<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Computer Graphics on 榎aaaa的个人主页</title><link>https://jiat-t.github.io/tags/computer-graphics/</link><description>Recent content in Computer Graphics on 榎aaaa的个人主页</description><image><title>榎aaaa的个人主页</title><url>https://jiat-t.github.io/images/avatar.jpg</url><link>https://jiat-t.github.io/images/avatar.jpg</link></image><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Sat, 20 Jun 2026 00:00:00 +0800</lastBuildDate><atom:link href="https://jiat-t.github.io/tags/computer-graphics/index.xml" rel="self" type="application/rss+xml"/><item><title>Split-Sum IBL</title><link>https://jiat-t.github.io/graphics/split-sum-ibl/</link><pubDate>Sat, 20 Jun 2026 00:00:00 +0800</pubDate><guid>https://jiat-t.github.io/graphics/split-sum-ibl/</guid><description>整理 PBR IBL 中 Irradiance Map、Prefiltered Environment Map 与 BRDF LUT 的拆分思路和运行时组合方式。</description></item><item><title>PBR 材质模型</title><link>https://jiat-t.github.io/graphics/pbr-models/</link><pubDate>Thu, 18 Jun 2026 00:00:00 +0800</pubDate><guid>https://jiat-t.github.io/graphics/pbr-models/</guid><description>对比 PBR 中 Metallic-Roughness 与 Specular-Glossiness 两种材质工作流的贴图结构、能量守恒约束和显存开销。</description></item><item><title>GAMES104：大气与云的渲染</title><link>https://jiat-t.github.io/graphics/games104-atmosphere-and-clouds/</link><pubDate>Sun, 14 Jun 2026 10:28:47 +0000</pubDate><guid>https://jiat-t.github.io/graphics/games104-atmosphere-and-clouds/</guid><description>记录高度场地形、三角形与四叉树细分的基本思路，以及地形 LOD 和层级管理问题。</description></item><item><title>Vulkan Layers 与 Extensions</title><link>https://jiat-t.github.io/vulkan/%E5%9F%BA%E7%A1%80%E7%9F%A5%E8%AF%86/layers-and-extensions/</link><pubDate>Thu, 11 Jun 2026 00:00:00 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物理设备与逻辑设备</title><link>https://jiat-t.github.io/vulkan/%E5%9F%BA%E7%A1%80%E7%9F%A5%E8%AF%86/physical-and-logic-device/</link><pubDate>Wed, 10 Jun 2026 00:00:00 +0800</pubDate><guid>https://jiat-t.github.io/vulkan/%E5%9F%BA%E7%A1%80%E7%9F%A5%E8%AF%86/physical-and-logic-device/</guid><description>梳理 Vulkan 中 VkPhysicalDevice 与 VkDevice 的职责、关系和生命周期。</description></item><item><title>GAMES104：渲染实践</title><link>https://jiat-t.github.io/graphics/games104-rendering-practice/</link><pubDate>Tue, 09 Jun 2026 10:32:42 +0000</pubDate><guid>https://jiat-t.github.io/graphics/games104-rendering-practice/</guid><description>整理 GPU 执行架构、渲染资源组织、可见性裁剪、纹理压缩与 Cluster/Nanite 模型管线。</description></item><item><title>Vulkan 初始化核心流程</title><link>https://jiat-t.github.io/vulkan/%E5%9F%BA%E7%A1%80%E7%9F%A5%E8%AF%86/initialization/</link><pubDate>Tue, 09 Jun 2026 14:00:00 +0800</pubDate><guid>https://jiat-t.github.io/vulkan/%E5%9F%BA%E7%A1%80%E7%9F%A5%E8%AF%86/initialization/</guid><description>整理 Vulkan 初始化中的实例、调试回调、窗口表面、物理设备、逻辑设备与队列。</description></item><item><title>Vulkan 队列族</title><link>https://jiat-t.github.io/vulkan/%E5%9F%BA%E7%A1%80%E7%9F%A5%E8%AF%86/queuefamily/</link><pubDate>Tue, 09 Jun 2026 14:00:00 +0800</pubDate><guid>https://jiat-t.github.io/vulkan/%E5%9F%BA%E7%A1%80%E7%9F%A5%E8%AF%86/queuefamily/</guid><description>用硬件执行能力和现实类比梳理 Vulkan Queue Family 与 VkQueue 的关系。</description></item><item><title>加速结构</title><link>https://jiat-t.github.io/posts/acceleration-structure/</link><pubDate>Thu, 04 Jun 2026 00:00:00 +0800</pubDate><guid>https://jiat-t.github.io/posts/acceleration-structure/</guid><description>整理 BVH、KD-Tree、八叉树、均匀网格以及实时光线追踪中的 BLAS/TLAS 加速结构。</description></item><item><title>Pathtracer 梳理</title><link>https://jiat-t.github.io/graphics/pathtracer-code-notes/</link><pubDate>Tue, 02 Jun 2026 06:16:19 +0000</pubDate><guid>https://jiat-t.github.io/graphics/pathtracer-code-notes/</guid><description>按路径追踪、几何与 BVH、材质接口、PBR 和 IBL/MIS 梳理个人渲染器的代码职责与工程优化。</description></item><item><title>CPU 路径追踪器项目细节</title><link>https://jiat-t.github.io/graphics/pathtracer-project-details/</link><pubDate>Tue, 26 May 2026 05:46:15 +0000</pubDate><guid>https://jiat-t.github.io/graphics/pathtracer-project-details/</guid><description>整理个人 CPU 路径追踪器的模块分工、PBR 与 IBL、MIS 采样及 BVH 和多线程性能优化。</description></item><item><title>Shadow Maps</title><link>https://jiat-t.github.io/posts/shadow-maps/</link><pubDate>Tue, 26 May 2026 00:00:00 +0800</pubDate><guid>https://jiat-t.github.io/posts/shadow-maps/</guid><description>整理 Shadow Map 的软阴影、概率阴影、矩阴影以及 PSM、CSM 等精度与分辨率优化方法。</description></item><item><title>阴影技术</title><link>https://jiat-t.github.io/posts/shadow-techniques/</link><pubDate>Sun, 24 May 2026 00:00:00 +0800</pubDate><guid>https://jiat-t.github.io/posts/shadow-techniques/</guid><description>整理平面阴影、阴影体、Shadow Mapping、SDF 阴影与光线追踪阴影的基本原理、实现步骤和常见问题。</description></item><item><title>抗锯齿技术</title><link>https://jiat-t.github.io/posts/anti-aliasing/</link><pubDate>Fri, 22 May 2026 00:00:00 +0800</pubDate><guid>https://jiat-t.github.io/posts/anti-aliasing/</guid><description>整理 SSAA、MSAA、FXAA、SMAA、TAA、DLSS/DLAA 以及路径追踪中的抗锯齿思路。</description></item><item><title>IBL相关笔记</title><link>https://jiat-t.github.io/posts/ibl-notes/ibl-notes/</link><pubDate>Thu, 21 May 2026 11:10:00 +0800</pubDate><guid>https://jiat-t.github.io/posts/ibl-notes/ibl-notes/</guid><description>整理 Image-Based Lighting、Split Sum Approximation、Irradiance Map 与球谐函数相关手写笔记。</description></item><item><title>DX12 杂谈</title><link>https://jiat-t.github.io/posts/dx12/</link><pubDate>Tue, 19 May 2026 20:57:06 +0800</pubDate><guid>https://jiat-t.github.io/posts/dx12/</guid><description>整理 DX12 相较于旧图形 API 的优势，以及一帧内容从命令录制到 Present 的基本流程。</description></item><item><title>空间变换矩阵推导</title><link>https://jiat-t.github.io/posts/space-transformation-matrix-derivation/space-transformation-matrix-derivation/</link><pubDate>Fri, 15 May 2026 00:00:00 +0800</pubDate><guid>https://jiat-t.github.io/posts/space-transformation-matrix-derivation/space-transformation-matrix-derivation/</guid><description>空间变换矩阵推导相关手写笔记。</description></item><item><title>平面阴影矩阵推导</title><link>https://jiat-t.github.io/posts/shadow-map-derivation/shadow-map-derivation/</link><pubDate>Wed, 13 May 2026 20:20:00 +0800</pubDate><guid>https://jiat-t.github.io/posts/shadow-map-derivation/shadow-map-derivation/</guid><description>平面阴影矩阵推导相关手写笔记。</description></item><item><title>蒙特卡洛积分推导笔记</title><link>https://jiat-t.github.io/posts/monte-carlo-integral-notes/monte-carlo-integral-notes/</link><pubDate>Fri, 08 May 2026 16:12:00 +0800</pubDate><guid>https://jiat-t.github.io/posts/monte-carlo-integral-notes/monte-carlo-integral-notes/</guid><description>整理蒙特卡洛积分推导相关手写笔记。</description></item><item><title>重要性采样笔记</title><link>https://jiat-t.github.io/posts/importance-sampling-notes/importance-sampling-notes/</link><pubDate>Fri, 08 May 2026 16:11:00 +0800</pubDate><guid>https://jiat-t.github.io/posts/importance-sampling-notes/importance-sampling-notes/</guid><description>整理重要性采样与多重重要性采样相关手写笔记。</description></item><item><title>BRDF 相关公式笔记</title><link>https://jiat-t.github.io/posts/brdf-notes/brdf-notes/</link><pubDate>Fri, 08 May 2026 16:10:00 +0800</pubDate><guid>https://jiat-t.github.io/posts/brdf-notes/brdf-notes/</guid><description>整理 BRDF 与常见微表面反射模型相关手写笔记。</description></item><item><title>GAMES101 作业 5：基础光线追踪</title><link>https://jiat-t.github.io/graphics/games101-assignment-5/</link><pubDate>Thu, 26 Mar 2026 07:38:19 +0000</pubDate><guid>https://jiat-t.github.io/graphics/games101-assignment-5/</guid><description>整理从像素坐标生成相机光线的空间变换流程，以及三角形求交的基础实现。</description></item><item><title>GAMES101 作业 4：Bézier 曲线</title><link>https://jiat-t.github.io/graphics/games101-assignment-4/</link><pubDate>Sun, 22 Mar 2026 06:46:41 +0000</pubDate><guid>https://jiat-t.github.io/graphics/games101-assignment-4/</guid><description>记录 De Casteljau 递归插值绘制 Bézier 曲线的方法，以及采样步长与曲线绘制代码。</description></item><item><title>GAMES101 作业 2：三角形光栅化</title><link>https://jiat-t.github.io/graphics/games101-assignment-2/</link><pubDate>Thu, 19 Mar 2026 06:55:49 +0000</pubDate><guid>https://jiat-t.github.io/graphics/games101-assignment-2/</guid><description>记录三角形内部判断、包围盒遍历、重心坐标与深度测试的光栅化实现。</description></item></channel></rss>