17-参考资料
参考资料
[AS14] E. Angel and D. Shreiner, Interactive Computer Graphics: A Top-Down Approach with WebGL, 7th ed. (Pearson, 2014).
[BL88] J. Blinn, “Me and My (Fake) Shadow,” IEEE Computer Graphics and Applications 8, no. 2 (1988).
[CR77] F. Crow, “Shadow Algorithms for Computer Graphics,” Proceedings of SIGGRAPH ’77 11, no. 2 (1977).
[ES12] E. Eisemann, M. Schwarz, U. Assarsson, and M. Wimmer, Real-Time Shadows (CRC Press, 2012).
[GP10] GPU Pro (series), ed. Wolfgang Engel (A. K. Peters, 2010–2016).
[KS16] J. Kessenich, G. Sellers, and D. Shreiner, OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.5 with SPIR-V, 9th ed. (Addison-Wesley, 2016).
[LO12] “Understanding OpenGL’s Matrices,” Learn OpenGL ES (2012), accessed October 2018.
[LU16] F. Luna, Introduction to 3D Game Programming with DirectX 12, 2nd ed. (Mercury Learning, 2016).
[MI16] “Common Techniques to Improve Shadow Depth Maps” (Microsoft Corp., 2016), accessed October 2018.
[PP16] Peter Pan, Wikipedia, accessed October 2018.
[1] 模板缓冲区是通过OpenGL访问的第三个缓冲区——在颜色缓冲区和Z缓冲区之后。本书中不对模板缓冲区进行讲解。 ——译者注
[2] 我们还需要将偏移乘以阴影坐标的w分量,因为OpenGL在纹理查找期间会自动将输入坐标除以w。迄今为止我们一直忽略了这种称为透视分割的操作,因此必须在这里说明。有关透视分割的更多信息,请参阅参考资料[LO12]。