I have such nostalgia for that particular moment in time, and for me it was the Renderman Companion and Advanced Animation and Rendering Techniques. The web was still small, and the information density contained in Borders Books or Barnes & Nobel was just completely immersive. Lots of snowy Saturday trips to the mall with my parents and negotiating…
在我开发真正的渲染引擎之前,Watt & Watt 写的《Advanced Animation & Rendering Techniques》[1] 我从头到尾读了不下十几遍。现在看虽然挺过时了,但在我刚拿到它的时候(90年代),它是我所知道的最全面的渲染技术综述。我还读过《Real Time Rendering》和 Lengyel 写的《Math for 3D》,这两本也都在这个清单上。如果要搞真正完善的碰撞检测,Re
Before I developed a serious rendering engine, I'd read Advanced Animation & Rendering Techniques by Watt & Watt [1], cover to cover, a dozen times. It's pretty dated now, but at the time I first acquired it (90s) it was the most comprehensive overview of rendering I knew of. I'd also read Real Time Rendering, and Math for 3D by Lengyel, which are both on this list. For really proper collision, Re
我对那个特定的时代充满了怀旧之情,对我来说那就是《Renderman Companion》和《Advanced Animation and Rendering Techniques》。那时的互联网还很小,Borders 或 Barnes & Noble 书店里的信息密度完全能让人彻底沉浸其中。好多下雪的周六跟父母一起去商场逛,然后缠着他们……
I have such nostalgia for that particular moment in time, and for me it was the Renderman Companion and Advanced Animation and Rendering Techniques. The web was still small, and the information density contained in Borders Books or Barnes & Nobel was just completely immersive. Lots of snowy Saturday trips to the mall with my parents and negotiating…
我也很喜欢 Watt 和 Watt 写的《Advanced Animation and Rendering Techniques》;在我看来,它是那个时代关于这些主题最好的书,没有之一。
I love the Watt and Watt "Advanced Animation and Rendering Techniques" book as well; it was IMHO the best book on those topics in its time.
在我开发真正的渲染引擎之前,Watt & Watt 写的《Advanced Animation & Rendering Techniques》[1] 我从头到尾读了不下十几遍。现在看虽然挺过时了,但在我刚拿到它的时候(90年代),它是我所知道的最全面的渲染技术综述。我还读过《Real Time Rendering》和 Lengyel 写的《Math for 3D》,这两本也都在这个清单上。如果要搞真正完善的碰撞检测,Re
Before I developed a serious rendering engine, I'd read Advanced Animation & Rendering Techniques by Watt & Watt [1], cover to cover, a dozen times. It's pretty dated now, but at the time I first acquired it (90s) it was the most comprehensive overview of rendering I knew of. I'd also read Real Time Rendering, and Math for 3D by Lengyel, which are both on this list. For really proper collision, Re