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GAMES101-现代计算机图形学入门-闫令琪

2023-07-01 00:56 作者:一零弦空  | 我要投稿


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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