Lecture 01 Overview of Computer Graphics P1 - 01:28
Lecture 01 Overview of Computer Graphics P1 - 24:31
Lecture 01 Overview of Computer Graphics P1 - 27:38
笔者注:
- games101是门偏实践的课,做作业和不做作业掌握程度是差距巨大的。
- 闫老师有自己的教学节奏,对于各类知识点详略不一样。(好多知识点堪称全网最详细,有些知识点省略的挺多<小白眩晕>。知识点出现也完全是根据当前教学来的。这就是我做进度条的原因)跟不上的地方,可以求助于其他书籍博客交叉理解。对于新出现的概念,新手一定要去看看其他书本博客的解释。
- 本视频教程中,每个视频开头结尾是回顾和总结部分。
- 一章的内容可能会出现下一章视频中(上节课没讲完)。
- 我写这篇进度条主要是为了自己用,好多时候进度条会省略部分我认为不重要的内容。还有因为闫老师讲课结构的问题,进度条并不是严格的顺序结构会有穿插。
三维数学与变换
Lecture 02 Review of Linear Algebra P2 - 05:49
Lecture 03 Transformation P3 - 01:53
Lecture 04 Transformation Cont. P4 - 22:08
Lecture 04 Transformation Cont. P4 - 38:23
Lecture 05 Rasterization 1 (Triangles) P5 - 13:57
光栅化
Lecture 05 Rasterization 1 (Triangles) P5 - 25:39
Lecture 05 Rasterization 1 (Triangles) P5 - 39:10
Lecture 05 Rasterization 1 (Triangles) P5 - 42:18
Lecture 05 Rasterization 1 (Triangles) P5 - 46:05
判断平面上点是否在三角形内部
Lecture 05 Rasterization 1 (Triangles) P5 - 54:18
加速三角形光栅化:使用包围盒
Lecture 05 Rasterization 1 (Triangles) P5 - 01:02:30
问题:走样/锯齿
采样理论
Lecture 06 Rasterization 2 (Antialiasing and Z-Buffering) P6 - 05:44
采样与信号处理之间的关系能单独出一门课
Lecture 06 Rasterization 2 (Antialiasing and Z-Buffering) P6 - 13:14
模糊和滤波
Lecture 06 Rasterization 2 (Antialiasing and Z-Buffering) P6 - 17:16
时域 频域 傅里叶变换 与 频域时域切换
高通滤波 低通滤波(卷积(平均)) 算子
信号处理的角度解释采样和走样
Lecture 06 Rasterization 2 (Antialiasing and Z-Buffering) P6 - 57:35
Lecture 06 Rasterization 2 (Antialiasing and Z-Buffering) P6 - 60:60
Lecture 06 Rasterization 2 (Antialiasing and Z-Buffering) P6 - 01:04:19
Lecture 07 Shading 1 (Illumination, Shading and
Graphics Pipeline) P7 - 02:22
着色(shading)
Lecture 07 Shading 1 (Illumination, Shading and
Graphics Pipeline) P7 - 35:13
Lecture 07 Shading 1 (Illumination, Shading and
Graphics Pipeline) P7 - 37:41
Lecture 07 Shading 1 (Illumination, Shading and
Graphics Pipeline) P7 - 57:32
Blinn-phong ---漫反射项
Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 06:03
Blinn-phong ---镜面反射(高光)项
Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 14:40
Blinn-phong ---环境光项
Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 20:38
Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 29:04
Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 31:05
Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 33:30
Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 54:28
Lecture 08 Shading 2 (Shading, Pipeline and Texture Mapping) P8 - 01:05:31
Lecture 09 Shading 3 (Texture Mapping Cont.) P9 - 22:49
Lecture 09 Shading 3 (Texture Mapping Cont.) P9 - 25:45
Lecture 09 Shading 3 (Texture Mapping Cont.) P9 - 34:15
Lecture 09 Shading 3 (Texture Mapping Cont.) P9 - 43:22
Lecture 09 Shading 3 (Texture Mapping Cont.) P9 - 50:11
Lecture 09 Shading 3 (Texture Mapping Cont.) P9 - 01:01:13
Lecture 10 Geometry 1 (Introduction) P10 - 06:47
环境贴图 环境光 存储方式:spherical map cube map
凹凸贴图 点沿着法线上下走的高度 (不改变几何信息)
位移贴图 移动顶点
环境光遮蔽贴图
体纹理
> 一些图形学模型 teapot Rabit dragon
几何
Lecture 10 Geometry 1 (Introduction) P10 - 38:35
Lecture 10 Geometry 1 (Introduction) P10 - 45:56
Lecture 10 Geometry 1 (Introduction) P10 - 58:18
布尔运算
Lecture 10 Geometry 1 (Introduction) P10 - 60:58
(signed)distance function
Lecture 10 Geometry 1 (Introduction) P10 - 01:12:36
Lecture 11 Geometry 2 (Curves and Surfaces) P11 - 03:35
Lecture 11 Geometry 2 (Curves and Surfaces) P11 - 05:59
最常用
模型用的
Lecture 11 Geometry 2 (Curves and Surfaces) P11 - 10:44
Lecture 11 Geometry 2 (Curves and Surfaces) P11 - 13:00
Lecture 11 Geometry 2 (Curves and Surfaces) P11 - 46:38
Lecture 11 Geometry 2 (Curves and Surfaces) P11 - 53:23
Lecture 12 Geometry 3 P12 - 06:57
Lecture 12 Geometry 3 P12 - 33:47
阴影
Lecture 12 Geometry 3 P12 - 49:60
光线追踪
Lecture 13 Ray Tracing 1 P13 - 00:21
whitted-style 光线追踪
Lecture 13 Ray Tracing 1 P13 - 33:09
Lecture 13 Ray Tracing 1 P13 - 36:46
Lecture 13 Ray Tracing 1 P13 - 38:35
应用于:可见性 阴影 光照 判断点在物体内外
简单法:光线与每个三角形求交(慢死)
Lecture 13 Ray Tracing 1 P13 - 42:23
两步法:1.光线与平面求交2.交点在不在三角形内
平面定义:一个法线,平面过的一个点
一步法:Moller Trumbore 算法
Lecture 13 Ray Tracing 1 P13 - 52:58
包围盒 光线与包围盒不相交,也不会与内部物体相交
通常用轴对齐包围盒
Lecture 13 Ray Tracing 1 P13 - 01:01:10
Lecture 14 Ray Tracing 2 P14 - 07:40
Lecture 14 Ray Tracing 2 P14 - 17:45
八叉树
KD树
BSP树
Lecture 14 Ray Tracing 2 P14 - 38:37
PBR相关
Lecture 14 Ray Tracing 2 P14 - 56:23
Lecture 15 Ray Tracing 3 P15 - 28:31
Lecture 15 Ray Tracing 3 P15 - 38:47
Lecture 15 Ray Tracing 3 P15 - 46:54
Lecture 15 Ray Tracing 3 P15 - 01:05:51
求解渲染方程要用
Lecture 16 Ray Tracing 4 P16 - 09:14
path tracing
Lecture 16 Ray Tracing 4 P16 - 20:34
Lecture 16 Ray Tracing 4 P16 - 21:49
Lecture 16 Ray Tracing 4 P16 - 31:09
Lecture 16 Ray Tracing 4 P16 - 40:37
Lecture 16 Ray Tracing 4 P16 - 44:56
Lecture 16 Ray Tracing 4 P16 - 01:19:40
Lecture 16 Ray Tracing 4 P16 - 01:21:39
材质
Lecture 17 Materials and Appearances P17 - 07:44
材质就是BRDF
Lecture 17 Materials and Appearances P17 - 11:30
Lecture 17 Materials and Appearances P17 - 16:01
Lecture 17 Materials and Appearances P17 - 17:12
Lecture 17 Materials and Appearances P17 - 19:13
Lecture 17 Materials and Appearances P17 - 35:23
Lecture 17 Materials and Appearances P17 - 43:24
D法线分布 : glossy diffuse
F菲涅尔项
G几何项
微表面模型能描述很多种材质
Lecture 17 Materials and Appearances P17 - 57:26
不锈钢金属 尼龙 天鹅绒
Lecture 17 Materials and Appearances P17 - 01:05:59
Lecture 18 Advanced Topics in Rendering P18 - 03:37
Lecture 18 Advanced Topics in Rendering P18 - 37:40
Lecture 18 Advanced Topics in Rendering P18 - 38:38
散射介质
毛发
granular 材质
Lecture 18 Advanced Topics in Rendering P18 - 60:01
半透明材质 玉材质 水母
次表面散射 BSSRDF 皮肤 牛奶 玉 蜡烛
布料材质
。。。。。
Lecture 18 Advanced Topics in Rendering P18 - 01:27:15
相机 棱镜 光场
Lecture 19 Cameras, Lenses and Light Fields P19 - 05:05
Lecture 19 Cameras, Lenses and Light Fields P19 - 12:42
Lecture 19 Cameras, Lenses and Light Fields P19 - 21:45
Lecture 19 Cameras, Lenses and Light Fields P19 - 45:20
Lecture 19 Cameras, Lenses and Light Fields P19 - 48:00
Lecture 19 Cameras, Lenses and Light Fields P19 - 51:28
Lecture 19 Cameras, Lenses and Light Fields P19 - 56:47
Lecture 19 Cameras, Lenses and Light Fields P19 - 01:09:11
Lecture 20 Color and Perception P20 - 10:02
颜色与感知
Lecture 20 Color and Perception P20 - 49:08
光谱
谱功率密度
Lecture 20 Color and Perception P20 - 54:29
三种感知细胞
Lecture 20 Color and Perception P20 - 01:02:14
Lecture 20 Color and Perception P20 - 01:04:22
Lecture 20 Color and Perception P20 - 01:12:06
sRGB 色域有限
CIE XYZ
HSV 色调 饱和度 明度(艺术家使用)
CIELAB 互补色
CMYK 减色系统(其他都是加色系统 越混越白) 打印使用
颜色感知: 互补色 颜色是相对的
动画与模拟
Lecture 21 Animation P21 - 05:46
Lecture 21 Animation P21 - 16:31
关键帧插值
Lecture 21 Animation P21 - 22:11
布料模拟
流体模拟
Lecture 21 Animation P21 - 25:42
头发模拟
质点弹簧 模拟布
Lecture 21 Animation P21 - 49:28
模拟流体
Lecture 21 Animation P21 - 52:26
星系模拟
Lecture 21 Animation P21 - 59:46
关节模型
Lecture 21 Animation P21 - 01:03:58
Lecture 21 Animation P21 - 01:08:29
Lecture 21 Animation P21 - 01:11:25
Lecture 21 Animation P21 - 01:13:11
Lecture 22 Animation Cont. P22 - 05:06
速度场
Lecture 22 Animation Cont. P22 - 08:57
Lecture 22 Animation Cont. P22 - 18:22
Lecture 22 Animation Cont. P22 - 39:53
也使用欧拉方法
Lecture 22 Animation Cont. P22 - 42:45
后续学习
Lecture 22 Animation Cont. P22 - 54:26
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