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扩展链、无图像帧缓冲和动态渲染的使用流程。</description></item><item><title>EasyVulkan 第七章学习笔记</title><link>https://jiat-t.github.io/vulkan/easyvulkan-chapter-7/</link><pubDate>Sun, 26 Jul 2026 06:12:13 +0000</pubDate><guid>https://jiat-t.github.io/vulkan/easyvulkan-chapter-7/</guid><description>整理顶点与索引缓冲区、实例化绘制、Push Constant、Uniform Buffer 和贴图上传的数据传递流程。</description></item><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>UE 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的作用、工作原理、监控范围和调试信息阅读方式。</description></item><item><title>Vulkan 交换链</title><link>https://jiat-t.github.io/vulkan/%E5%9F%BA%E7%A1%80%E7%9F%A5%E8%AF%86/swapchain/</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/swapchain/</guid><description>整理 Vulkan Swapchain 的作用、展示模式、创建流程以及重建后的资源同步。</description></item><item><title>Vulkan 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>UE5 材质备忘录</title><link>https://jiat-t.github.io/ue/ue5-material-reference/</link><pubDate>Tue, 09 Jun 2026 07:36:23 +0000</pubDate><guid>https://jiat-t.github.io/ue/ue5-material-reference/</guid><description>整理主材质、风格化着色、后处理描边、程序化表面、运行时材质控制与性能对比的练习方向。</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 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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 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