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Lecture 01 Overview of Computer Graphics P1 - 01:28
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Lecture 01 Overview of Computer Graphics P1 - 24:31
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Lecture 01 Overview of Computer Graphics P1 - 27:38
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筆者注:
- games101是門(mén)偏實(shí)踐的課,做作業(yè)和不做作業(yè)掌握程度是差距巨大的。
- 閆老師有自己的教學(xué)節(jié)奏,對(duì)于各類(lèi)知識(shí)點(diǎn)詳略不一樣。(好多知識(shí)點(diǎn)堪稱(chēng)全網(wǎng)最詳細(xì),有些知識(shí)點(diǎn)省略的挺多<小白眩暈>。知識(shí)點(diǎn)出現(xiàn)也完全是根據(jù)當(dāng)前教學(xué)來(lái)的。這就是我做進(jìn)度條的原因)跟不上的地方,可以求助于其他書(shū)籍博客交叉理解。對(duì)于新出現(xiàn)的概念,新手一定要去看看其他書(shū)本博客的解釋。
- 本視頻教程中,每個(gè)視頻開(kāi)頭結(jié)尾是回顧和總結(jié)部分。
- 一章的內(nèi)容可能會(huì)出現(xiàn)下一章視頻中(上節(jié)課沒(méi)講完)。
- 我寫(xiě)這篇進(jìn)度條主要是為了自己用,好多時(shí)候進(jìn)度條會(huì)省略部分我認(rèn)為不重要的內(nèi)容。還有因?yàn)殚Z老師講課結(jié)構(gòu)的問(wèn)題,進(jìn)度條并不是嚴(yán)格的順序結(jié)構(gòu)會(huì)有穿插。
三維數(shù)學(xué)與變換
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Lecture 02 Review of Linear Algebra P2 - 05:49
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Lecture 03 Transformation P3 - 01:53
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Lecture 04 Transformation Cont. P4 - 22:08
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Lecture 04 Transformation Cont. P4 - 38:23
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Lecture 05 Rasterization 1 (Triangles) P5 - 13:57
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光柵化
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Lecture 05 Rasterization 1 (Triangles) P5 - 25:39
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Lecture 05 Rasterization 1 (Triangles) P5 - 39:10
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Lecture 05 Rasterization 1 (Triangles) P5 - 42:18
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Lecture 05 Rasterization 1 (Triangles) P5 - 46:05
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判斷平面上點(diǎn)是否在三角形內(nèi)部
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Lecture 05 Rasterization 1 (Triangles) P5 - 54:18
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加速三角形光柵化:使用包圍盒
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Lecture 05 Rasterization 1 (Triangles) P5 - 01:02:30
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問(wèn)題:走樣/鋸齒
采樣理論
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Lecture 06 Rasterization 2 (Antialiasing and Z-Buffering) P6 - 05:44
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采樣與信號(hào)處理之間的關(guān)系能單獨(dú)出一門(mén)課
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Lecture 06 Rasterization 2 (Antialiasing and Z-Buffering) P6 - 13:14
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模糊和濾波
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Lecture 06 Rasterization 2 (Antialiasing and Z-Buffering) P6 - 17:16
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時(shí)域 頻域 傅里葉變換 與 頻域時(shí)域切換
高通濾波 低通濾波(卷積(平均)) 算子
信號(hào)處理的角度解釋采樣和走樣
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Lecture 06 Rasterization 2 (Antialiasing and Z-Buffering) P6 - 57:35
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Lecture 06 Rasterization 2 (Antialiasing and Z-Buffering) P6 - 60:60
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Lecture 06 Rasterization 2 (Antialiasing and Z-Buffering) P6 - 01:04:19
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Lecture 07 Shading 1 (Illumination, Shading and ?Graphics Pipeline) P7 - 02:22
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著色(shading)
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Lecture 07 Shading 1 (Illumination, Shading and ?Graphics Pipeline) P7 - 35:13
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Lecture 07 Shading 1 (Illumination, Shading and ?Graphics Pipeline) P7 - 37:41
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Lecture 07 Shading 1 (Illumination, Shading and ?Graphics Pipeline) P7 - 57:32
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Blinn-phong ---漫反射項(xiàng)
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Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 06:03
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Blinn-phong ---鏡面反射(高光)項(xiàng)
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Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 14:40
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Blinn-phong ---環(huán)境光項(xiàng)
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Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 20:38
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Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 29:04
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Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 31:05
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Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 33:30
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Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 54:28
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Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 01:05:31
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Lecture 09 Shading 3 (Texture Mapping Cont.) P9 - 22:49
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Lecture 09 Shading 3 (Texture Mapping Cont.) P9 - 25:45
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Lecture 09 Shading 3 (Texture Mapping Cont.) P9 - 34:15
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Lecture 09 Shading 3 (Texture Mapping Cont.) P9 - 43:22
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Lecture 09 Shading 3 (Texture Mapping Cont.) P9 - 50:11
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Lecture 09 Shading 3 (Texture Mapping Cont.) P9 - 01:01:13
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Lecture 10 Geometry 1 (Introduction) P10 - 06:47
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環(huán)境貼圖 環(huán)境光 存儲(chǔ)方式:spherical map cube map
凹凸貼圖 點(diǎn)沿著法線(xiàn)上下走的高度 (不改變幾何信息)
位移貼圖 移動(dòng)頂點(diǎn)
環(huán)境光遮蔽貼圖
體紋理
> 一些圖形學(xué)模型 teapot Rabit dragon
幾何
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Lecture 10 Geometry 1 (Introduction) P10 - 38:35
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Lecture 10 Geometry 1 (Introduction) P10 - 45:56
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Lecture 10 Geometry 1 (Introduction) P10 - 58:18
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布爾運(yùn)算
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Lecture 10 Geometry 1 (Introduction) P10 - 60:58
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(signed)distance function
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Lecture 10 Geometry 1 (Introduction) P10 - 01:12:36
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Lecture 11 Geometry 2 (Curves and Surfaces) P11 - 03:35
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Lecture 11 Geometry 2 (Curves and Surfaces) P11 - 05:59
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最常用
模型用的
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Lecture 11 Geometry 2 (Curves and Surfaces) P11 - 10:44
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Lecture 11 Geometry 2 (Curves and Surfaces) P11 - 13:00
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Lecture 11 Geometry 2 (Curves and Surfaces) P11 - 46:38
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Lecture 11 Geometry 2 (Curves and Surfaces) P11 - 53:23
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Lecture 12 Geometry 3 P12 - 06:57
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Lecture 12 Geometry 3 P12 - 33:47
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陰影
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Lecture 12 Geometry 3 P12 - 49:60
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光線(xiàn)追蹤
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Lecture 13 Ray Tracing 1 P13 - 00:21
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whitted-style 光線(xiàn)追蹤
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Lecture 13 Ray Tracing 1 P13 - 33:09
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Lecture 13 Ray Tracing 1 P13 - 36:46
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Lecture 13 Ray Tracing 1 P13 - 38:35
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應(yīng)用于:可見(jiàn)性 陰影 光照 判斷點(diǎn)在物體內(nèi)外
簡(jiǎn)單法:光線(xiàn)與每個(gè)三角形求交(慢死)
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Lecture 13 Ray Tracing 1 P13 - 42:23
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兩步法:1.光線(xiàn)與平面求交2.交點(diǎn)在不在三角形內(nèi)
平面定義:一個(gè)法線(xiàn),平面過(guò)的一個(gè)點(diǎn)
一步法:Moller Trumbore 算法
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Lecture 13 Ray Tracing 1 P13 - 52:58
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包圍盒 光線(xiàn)與包圍盒不相交,也不會(huì)與內(nèi)部物體相交
通常用軸對(duì)齊包圍盒
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Lecture 13 Ray Tracing 1 P13 - 01:01:10
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Lecture 14 Ray Tracing 2 P14 - 07:40
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Lecture 14 Ray Tracing 2 P14 - 17:45
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八叉樹(shù)
KD樹(shù)
BSP樹(shù)
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Lecture 14 Ray Tracing 2 P14 - 38:37
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PBR相關(guān)
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Lecture 14 Ray Tracing 2 P14 - 56:23
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Lecture 15 Ray Tracing 3 P15 - 28:31
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Lecture 15 Ray Tracing 3 P15 - 38:47
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Lecture 15 Ray Tracing 3 P15 - 46:54
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Lecture 15 Ray Tracing 3 P15 - 01:05:51
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求解渲染方程要用
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Lecture 16 Ray Tracing 4 P16 - 09:14
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path tracing
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Lecture 16 Ray Tracing 4 P16 - 20:34
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Lecture 16 Ray Tracing 4 P16 - 21:49
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Lecture 16 Ray Tracing 4 P16 - 31:09
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Lecture 16 Ray Tracing 4 P16 - 40:37
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Lecture 16 Ray Tracing 4 P16 - 44:56
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Lecture 16 Ray Tracing 4 P16 - 01:19:40
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Lecture 16 Ray Tracing 4 P16 - 01:21:39
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材質(zhì)
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Lecture 17 Materials and Appearances P17 - 07:44
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材質(zhì)就是BRDF
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Lecture 17 Materials and Appearances P17 - 11:30
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Lecture 17 Materials and Appearances P17 - 16:01
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Lecture 17 Materials and Appearances P17 - 17:12
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Lecture 17 Materials and Appearances P17 - 19:13
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Lecture 17 Materials and Appearances P17 - 35:23
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Lecture 17 Materials and Appearances P17 - 43:24
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D法線(xiàn)分布 : glossy diffuse
F菲涅爾項(xiàng)
G幾何項(xiàng)
微表面模型能描述很多種材質(zhì)
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Lecture 17 Materials and Appearances P17 - 57:26
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不銹鋼金屬 尼龍 天鵝絨
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Lecture 17 Materials and Appearances P17 - 01:05:59
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Lecture 18 Advanced Topics in Rendering P18 - 03:37
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Lecture 18 Advanced Topics in Rendering P18 - 37:40
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Lecture 18 Advanced Topics in Rendering P18 - 38:38
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散射介質(zhì)
毛發(fā)
granular 材質(zhì)
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Lecture 18 Advanced Topics in Rendering P18 - 60:01
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半透明材質(zhì) 玉材質(zhì) 水母
次表面散射 BSSRDF 皮膚 牛奶 玉 蠟燭
布料材質(zhì)
。。。。。
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Lecture 18 Advanced Topics in Rendering P18 - 01:27:15
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相機(jī) 棱鏡 光場(chǎng)
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Lecture 19 Cameras, Lenses and Light Fields P19 - 05:05
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Lecture 19 Cameras, Lenses and Light Fields P19 - 12:42
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Lecture 19 Cameras, Lenses and Light Fields P19 - 21:45
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Lecture 19 Cameras, Lenses and Light Fields P19 - 45:20
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Lecture 19 Cameras, Lenses and Light Fields P19 - 48:00
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Lecture 19 Cameras, Lenses and Light Fields P19 - 51:28
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Lecture 19 Cameras, Lenses and Light Fields P19 - 56:47
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Lecture 19 Cameras, Lenses and Light Fields P19 - 01:09:11
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Lecture 20 Color and Perception P20 - 10:02
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顏色與感知
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Lecture 20 Color and Perception P20 - 49:08
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光譜
譜功率密度
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Lecture 20 Color and Perception P20 - 54:29
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三種感知細(xì)胞
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Lecture 20 Color and Perception P20 - 01:02:14
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Lecture 20 Color and Perception P20 - 01:04:22
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Lecture 20 Color and Perception P20 - 01:12:06
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sRGB 色域有限
CIE XYZ
HSV 色調(diào) 飽和度 明度(藝術(shù)家使用)
CIELAB 互補(bǔ)色
CMYK 減色系統(tǒng)(其他都是加色系統(tǒng) 越混越白) 打印使用
顏色感知: 互補(bǔ)色 顏色是相對(duì)的
動(dòng)畫(huà)與模擬
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Lecture 21 Animation P21 - 05:46
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Lecture 21 Animation P21 - 16:31
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關(guān)鍵幀插值
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Lecture 21 Animation P21 - 22:11
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布料模擬
流體模擬
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Lecture 21 Animation P21 - 25:42
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頭發(fā)模擬
質(zhì)點(diǎn)彈簧 模擬布
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Lecture 21 Animation P21 - 49:28
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模擬流體
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Lecture 21 Animation P21 - 52:26
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星系模擬
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Lecture 21 Animation P21 - 59:46
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關(guān)節(jié)模型
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Lecture 21 Animation P21 - 01:03:58
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Lecture 21 Animation P21 - 01:08:29
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Lecture 21 Animation P21 - 01:11:25
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Lecture 21 Animation P21 - 01:13:11
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Lecture 22 Animation Cont. P22 - 05:06
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速度場(chǎng)
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Lecture 22 Animation Cont. P22 - 08:57
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Lecture 22 Animation Cont. P22 - 18:22
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Lecture 22 Animation Cont. P22 - 39:53
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也使用歐拉方法
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Lecture 22 Animation Cont. P22 - 42:45
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后續(xù)學(xué)習(xí)
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Lecture 22 Animation Cont. P22 - 54:26
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標(biāo)簽: