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GeezerVison is showing github.com — GitHub - Veerzeng/GraphicAlgorithm: :octopus: :octopus:图形学论文实现

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001_Reflective shadow map
001_Reflective shadow map
 
 
002_Non-interleaved Deferred Shading of Interleaved Sample
002_Non-interleaved Deferred Shading of Interleaved Sample
 
 
003_Stochastic Light Culling
003_Stochastic Light Culling
 
 
004_Metalights Improved Interleaved Shading
004_Metalights Improved Interleaved Shading
 
 
005_Interactive Order Independent Transparency
005_Interactive Order Independent Transparency
 
 
006_Wang Tiles for Image and Texture Generation
006_Wang Tiles for Image and Texture Generation
 
 
007_Tile Shading
007_Tile Shading
 
 
008_A Non-Photorealistic Lighting Model
008_A Non-Photorealistic Lighting Model
 
 
009_Spherical Harmonic Lighting The Gritty Details
009_Spherical Harmonic Lighting The Gritty Details
 
 
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines
010_RealTimePolygonalLightShadingWithLinearlyTransformedCosines
 
 
011_An Efficient Representation for Irradiance Environment Maps
011_An Efficient Representation for Irradiance Environment Maps
 
 
012_Real Time Concurrent Linked List Construction on the GPU
012_Real Time Concurrent Linked List Construction on the GPU
 
 
013_Fourier Opacity Optimization for Scalable Exploration
013_Fourier Opacity Optimization for Scalable Exploration
 
 
014_Approximating Dynamic Global Illumination in Image Space
014_Approximating Dynamic Global Illumination in Image Space
 
 
015_Image Space Horizon Based Ambient Occlusion
015_Image Space Horizon Based Ambient Occlusion
 
 
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination
016_Cascaded Light Propagation Volumes for Real-Time Indirect Illumination
 
 
017_Forward Light Cuts A Scalable Approach to RealTime Global Illumination
017_Forward Light Cuts A Scalable Approach to RealTime Global Illumination
 
 
018_Cascaded Shadow Maps
018_Cascaded Shadow Maps
 
 
019_A Survey of Efficient Representations for Independent Unit Vectors
019_A Survey of Efficient Representations for Independent Unit Vectors
 
 
020_Real-time Approximation to Large Convolution Kernel
020_Real-time Approximation to Large Convolution Kernel
 
 
021_Real-time indirect illumination by virtual planar area lights
021_Real-time indirect illumination by virtual planar area lights
 
 
022_Variance Shadow Maps
022_Variance Shadow Maps
 
 
023_Efficient GPU Screen-Space Ray Tracing
023_Efficient GPU Screen-Space Ray Tracing
 
 
024_Real-Time Global Illumination using Precomputed Light Field Probes
024_Real-Time Global Illumination using Precomputed Light Field Probes
 
 
025_Exponential Shadow Maps
025_Exponential Shadow Maps
 
 
026_Moment Shadow Mapping
026_Moment Shadow Mapping
 
 
027_FidelityFX Super Resolution
027_FidelityFX Super Resolution
 
 
028_Mobile Friendly FSR
028_Mobile Friendly FSR
 
 
BRDF_Sampler
BRDF_Sampler
 
 
DepthToPositionAndNormal
DepthToPositionAndNormal
 
 
FRAME
FRAME
 
 
FitLTCMatrix
FitLTCMatrix
 
 
Fonts
Fonts
 
 
Model
Model
 
 
SDK
SDK
 
 
SH_Sampler
SH_Sampler
 
 
Textures
Textures
 
 
.gitignore
.gitignore
 
 
CODE_OF_CONDUCT.md
CODE_OF_CONDUCT.md
 
 
LICENSE
LICENSE
 
 
README.md
README.md
 
 
function.lua
function.lua
 
 
premake5.exe
premake5.exe
 
 
premake5.lua
premake5.lua
 
 
set.bat
set.bat
 
 

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🐙 🐙 🐙 本项目会复现或者解析一些经典有趣的图形学论文(#^.^#)

论文解析地址

知乎:Monica的小甜甜

项目配置

  • 首先克隆本项目到本地 git lfs clone [email protected]:AngelMonica126/GraphicAlgorithm.git(注意用到 git lfs clone指令,因为部分模型太大了放在LFS上面)

  • 下载GraphicSDK https://pan.baidu.com/s/1XjYGrGhCO_KSqL7pCUzBrA 密码: 1234 ,然后将其解压即可

  • 用管理员的权限运行GraphicSDK里面的 Graphic.bat 以自动配置环境变量

  • 在克隆好的项目中点击setup.bat生成vs环境(默认生成VS2017,可以用文本格式打开setup.bat用你自己的vs版本替代vs2017保存即可)

  • 在项目中选择Frame点击生成以生成动态链接库

  • 然后就可以运行其他的项目了~

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🐙 🐙图形学论文实现

Topics

graph-algorithmsgraphicgraphics-enginegraphics-librarygraphics-programmingpapersreflective-shadow-maps

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