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A Basic Introduction to BRDF-Based Lighting [RECOMMANED] | |
https://www.cs.princeton.edu/courses/archive/fall06/cos526/tmp/wynn.pdf | |
A Reflectance Model for Computer Graphics | |
http://www.graphics.cornell.edu/~westin/consortium-home/cook-tog.pdf | |
SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game Production | |
http://blog.selfshadow.com/publications/s2012-shading-course/#course_content | |
SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice |
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Umbra3 Occlusion Culling | |
https://www.gamasutra.com/view/feature/164660/sponsored_feature_next_generation_.php?print=1 | |
https://umbra3d.com/blog/occlusion-culling-solving-the-visibility-problem-part-ii/ | |
https://support.umbra3d.com/hc/en-us/articles/213354709-Latest-Version-3-4-12 | |
UnrealEngine Culling | |
http://timhobsonue4.snappages.com/culling-visibilityculling.htm | |
https://api.unrealengine.com/udk/Three/VisibilityCulling.html | |
http://timhobsonue4.snappages.com/culling-precomputed-visibility-volumes | |
Intel Software Occlusion Culling | |
https://software.intel.com/en-us/articles/software-occlusion-culling |
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orignalImage = im2double(imread('grass.tif')); | |
m = size(orignalImage, 1); | |
n = size(orignalImage, 2); | |
piexelNum = m * n; | |
X = reshape(orignalImage, [piexelNum, 3]); | |
avg = mean(X); | |
X2 = X - avg; |