From b1f4f90aed1051c70939d151ddb4e7120587e1b0 Mon Sep 17 00:00:00 2001 From: Yinmin Zhong Date: Fri, 15 Dec 2023 14:42:42 +0800 Subject: [PATCH] translate games103 --- docs/计算机图形学/GAMES103.en.md | 30 ++++++++++++++++++++++++++++++ docs/计算机图形学/GAMES202.en.md | 26 ++++++++++++++++++++++++++ 2 files changed, 56 insertions(+) create mode 100644 docs/计算机图形学/GAMES103.en.md diff --git a/docs/计算机图形学/GAMES103.en.md b/docs/计算机图形学/GAMES103.en.md new file mode 100644 index 00000000..133fb0ef --- /dev/null +++ b/docs/计算机图形学/GAMES103.en.md @@ -0,0 +1,30 @@ +# GAMES103 + +## Course Introduction + +- **University**: Style3D / Oregon State University (OSU) +- **Prerequisites**: Linear Algebra, Advanced Mathematics, College Physics, Programming Skills, Basic Graphics Knowledge +- **Programming Language**: C# +- **Course Difficulty**: 🌟🌟🌟🌟 +- **Estimated Study Time**: 50 hours + +Official Introduction: + +> This course serves as an introduction to physics-based computer animation techniques, focusing on various fundamental physical animation simulation technologies. +> +> The course mainly covers four areas: 1) Rigid body simulation; 2) Particle systems, springs, constraints, and cloth simulation; 3) Elastic body simulation based on the finite element method; 4) Fluid simulation. +> +> The course content will not delve into specific physical simulation engines but will discuss the technologies behind various engines and their pros and cons. Since developing and learning physical simulations requires a solid mathematical foundation, the initial stages of the course will also spend some time reviewing necessary mathematical concepts. Upon successful completion of the course, students should have a deep understanding of basic physical simulation techniques and some exposure to advanced simulation technologies. + +In graphics, the field can be roughly divided into rendering, simulation, and geometry. While GAMES101 and GAMES202 mainly focus on rendering, GAMES103 is an excellent resource for learning about physical simulation. + +## Course Resources + +- **Course Website**: [GAMES103](http://games-cn.org/games103/) +- **Course Videos**: [Bilibili](https://www.bilibili.com/video/BV12Q4y1S73g) +- **Reference Materials**: [Course PPT](https://www.aliyundrive.com/s/YGuzfDCzw4n/folder/61824d985307bbf3920044b4afd48abb633441f6) +- **Course Assignments**: Four assignments, available on the official BBS mini-app or the unofficial Repo: [GAMES103 HW](https://github.com/indevn/GAMES103/tree/main/HW) + +## Resource Summary + +All resources and homework requirements used by @indevn during the course are compiled at [GAMES103 Unofficial](https://github.com/indevn/GAMES103). For detailed implementations of the assignments, there are many articles on Zhihu that provide in-depth explanations and can be referenced. \ No newline at end of file diff --git a/docs/计算机图形学/GAMES202.en.md b/docs/计算机图形学/GAMES202.en.md index e69de29b..15dc799e 100644 --- a/docs/计算机图形学/GAMES202.en.md +++ b/docs/计算机图形学/GAMES202.en.md @@ -0,0 +1,26 @@ +# GAMES202 + +## Course Introduction + +- **University**: University of California, Santa Barbara (UCSB) +- **Prerequisites**: Linear Algebra, Advanced Mathematics, C++, GAMES101 +- **Programming Language**: C++ +- **Course Difficulty**: 🌟🌟🌟🌟 +- **Estimated Study Time**: 60 hours + +Official Introduction: + +> This course comprehensively introduces the key issues and solutions in modern real-time rendering. Since real-time rendering (>30 FPS) demands high speed, the focus of this course is on how to break the trade-off between speed and quality under strict time constraints, ensuring both high-speed real-time performance and photorealism. +> +> The course will be presented in a thematic manner, covering cutting-edge content from both academia and industry, including: (1) real-time soft shadow rendering; (2) ambient lighting; (3) global illumination with or without precomputation; (4) physically-based shading models and methods; (5) real-time ray tracing; (6) anti-aliasing and supersampling; as well as various common acceleration methods. +> +> In addition to the latest and most comprehensive content, an important distinction of this course from other real-time rendering tutorials is that it does not teach the use of game engines or emphasize specific shader implementation techniques. Instead, it focuses on the science and knowledge behind real-time rendering. The goal of this course is to provide you with a solid foundation to develop your own real-time rendering engine upon completion. + +As an advanced course following GAMES101, GAMES202 offers a slightly increased level of difficulty, but it's manageable for students who have completed GAMES101. Each project requires a moderate amount of coding but involves significant thought. + +## Course Resources + +- **Course Website**: [GAMES202](https://sites.cs.ucsb.edu/~lingqi/teaching/games202.html) +- **Course Videos**: [Bilibili](https://www.bilibili.com/video/BV1YK4y1T7yY) +- **Course Textbook**: Real-Time Rendering, 4th edition. +- **Course Assignments**: [5 Projects](http://games-cn.org/forums/topic/games202zuoyehuizong/) \ No newline at end of file