自用随查。
光栅化(Rasterization)
待补充
经典渲染方程(Rendering Equation)
- $L_o$即出射光,$L_i$即入射光,$L_e$即物体自发光,$L_r$即物体反射光;
- $\omega_i$是入射光的反向,$\Omega$为单位半球面;
- $f_r(x,\omega_i,\omega_o,\lambda,t)$即双向反射分布函数(BRDF),描述物体表面反射入射光的比例;
- $n$为表面法线。
体积渲染(Volume Rendering)
直接体积渲染:
- radiative transfer (Chandrasekhar) 第一章
- ray tracing volume densities (James.T.Kajiya)
- Optical Models for Direct Volume Rendering (Nelson Max)
- 最后看懂Don’t Splat your Gaussians: Volumetric Ray-Traced Primitives for Modeling and Rendering Scattering and Emissive Media (Jorge Condor)