【转载】【《Real-Time Rendering 3rd》 提炼总结】(九) 第十章 · 游戏开发中基于图像的渲染技术总结

 

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 【转载】【《Real-Time Rendering 3rd》 提炼总结】(九) 第十章 · 游戏开发中基于图像的渲染技术总结

图43 Volume Fog(体积雾)效果 @CRY ENGINE 3

 



其他参考

 

[1] https://udk-legacy.unrealengine.com/udk/Three/ColorGrading.html

[2] http://citeseerx.ist.psu.edu/viewdoc/download;jsessionid=DD633186A6579497B8B1434252979C80?doi=10.1.1.164.7222&rep=rep1&type=pdf

[3] http://blendermama.com/precise-distribution-of-trees-using-particles.html

[4] https://software.intel.com/en-us/articles/impostors-made-easy

[5] http://lightfield-forum.com/2014/05/mit-compressive-light-field-projection-system-for-new-glasses-free-3d-displays/

[6] https://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-part-1/

[7] http://blog.csdn.net/silangquan/article/details/17148757

[8] https://en.wikipedia.org/wiki/Skybox_(video_games)

[9] 胡孔明, 于瀛洁, 张之江. 基于光场的渲染技术研究[J].微计算机应用, 2008, 29(2): 22-27.

[10] https://forums.unrealengine.com/community/community-content-tools-and-tutorials/82804-free-trees-library

[11] http://unigine.com/cn/articles/procedural-content-generation2

[12] https://en.wikipedia.org/wiki/Tone_mapping

[13] https://en.wikipedia.org/wiki/Volume_rendering

 

 

 

 

 

 

 

 

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