├── .gitignore
├── LICENSE
├── Presentations
├── Real-time rendering - Chapter 2.pdf
└── Real-time rendering - Chapter 2.pptx
└── README.md
/.gitignore:
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1 | CMakeCache.txt
2 | CMakeFiles
3 | CMakeScripts
4 | Testing
5 | Makefile
6 | cmake_install.cmake
7 | install_manifest.txt
8 | compile_commands.json
9 | CTestTestfile.cmake
10 |
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2018 Chris Ohk
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/Presentations/Real-time rendering - Chapter 2.pdf:
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/Presentations/Real-time rendering - Chapter 2.pptx:
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https://raw.githubusercontent.com/utilForever/RTRStudy/ae90ed58607dda8a20e773f5cd0cec46dba0bdaa/Presentations/Real-time rendering - Chapter 2.pptx
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/README.md:
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1 | # Real-time rendering, 4th edition study
2 |
3 | ###### Presentation slides, resources and references of ["Real-time rendering, 4th Edition"](http://www.realtimerendering.com/) Book
4 |
5 | ## The Book
6 |
7 | Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.
8 |
9 | ## Presenter
10 |
11 | - Chris Ohk
12 | - HyunJun Park
13 | - Johnson Kang
14 | - Kyowon Yang
15 | - Macht Sung
16 | - MinHyeok Jeon
17 |
18 | ## Contents (Presentation Slides - Korean)
19 |
20 |
21 |
22 | ### Chapter 1: Introduction
23 |
24 | - Presentation Slides: Skipped.
25 | - Contents Overview
26 | - Notation and Definitions
27 |
28 | ### Chapter 2: The Graphics Rendering Pipeline
29 |
30 | - Presentation Slides: [[PPTX](https://github.com/utilForever/RTRStudy/blob/master/Presentations/Real-time%20rendering%20-%20Chapter%202.pptx)], [[PDF](https://github.com/utilForever/RTRStudy/blob/master/Presentations/Real-time%20rendering%20-%20Chapter%202.pdf)]
31 | - Architecture
32 | - The Application Stage
33 | - Geometry Processing
34 | - Rasterization
35 | - Pixel Processing
36 | - Through the Pipeline
37 |
38 | ### Chapter 3: The Graphics Processing Unit
39 |
40 | - Presentation Slides: TBA
41 | - Data-Parallel Architectures
42 | - GPU Pipeline Overview
43 | - The Programmable Shader Stage
44 | - The Evolution of Programmable Shading and APIs
45 | - The Vertex Shader
46 | - The Tessellation Stage
47 | - The Geometry Shader
48 | - The Pixel Shader
49 | - The Merging Stage
50 | - The Compute Shader
51 |
52 | ### Chapter 4: Transforms
53 |
54 | - Presentation Slides: TBA
55 | - Basic Transforms
56 | - Special Matrix Transforms and Operations
57 | - Quaternions
58 | - Vertex Blending
59 | - Morphing
60 | - Geometry Cache Playback
61 | - Projections
62 |
63 | ### Chapter 5: Shading Basics
64 |
65 | - Presentation Slides: TBA
66 | - Shading Models
67 | - Light Sources
68 | - Implementing Shading Models
69 | - Aliasing and Antialiasing
70 | - Transparency, Alpha, and Compositing
71 | - Display Encoding
72 |
73 | ### Chapter 6: Texturing
74 |
75 | - Presentation Slides: TBA
76 | - The Texturing Pipeline
77 | - Image Texturing
78 | - Procedural Texturing
79 | - Texture Animation
80 | - Material Mapping
81 | - Alpha Mapping
82 | - Bump Mapping
83 | - Parallax Mapping
84 | - Textured Lights
85 |
86 | ### Chapter 7: Shadows
87 |
88 | - Presentation Slides: TBA
89 | - Planar Shadows
90 | - Shadows on Curved Surfaces
91 | - Shadow Volumes
92 | - Shadow Maps
93 | - Percentage-Closer Filtering
94 | - Percentage-Closer Soft Shadows
95 | - Filtered Shadow Maps
96 | - Volumetric Shadow Techniques
97 | - Irregular Z-Buffer Shadows
98 | - Other Applications
99 |
100 | ### Chapter 8: Light and Color
101 |
102 | - Presentation Slides: TBA
103 | - Light Quantities
104 | - Scene to Screen
105 |
106 | ### Chapter 9: Physically Based Shading
107 |
108 | - Presentation Slides: TBA
109 | - Physics of Light
110 | - The Camera
111 | - The BRDF
112 | - Illumination
113 | - Fresnel Reflectance
114 | - Microgeometry
115 | - Microfacet Theory
116 | - BRDF Models for Surface Reflection
117 | - BRDF Models for Subsurface Scattering
118 | - BRDF Models for Cloth
119 | - Wave Optics BRDF Models
120 | - Layered Materials
121 | - Blending and Filtering Materials
122 |
123 | ### Chapter 10: Local Illumination
124 |
125 | - Presentation Slides: TBA
126 | - Area Light Sources
127 | - Environment Lighting
128 | - Spherical and Hemispherical Functions
129 | - Environment Mapping
130 | - Specular Image-Based Lighting
131 | - Irradiance Environment Mapping
132 | - Sources of Error
133 |
134 | ### Chapter 11: Global Illumination
135 |
136 | - Presentation Slides: TBA
137 | - The Rendering Equation
138 | - General Global Illumination
139 | - Ambient Occlusion
140 | - Directional Occlusion
141 | - Diffuse Global Illumination
142 | - Specular Global Illumination
143 | - Unified Approaches
144 |
145 | ### Chapter 12: Image-Space Effects
146 |
147 | - Presentation Slides: TBA
148 | - Image Processing
149 | - Reprojection Techniques
150 | - Lens Flare and Bloom
151 | - Depth of Field
152 | - Motion Blur
153 |
154 | ### Chapter 13: Beyond Polygons
155 |
156 | - Presentation Slides: TBA
157 | - The Rendering Spectrum
158 | - Fixed-View Effects
159 | - Skyboxes
160 | - Light Field Rendering
161 | - Sprites and Layers
162 | - Billboarding
163 | - Displacement Techniques
164 | - Particle Systems
165 | - Point Rendering
166 | - Voxels
167 |
168 | ### Chapter 14: Volumetric and Translucency Rendering
169 |
170 | - Presentation Slides: TBA
171 | - Light Scattering Theory
172 | - Specialized Volumetric Rendering
173 | - General Volumetric Rendering
174 | - Sky Rendering
175 | - Translucent Surfaces
176 | - Subsurface Scattering
177 | - Hair and Fur
178 | - Unified Approaches
179 |
180 | ### Chapter 15: Non-Photorealistic Rendering
181 |
182 | - Presentation Slides: TBA
183 | - Toon Shading
184 | - Outline Rendering
185 | - Stroke Surface Stylization
186 | - Lines
187 | - Text Rendering
188 |
189 | ### Chapter 16: Polygonal Techniques
190 |
191 | - Presentation Slides: TBA
192 | - Sources of Three-Dimensional Data
193 | - Tessellation and Triangulation
194 | - Consolidation
195 | - Triangle Fans, Strips, and Meshes
196 | - Simplification
197 | - Compression and Precision
198 |
199 | ### Chapter 17: Curves and Curved Surfaces
200 |
201 | - Presentation Slides: TBA
202 | - Parametric Curves
203 | - Parametric Curved Surfaces
204 | - Implicit Surfaces
205 | - Subdivision Curves
206 | - Subdivision Surfaces
207 | - Efficient Tessellation
208 |
209 | ### Chapter 18: Pipeline Optimization
210 |
211 | - Presentation Slides: TBA
212 | - Profiling and Debugging Tools
213 | - Locating the Bottleneck
214 | - Performance Measurements
215 | - Optimization
216 | - Multiprocessing
217 |
218 | ### Chapter 19: Acceleration Algorithms
219 |
220 | - Presentation Slides: TBA
221 | - Spatial Data Structures
222 | - Culling Techniques
223 | - Backface Culling
224 | - View Frustum Culling
225 | - Portal Culling
226 | - Detail and Small Triangle Culling
227 | - Occlusion Culling
228 | - Culling Systems
229 | - Level of Detail
230 | - Rendering Large Scenes
231 |
232 | ### Chapter 20: Efficient Shading
233 |
234 | - Presentation Slides: TBA
235 | - Deferred Shading
236 | - Decal Rendering
237 | - Tiled Shading
238 | - Clustered Shading
239 | - Deferred Texturing
240 | - Object- and Texture-Space Shading
241 |
242 | ### Chapter 21: Virtual and Argumented Reality
243 |
244 | - Presentation Slides: TBA
245 | - Equipment and Systems Overview
246 | - Physical Elements
247 | - APIs and Hardware
248 | - Rendering Techniques
249 |
250 | ### Chapter 22: Intersection Test Methods
251 |
252 | - Presentation Slides: TBA
253 | - GPU-Accelerated Picking
254 | - Definitions and Tools
255 | - Bounding Volume Creation
256 | - Geometric Probability
257 | - Rules of Thumb
258 | - Ray/Sphere Intersection
259 | - Ray/Box Intersection
260 | - Ray/Triangle Intersection
261 | - Ray/Polygon Intersection
262 | - Plane/Box Intersection
263 | - Triangle/Triangle Intersection
264 | - Triangle/Box Intersection
265 | - Bounding-Volume/Bounding-Volume Intersection
266 | - View Frustum Intersection
267 | - Line/Line Intersection
268 | - Intersection between Three Planes
269 |
270 | ### Chapter 23: Graphics Hardware
271 |
272 | - Presentation Slides: TBA
273 | - Rasterization
274 | - Massive Compute and Scheduling
275 | - Latency and Occupancy
276 | - Memory Architecture and Buses
277 | - Caching and Compression
278 | - Color Buffering
279 | - Depth Culling, Testing, and Buffering
280 | - Texturing
281 | - Architecture
282 | - Case Studies
283 | - Ray Tracing Architectures
284 |
285 | ### Chapter 24: The Future
286 |
287 | - Presentation Slides: Skipped.
288 | - Everything Else
289 | - You
290 |
291 | ### [Chapter 25: Collision Detection](http://www.realtimerendering.com/Real-Time_Rendering_4th-Collision_Detection.pdf)
292 |
293 | - Presentation Slides: TBA
294 | - Broad Phase Collision Detection
295 | - Mid Phase Collision Detection
296 | - Narrow Phase Collision Detection
297 | - Collision Detection with Rays
298 | - Dynamic CD Using BSP Trees
299 | - Time-Critical Collision Detection
300 | - Deformable Models
301 | - Continuous Collision Detection
302 | - Collision Response
303 | - Particles
304 | - Broad Phase Collision Detection
305 |
306 | ### [Chapter 26: Real-Time Ray Tracing](http://www.realtimerendering.com/Real-Time_Rendering_4th-Real-Time_Ray_Tracing.pdf)
307 |
308 | - Presentation Slides: TBA
309 | - Broad Phase Collision Detection
310 | - Shaders for Ray Tracing
311 | - Top and Bottom Level Acceleration Structures
312 | - Coherency
313 | - Denoising
314 | - Texture Filtering
315 | - Speculations
316 |
317 | ### [Linear Algebra](http://www.realtimerendering.com/Real-Time_Rendering_4th-Appendices.pdf)
318 |
319 | - Presentation Slides: TBA
320 | - Euclidean Space
321 | - Geometrical Interpretation
322 | - Matrices
323 | - Homogeneous Notation
324 | - Geometry
325 |
326 | ### [Trigonometry](http://www.realtimerendering.com/Real-Time_Rendering_4th-Appendices.pdf)
327 |
328 | - Presentation Slides: TBA
329 | - Definitions
330 | - Trigonometric Laws and Formulae
331 |
332 | ## License
333 |
334 |
335 |
336 | The class is licensed under the [MIT License](http://opensource.org/licenses/MIT):
337 |
338 | Copyright © 2018 [Chris Ohk](http://www.github.com/utilForever), [HyunJun Park](https://github.com/hyunjun529), [Johnson Kang](https://github.com/jwkapple), [Kyowon Yang](https://github.com/HoRangDev), [Macht Sung](https://github.com/GreenGits) and [MinHyeok Jeon](https://github.com/integraldx)
339 |
340 | Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
341 |
342 | The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
343 |
344 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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