原文:Introduction to 3D Game Programming with DirectX 12 学习笔记之 --- 第十七章:拾取 代码工程地址: https://github.com/jiabaodan/Direct12BookReadingNotes 学习目标 学习如何实现拾取算法,我们将它分解为下面几个步骤: 当点击屏幕上s点时,计算对应的透视窗口上的点p: 在视景坐标系下计算拾取射线: 将射线和要进行检测的模型变换到同一个坐标系下: 检测模型是否和射线相交,取深度值最小的那
Sprite3D Sprite3D works in many ways like a normal Sprite. Sprite3D is a three-dimensional model that includes the model, skeletal and rendering data needed to create the 3D Sprite. Sprite3D is derived from Node and therefore inherits most of Nodes f
BACKGROUND 1. Field The present invention generally relates to rendering two-dimension representations from three-dimensional scenes, and more particularly to using ray tracing for accelerated rendering of photo-realistic two-dimensional representati
Peter Shirley-Ray Tracing in One Weekend (2016) 原著:Peter Shirley 下篇主要对本书的后5章节进行学习,包括材质球的Metal,和Dielectrics.世界空间中相机的位置,相机通过光圈和焦距实现景深效果,最后结合全书知识点,渲染出一个如本篇封面的场景. https://github.com/EStormLynn/Peter-Shirley-Ray-Tracing-in-one-weenkend 目录 Chapter8:Metal C