[GAMES202 笔记] Lecture 1 & 2

[GAMES202] Lecture 1 & 2

Lecture 1. Intro

What’s?

1 Real-Time: Frame rate and for VR/AR. (Rendering not meeting this stantard is interactive) 2 High Quality: Realistic and (phisically) correctness (exactly or approximately).

Technological Milestones

Programmable rendering pipeline (20 years ago) compute shaders Precomputed-based methods (15 years ago) PrecRadianceTransfer, SphericalHarmonics, Bake Interactive Raytracing (8~10 years ago) CUDA&Optix (low spp + post-process denoising)

Lecture 2. Recap of CG Basics

Graphics Pipeline (A OpenGL Perspective)

Vertex Specification
Vertex Shader
Tessellation, Geometry Shader *
Vertex Post-Process (Transform Feedback, Primitive Assembly and Clipping)
Rasterization
Fragment Shader
Per-Sample Operations (Scissor/Stencil/Depth Testing, Blending, Early-Z, etc.)

Shader Debugging

NSight (Nvidia only) RenderDoc “Print out” as values

Light Transport Equation, LTE in RTR

Notes: Visibility term: , used in e.g. environment lighting Usually use cosine-weighted BRDF:

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Source: github.com/k4yt3x/flowerhd
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