impotance Sampling,而且 assignment 2,3,4 都是在一个项目 Scotty3D 里边的,所以写写也无妨
写完了,确实有新收获
包含 slides, notes/assets 等,按需下载,持续更新中
现已将图片压缩上传至 github
链接:(度盘前缀自查)/s/1ilCQNRaaLA5_IQPoIYhD_w
提取码:eo8o
- 01 intro
- 02 linear algebra
- 03 vector calculus
- 04 draw a triangle
- 05 transformation
- 06 3d rotation
- 07 texture
- 08 depth and transparency
- 09 intro geometry
- 10 meshes and manifolds
- 11 digital geometr processing
- 12 geometric queries
- 13 spatial data structures
- 14 color
- 15 radiometry
- 16 the rendering equation
- 17 numerical integration
- 18 monte carlo ray tracing
- 19 variance reduction
- 20 introduction to animation
- 21 intoduction to optimization
- 22 dynamics and time integration
- 23 physically-based animation and PDEs
- 0.0 linear algebra
- 0.5 vector calculus
- 1.0 draw svg
- 1 Hardware Renderer
- 2 Warm Up: Drawing Lines
- 3 Drawing Triangles
- 4 Anti-Aliasing Using Supersampling
- 5 Implementing Modeling and Viewing Transforms
- 6 Drawing Scaled Images
- 7 Anti-Aliasing Image Elements Using Trilinear Filtering
- 8 Alpha Compositing
- 9 Draw Something!!!
- 2.0 MeshEdit
- Local
- 1 flipEdge
- 2 splitEdge
- 3 collapseEdge
- 4 collapseFace
- 5 eraseVertex
- 6 eraseEdge
- 7 bevelVertex
- 8 bevelEdge
- 9 bevelFace
- Global
- 1 Triangulation
- 2 Subdivision
- 3 Simplification
- 4 Isotropic Remeshing
- Local
- 3.0 PathTracer
- 1 Camera Rays
- 2 Intersecting Primitives
- Triangle
- Sphere
- 3 BVH
- 4 ShadowRays
- 5 Path Tracing
- 6 Materials
- 7 Environment Light
- 4.0 Animation
- 1 Spline Interpolation
- Hermite Curve over the Unit Interval
- Catmull-Romm spline
- 2 Skeleton Kinematics
- Forward Kinematics
- Inverse Kinematics
- 3 Linear Blend Skinning
- 4 Physical Simulation
- 1 Spline Interpolation