要是你对这个话题感兴趣,去看看《Texturing and Modeling: a Procedural Approach》,里面讲了 Perlin 噪声和其他类似算法。书里展示了皮克斯如何在 Renderman 中生成逼真的表面和特效。http://www.amazon.com/Texturing-Modeling-Third-Procedural-Ap...
If you like this topic check out "Texturing and Modeling: a Procedural Approach" which covers Perlin noise and other similar algorithms. The books shows you how Pixar generates life like surfaces and effects in Renderman. http://www.amazon.com/Texturing-Modeling-Third-Procedural-Ap...
Ken Musgrave 在地形渲染方面的工作很值得一看。他也做过类似的事。《Texturing and Modeling: A Procedural Approach》这本书对很多技术都给出了很棒的解释,他们以前在 SIGGRAPH 上开过一门课,那本书就是基于该课程写的,不过我现在找不到链接了
Ken Musgrave's work on Terrain rendering is worth a look. He did similar things. The book 'Texturing and Modeling: A Procedural Approach' gives a nice explanation of a lot of the techniques and they used to give a course at SIGGRAPH on which the book was based but I can't find a link right now
确实。他们用的大多数技巧都出自程序化渲染书籍里的圣经(Musgrave 等人写的《Texturing and Modeling》),而且相对比较浅显(真没那么难)。我并不否认存在极多数量的配置方案,但我认为它们还没实质性到足以构成……
Indeed. Most of the tricks they use come from the holy bible of procedural rendering books (Texturing and Modeling, Musgrave et al) and are relatively superficial (and really not so difficult). I don't argue there exists a tremendous number of configurations but I don't think they are not substantive enough to make…
…this man. But I would not feel bad about the math being regurgiated by an LLM. There were very few people writing shaders (mostly for VFX, in RenderMan SL) in the 90's and after. So apart from the "Texturing and Modeling -- A Procedural Approach" book, the "The RenderMan Companion" and "Advanced RenderMan", there was no literature. The GPU Gems series closed some gaps in later years. The RenderMan Repository website…
要是你对这个话题感兴趣,去看看《Texturing and Modeling: a Procedural Approach》,里面讲了 Perlin 噪声和其他类似算法。书里展示了皮克斯如何在 Renderman 中生成逼真的表面和特效。http://www.amazon.com/Texturing-Modeling-Third-Procedural-Ap...
If you like this topic check out "Texturing and Modeling: a Procedural Approach" which covers Perlin noise and other similar algorithms. The books shows you how Pixar generates life like surfaces and effects in Renderman. http://www.amazon.com/Texturing-Modeling-Third-Procedural-Ap...
Ken Musgrave 在地形渲染方面的工作很值得一看。他也做过类似的事。《Texturing and Modeling: A Procedural Approach》这本书对很多技术都给出了很棒的解释,他们以前在 SIGGRAPH 上开过一门课,那本书就是基于该课程写的,不过我现在找不到链接了
Ken Musgrave's work on Terrain rendering is worth a look. He did similar things. The book 'Texturing and Modeling: A Procedural Approach' gives a nice explanation of a lot of the techniques and they used to give a course at SIGGRAPH on which the book was based but I can't find a link right now
确实。他们用的大多数技巧都出自程序化渲染书籍里的圣经(Musgrave 等人写的《Texturing and Modeling》),而且相对比较浅显(真没那么难)。我并不否认存在极多数量的配置方案,但我认为它们还没实质性到足以构成……
Indeed. Most of the tricks they use come from the holy bible of procedural rendering books (Texturing and Modeling, Musgrave et al) and are relatively superficial (and really not so difficult). I don't argue there exists a tremendous number of configurations but I don't think they are not substantive enough to make…
……这个人。但我不会因为数学公式被 LLM 吐出来而感到难受。在 90 年代及以后,写 shader 的人寥寥无几(大多是用 RenderMan SL 做视觉特效)。所以除了《Texturing and Modeling -- A Procedural Approach》、以及《The RenderMan Companion》和《Advanced RenderMan》之外,根本没有任何参考资料。后来的 GPU Gems 系列补上了一些空白。RenderMan Repository 网站……
…this man. But I would not feel bad about the math being regurgiated by an LLM. There were very few people writing shaders (mostly for VFX, in RenderMan SL) in the 90's and after. So apart from the "Texturing and Modeling -- A Procedural Approach" book, the "The RenderMan Companion" and "Advanced RenderMan", there was no literature. The GPU Gems series closed some gaps in later years. The RenderMan Repository website…