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
- irrdience map
- 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?