渲染的本质

渲染的本质

渲染的本质其实就两点,理解了这两点,其他花里胡哨的技巧都是耍小聪明。

第一是:渲染的第一步是为了求解渲染方程的近似解。

第二是:渲染的第二步是如何将采样的误差尽量小。

如果算上优化的话,可以加第三点。

第三是:尽量节省性能。

Approximate 近似解

BRDFs based on mirco-surface theory 基于微表面理论的双向反射分布函数

  • experiential
    • phong/blinn-phong/oren-naya
    • normalized blinn phong
    • kajiya-kay
  • micro surface theory
    • cook-torrence/DFG
    • gtr/ggx
    • smith joint ggx/shlick
  • frensel
    • shlick
    • ior

Area Lighting 面积光源

  • ltc

Env Lighting 环境照明

  • precompute irradience env map

Ambient Occlusion 环境光遮蔽

  • ssao
  • hbao
  • dfao

Global Illumination 全局照明

  • low frequency
    • irrdience map
      • radiosity normal mapping
    • prt
      • sh
      • spherial gaussion
    • vpl
      • pbgi
  • high frequency
    • planar reflection
    • ssr/sspr
    • env map [re]projection
  • vxgi

B[s]S[T]DFs 双向表面散射[透射]分布函数

  • warp lighting
  • dipole
  • diffusion profile
  • precompute scattering lut

Volume Rendering 体积渲染

  • mie/rayligh/hg scattering function
  • precompute atomosphere scattering
  • powder distribution
  • lpv
  • fog/cloud

Shadow 阴影

  • shadow map
    • csm/pssm
    • pcf/pcss
    • vsm
  • shadow volume
  • df soft shadow

Discretization 离散化

Anti Aliasing 防走样

  • ssaa
  • msaa
  • mlaa
  • taa
  • nnaa
  • specular aa

Color Grading 色调映射

  • aces/tonemapping
  • other post process

Optimization 优化

Cullings 裁剪

  • frustum culling
  • occulusion culling
    • pvs
    • hiz

Pipeline 管线设计

  • forward/forward plus
  • light prepass
  • deferred lighting/shading
  • gpu driven
  • tiled base [deferred] rendering

Math Method 数学方法

  • precompute serials
    • color grading/skin/env brdf lut
    • env reflection gbuffer
    • bent normal
  • compress algorithm serials
    • etc/astc/bc serials
    • fft/sh/sg compress
    • texture channel combine
    • compact gbuffer
  • math method
    • fourier transform serials
    • convolutions
    • cube map/dual paraboloid map
    • reprojection
    • cartesian/polar coordinate system
  • accelerating structure
    • sdf
    • voxel/froxel
    • octree/bsp/bvh
  • probability theory
    • pcf/pcss
    • volume marching jittering
    • possion distribution
    • multi importent sampling/monte carlo
    • white/blue noise jittering
    • markov chain
    • integer hash/golden ratio hash
  • polylomial fitting method
    • smooth step/aces/carmack sqrt

Spaces Method 空间方法

  • screen space serials
    • sssm
    • sssss
    • ssr
    • ssao/ssdo/ssgi
  • tangent space
    • normal

Neural Network Method 神经网络方法

  • dlss
  • nnao
  • nnsdf
  • nnpvs?