作者:微软亚洲研究院实习生:林添 冰雪王国的浪漫 机器学习的盛宴 NIPS(Advances in Neural Information Processing Systems,神经信息处理系统进展大会)是每年12月由NIPS基金会主办的机器学习和神经计算领域的顶级会议,它由连接学派(connectionist)神经网络的学者于1987年在加拿大创办,后来随着影响力逐步扩大,也曾移师美洲.欧洲等地举办.每年大会都吸引了机器学习.人工智能.统计等领域的众多国际专家地参与.近年来,在工业界和科学界,神
<Physically-Based Shading Models in Film and Game Production>(SIGGRAPH 2010 Course Notes) (地址:http://renderwonk.com/publications/s2010-shading-course/hoffman/s2010_physically_based_shading_hoffman_a_notes.pdf) Punctual Light Sources一段若干注解: 由于物理渲染基于辐
上一篇博客已经详细的介绍GI了,接下来我们讲点实际的,怎么烘焙场景及注意事项. 一.Light Property: Function: Type 当前灯光的类型.有四种类型:Directional, Point, Spot and Area. Range 灯光照射的距离 (只有Point和Spot光源有这个属性). Spot Angle 聚光灯照射范围所张开的角度(Spot light only). Color 光的颜色 Mode 指定光的模式. 三种模式 Realtime, Mixed and
Deferred lighting separate lighting rendering and make lighting a completely image-space technique. This is very different the forward rendering. At first as the limitation of the hardware, we could make per-object lit by max number of 8 lights at on
源码: using System; using System.Collections.Generic; using System.Linq; using System.Text; using SlimDX; using RGeos.SlimScene.Core; using SlimDX.Direct3D9; using System.Drawing; namespace RGeos.SlimScene.Renderable { public class Axis : IRenderable {