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<div class="post-list post"><a class="post-card post" href="/2025/04/25/Mipmap/">
<article class="md-text"><h2 class="post-title">Mipmap 实现详解:从原理到代码(含数学推导)</h2><div class="excerpt"><p>在实时渲染中,纹理贴图是赋予模型表面细节的关键技术。然而,当一个带有高分辨率纹理的模型距离摄像机很远,或者以一个倾斜的角度观察时,屏幕上的一个像素可能会对应纹理上的多个纹素(Texel)。如果不进行处理,直接采样会导致严重的摩尔纹(Moiré pat...</p></div><div class="meta cap"><span class="cap" id="post-meta"><svg style="margin-bottom:2px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M6.94 2c.416 0 .753.324.753.724v1.46c.668-.012 1.417-.012 2.26-.012h4.015c.842 0 1.591 0 2.259.013v-1.46c0-.4.337-.725.753-.725s.753.324.753.724V4.25c1.445.111 2.394.384 3.09 1.055c.698.67.982 1.582 1.097 2.972L22 9H2v-.724c.116-1.39.4-2.302 1.097-2.972c.697-.67 1.645-.944 3.09-1.055V2.724c0-.4.337-.724.753-.724"/><path fill="currentColor" d="M22 14v-2c0-.839-.004-2.335-.017-3H2.01c-.013.665-.01 2.161-.01 3v2c0 3.771 0 5.657 1.172 6.828C4.343 22 6.228 22 10 22h4c3.77 0 5.656 0 6.828-1.172C22 19.658 22 17.772 22 14" opacity=".5"/><path fill="currentColor" d="M18 17a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0"/></svg><time datetime="2025-04-24T16:00:00.000Z">2025-04-25</time></span><span class="cap breadcrumb"><svg style="margin-bottom:1px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M2 6.95c0-.883 0-1.324.07-1.692A4 4 0 0 1 5.257 2.07C5.626 2 6.068 2 6.95 2c.386 0 .58 0 .766.017a4 4 0 0 1 2.18.904c.144.119.28.255.554.529L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .848.352C14.098 6 14.675 6 15.828 6h.374c2.632 0 3.949 0 4.804.77c.079.07.154.145.224.224c.77.855.77 2.172.77 4.804V14c0 3.771 0 5.657-1.172 6.828C19.657 22 17.771 22 14 22h-4c-3.771 0-5.657 0-6.828-1.172C2 19.657 2 17.771 2 14z" opacity=".5"/><path fill="currentColor" d="M20 6.238c0-.298-.005-.475-.025-.63a3 3 0 0 0-2.583-2.582C17.197 3 16.965 3 16.5 3H9.988c.116.104.247.234.462.45L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .849.352C14.098 6 14.675 6 15.829 6h.373c1.78 0 2.957 0 3.798.238"/><path fill="currentColor" fill-rule="evenodd" d="M12.25 10a.75.75 0 0 1 .75-.75h5a.75.75 0 0 1 0 1.5h-5a.75.75 0 0 1-.75-.75" clip-rule="evenodd"/></svg><span>Computer Graphics</span></span></div></article>
</a><a class="post-card post" href="/2025/04/24/FPS_Camera_Movement_Guide/">
<article class="md-text"><h2 class="post-title">Implementing FPS Camera Movement in a 3D Application</h2><div class="excerpt"><p>Implementing FPS Camera Movement in a 3D ApplicationFirst-Person Shooter (FPS) camera movement is a core mechanic in many 3D ...</p></div><div class="meta cap"><span class="cap" id="post-meta"><svg style="margin-bottom:2px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M6.94 2c.416 0 .753.324.753.724v1.46c.668-.012 1.417-.012 2.26-.012h4.015c.842 0 1.591 0 2.259.013v-1.46c0-.4.337-.725.753-.725s.753.324.753.724V4.25c1.445.111 2.394.384 3.09 1.055c.698.67.982 1.582 1.097 2.972L22 9H2v-.724c.116-1.39.4-2.302 1.097-2.972c.697-.67 1.645-.944 3.09-1.055V2.724c0-.4.337-.724.753-.724"/><path fill="currentColor" d="M22 14v-2c0-.839-.004-2.335-.017-3H2.01c-.013.665-.01 2.161-.01 3v2c0 3.771 0 5.657 1.172 6.828C4.343 22 6.228 22 10 22h4c3.77 0 5.656 0 6.828-1.172C22 19.658 22 17.772 22 14" opacity=".5"/><path fill="currentColor" d="M18 17a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0"/></svg><time datetime="2025-04-23T16:00:00.000Z">2025-04-24</time></span><span class="cap breadcrumb"><svg style="margin-bottom:1px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M2 6.95c0-.883 0-1.324.07-1.692A4 4 0 0 1 5.257 2.07C5.626 2 6.068 2 6.95 2c.386 0 .58 0 .766.017a4 4 0 0 1 2.18.904c.144.119.28.255.554.529L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .848.352C14.098 6 14.675 6 15.828 6h.374c2.632 0 3.949 0 4.804.77c.079.07.154.145.224.224c.77.855.77 2.172.77 4.804V14c0 3.771 0 5.657-1.172 6.828C19.657 22 17.771 22 14 22h-4c-3.771 0-5.657 0-6.828-1.172C2 19.657 2 17.771 2 14z" opacity=".5"/><path fill="currentColor" d="M20 6.238c0-.298-.005-.475-.025-.63a3 3 0 0 0-2.583-2.582C17.197 3 16.965 3 16.5 3H9.988c.116.104.247.234.462.45L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .849.352C14.098 6 14.675 6 15.829 6h.373c1.78 0 2.957 0 3.798.238"/><path fill="currentColor" fill-rule="evenodd" d="M12.25 10a.75.75 0 0 1 .75-.75h5a.75.75 0 0 1 0 1.5h-5a.75.75 0 0 1-.75-.75" clip-rule="evenodd"/></svg><span>Computer Graphics</span></span></div></article>
</a><a class="post-card post" href="/2025/04/18/ThreadPool/">
<article class="md-text"><h2 class="post-title">优化软渲染器:线程池设计与性能提升</h2><div class="excerpt"><p>在开发软渲染器时,性能优化是核心目标。单线程渲染受限于 CPU 单核性能,特别是在高分辨率或复杂场景下,帧率(FPS)往往较低。通过引入线程池(ThreadPool)并对关键模块进行多线程优化,我们成功将软渲染器的平均 FPS 从约 30 提升至 1...</p></div><div class="meta cap"><span class="cap" id="post-meta"><svg style="margin-bottom:2px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M6.94 2c.416 0 .753.324.753.724v1.46c.668-.012 1.417-.012 2.26-.012h4.015c.842 0 1.591 0 2.259.013v-1.46c0-.4.337-.725.753-.725s.753.324.753.724V4.25c1.445.111 2.394.384 3.09 1.055c.698.67.982 1.582 1.097 2.972L22 9H2v-.724c.116-1.39.4-2.302 1.097-2.972c.697-.67 1.645-.944 3.09-1.055V2.724c0-.4.337-.724.753-.724"/><path fill="currentColor" d="M22 14v-2c0-.839-.004-2.335-.017-3H2.01c-.013.665-.01 2.161-.01 3v2c0 3.771 0 5.657 1.172 6.828C4.343 22 6.228 22 10 22h4c3.77 0 5.656 0 6.828-1.172C22 19.658 22 17.772 22 14" opacity=".5"/><path fill="currentColor" d="M18 17a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0"/></svg><time datetime="2025-04-17T16:00:00.000Z">2025-04-18</time></span><span class="cap breadcrumb"><svg style="margin-bottom:1px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M2 6.95c0-.883 0-1.324.07-1.692A4 4 0 0 1 5.257 2.07C5.626 2 6.068 2 6.95 2c.386 0 .58 0 .766.017a4 4 0 0 1 2.18.904c.144.119.28.255.554.529L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .848.352C14.098 6 14.675 6 15.828 6h.374c2.632 0 3.949 0 4.804.77c.079.07.154.145.224.224c.77.855.77 2.172.77 4.804V14c0 3.771 0 5.657-1.172 6.828C19.657 22 17.771 22 14 22h-4c-3.771 0-5.657 0-6.828-1.172C2 19.657 2 17.771 2 14z" opacity=".5"/><path fill="currentColor" d="M20 6.238c0-.298-.005-.475-.025-.63a3 3 0 0 0-2.583-2.582C17.197 3 16.965 3 16.5 3H9.988c.116.104.247.234.462.45L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .849.352C14.098 6 14.675 6 15.829 6h.373c1.78 0 2.957 0 3.798.238"/><path fill="currentColor" fill-rule="evenodd" d="M12.25 10a.75.75 0 0 1 .75-.75h5a.75.75 0 0 1 0 1.5h-5a.75.75 0 0 1-.75-.75" clip-rule="evenodd"/></svg><span>技术</span></span></div></article>
</a><a class="post-card post" href="/2025/04/16/SDL/">
<article class="md-text"><h2 class="post-title">使用 SDL 窗口化实时渲染:设计 Scene 和 SDLApp 组件</h2><div class="excerpt"><p>使用 SDL 窗口化实时渲染:设计 Scene 和 SDLApp 组件在开发实时渲染应用时,SDL(Simple DirectMedia Layer)是一个轻量且跨平台的库,广泛用于创建窗口、处理输入和显示渲染结果。本文分享了一个基于 SDL 的软件...</p></div><div class="meta cap"><span class="cap" id="post-meta"><svg style="margin-bottom:2px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M6.94 2c.416 0 .753.324.753.724v1.46c.668-.012 1.417-.012 2.26-.012h4.015c.842 0 1.591 0 2.259.013v-1.46c0-.4.337-.725.753-.725s.753.324.753.724V4.25c1.445.111 2.394.384 3.09 1.055c.698.67.982 1.582 1.097 2.972L22 9H2v-.724c.116-1.39.4-2.302 1.097-2.972c.697-.67 1.645-.944 3.09-1.055V2.724c0-.4.337-.724.753-.724"/><path fill="currentColor" d="M22 14v-2c0-.839-.004-2.335-.017-3H2.01c-.013.665-.01 2.161-.01 3v2c0 3.771 0 5.657 1.172 6.828C4.343 22 6.228 22 10 22h4c3.77 0 5.656 0 6.828-1.172C22 19.658 22 17.772 22 14" opacity=".5"/><path fill="currentColor" d="M18 17a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0"/></svg><time datetime="2025-04-15T16:00:00.000Z">2025-04-16</time></span><span class="cap breadcrumb"><svg style="margin-bottom:1px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M2 6.95c0-.883 0-1.324.07-1.692A4 4 0 0 1 5.257 2.07C5.626 2 6.068 2 6.95 2c.386 0 .58 0 .766.017a4 4 0 0 1 2.18.904c.144.119.28.255.554.529L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .848.352C14.098 6 14.675 6 15.828 6h.374c2.632 0 3.949 0 4.804.77c.079.07.154.145.224.224c.77.855.77 2.172.77 4.804V14c0 3.771 0 5.657-1.172 6.828C19.657 22 17.771 22 14 22h-4c-3.771 0-5.657 0-6.828-1.172C2 19.657 2 17.771 2 14z" opacity=".5"/><path fill="currentColor" d="M20 6.238c0-.298-.005-.475-.025-.63a3 3 0 0 0-2.583-2.582C17.197 3 16.965 3 16.5 3H9.988c.116.104.247.234.462.45L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .849.352C14.098 6 14.675 6 15.829 6h.373c1.78 0 2.957 0 3.798.238"/><path fill="currentColor" fill-rule="evenodd" d="M12.25 10a.75.75 0 0 1 .75-.75h5a.75.75 0 0 1 0 1.5h-5a.75.75 0 0 1-.75-.75" clip-rule="evenodd"/></svg><span>图形学</span></span></div></article>
</a><a class="post-card post" href="/2025/04/15/QUATERNION/">
<article class="md-text"><h2 class="post-title">使用四元数和变换类管理对象姿态</h2><div class="excerpt"><p>在之前的开发中,我们通过直接传递一个 mat4 modelMatrix 到渲染函数来表示模型的位置、旋转和缩放。虽然可行,但这种方式不够直观,难以单独修改某个变换分量(如只改变旋转),并且在处理旋转时可能遇到欧拉角的固有问题。为了更优雅、健壮地管理对...</p></div><div class="meta cap"><span class="cap" id="post-meta"><svg style="margin-bottom:2px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M6.94 2c.416 0 .753.324.753.724v1.46c.668-.012 1.417-.012 2.26-.012h4.015c.842 0 1.591 0 2.259.013v-1.46c0-.4.337-.725.753-.725s.753.324.753.724V4.25c1.445.111 2.394.384 3.09 1.055c.698.67.982 1.582 1.097 2.972L22 9H2v-.724c.116-1.39.4-2.302 1.097-2.972c.697-.67 1.645-.944 3.09-1.055V2.724c0-.4.337-.724.753-.724"/><path fill="currentColor" d="M22 14v-2c0-.839-.004-2.335-.017-3H2.01c-.013.665-.01 2.161-.01 3v2c0 3.771 0 5.657 1.172 6.828C4.343 22 6.228 22 10 22h4c3.77 0 5.656 0 6.828-1.172C22 19.658 22 17.772 22 14" opacity=".5"/><path fill="currentColor" d="M18 17a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0"/></svg><time datetime="2025-04-15T14:55:00.000Z">2025-04-15</time></span><span class="cap breadcrumb"><svg style="margin-bottom:1px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M2 6.95c0-.883 0-1.324.07-1.692A4 4 0 0 1 5.257 2.07C5.626 2 6.068 2 6.95 2c.386 0 .58 0 .766.017a4 4 0 0 1 2.18.904c.144.119.28.255.554.529L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .848.352C14.098 6 14.675 6 15.828 6h.374c2.632 0 3.949 0 4.804.77c.079.07.154.145.224.224c.77.855.77 2.172.77 4.804V14c0 3.771 0 5.657-1.172 6.828C19.657 22 17.771 22 14 22h-4c-3.771 0-5.657 0-6.828-1.172C2 19.657 2 17.771 2 14z" opacity=".5"/><path fill="currentColor" d="M20 6.238c0-.298-.005-.475-.025-.63a3 3 0 0 0-2.583-2.582C17.197 3 16.965 3 16.5 3H9.988c.116.104.247.234.462.45L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .849.352C14.098 6 14.675 6 15.829 6h.373c1.78 0 2.957 0 3.798.238"/><path fill="currentColor" fill-rule="evenodd" d="M12.25 10a.75.75 0 0 1 .75-.75h5a.75.75 0 0 1 0 1.5h-5a.75.75 0 0 1-.75-.75" clip-rule="evenodd"/></svg><span>Computer Graphics</span></span></div></article>
</a><a class="post-card post" href="/2025/04/15/MATMUL_ACCELERATION/">
<article class="md-text"><h2 class="post-title">加速小型矩阵乘法:3x3与4x4优化</h2><div class="excerpt"><p>在计算机图形学、物理模拟、机器人技术以及众多科学计算领域,3x3 和 4x4 矩阵的乘法运算极为常见且对性能至关重要。虽然现代 CPU 速度飞快,但在需要执行数百万次这类运算的场景下(例如实时渲染的每一帧),即使是微小的优化也能带来显著的性能提升。本...</p></div><div class="meta cap"><span class="cap" id="post-meta"><svg style="margin-bottom:2px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M6.94 2c.416 0 .753.324.753.724v1.46c.668-.012 1.417-.012 2.26-.012h4.015c.842 0 1.591 0 2.259.013v-1.46c0-.4.337-.725.753-.725s.753.324.753.724V4.25c1.445.111 2.394.384 3.09 1.055c.698.67.982 1.582 1.097 2.972L22 9H2v-.724c.116-1.39.4-2.302 1.097-2.972c.697-.67 1.645-.944 3.09-1.055V2.724c0-.4.337-.724.753-.724"/><path fill="currentColor" d="M22 14v-2c0-.839-.004-2.335-.017-3H2.01c-.013.665-.01 2.161-.01 3v2c0 3.771 0 5.657 1.172 6.828C4.343 22 6.228 22 10 22h4c3.77 0 5.656 0 6.828-1.172C22 19.658 22 17.772 22 14" opacity=".5"/><path fill="currentColor" d="M18 17a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0"/></svg><time datetime="2025-04-15T14:45:00.000Z">2025-04-15</time></span><span class="cap breadcrumb"><svg style="margin-bottom:1px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M2 6.95c0-.883 0-1.324.07-1.692A4 4 0 0 1 5.257 2.07C5.626 2 6.068 2 6.95 2c.386 0 .58 0 .766.017a4 4 0 0 1 2.18.904c.144.119.28.255.554.529L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .848.352C14.098 6 14.675 6 15.828 6h.374c2.632 0 3.949 0 4.804.77c.079.07.154.145.224.224c.77.855.77 2.172.77 4.804V14c0 3.771 0 5.657-1.172 6.828C19.657 22 17.771 22 14 22h-4c-3.771 0-5.657 0-6.828-1.172C2 19.657 2 17.771 2 14z" opacity=".5"/><path fill="currentColor" d="M20 6.238c0-.298-.005-.475-.025-.63a3 3 0 0 0-2.583-2.582C17.197 3 16.965 3 16.5 3H9.988c.116.104.247.234.462.45L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .849.352C14.098 6 14.675 6 15.829 6h.373c1.78 0 2.957 0 3.798.238"/><path fill="currentColor" fill-rule="evenodd" d="M12.25 10a.75.75 0 0 1 .75-.75h5a.75.75 0 0 1 0 1.5h-5a.75.75 0 0 1-.75-.75" clip-rule="evenodd"/></svg><span>Programming</span></span></div></article>
</a><a class="post-card post" href="/2025/04/13/TEXTURE-MAPPINGS/">
<article class="md-text"><h2 class="post-title">增强真实感:为软渲染器添加 AO、高光和光泽度贴图</h2><div class="excerpt"><p>在上一篇文章中,我们成功地为 C++ 软渲染器添加了法线贴图支持,让低模也能展现丰富的表面几何细节。然而,要进一步提升渲染的真实感,我们还需要引入更多控制光照和材质表现的细节。本文将介绍如何继续扩展我们的渲染管线,加入环境光遮蔽 (Ambient O...</p></div><div class="meta cap"><span class="cap" id="post-meta"><svg style="margin-bottom:2px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M6.94 2c.416 0 .753.324.753.724v1.46c.668-.012 1.417-.012 2.26-.012h4.015c.842 0 1.591 0 2.259.013v-1.46c0-.4.337-.725.753-.725s.753.324.753.724V4.25c1.445.111 2.394.384 3.09 1.055c.698.67.982 1.582 1.097 2.972L22 9H2v-.724c.116-1.39.4-2.302 1.097-2.972c.697-.67 1.645-.944 3.09-1.055V2.724c0-.4.337-.724.753-.724"/><path fill="currentColor" d="M22 14v-2c0-.839-.004-2.335-.017-3H2.01c-.013.665-.01 2.161-.01 3v2c0 3.771 0 5.657 1.172 6.828C4.343 22 6.228 22 10 22h4c3.77 0 5.656 0 6.828-1.172C22 19.658 22 17.772 22 14" opacity=".5"/><path fill="currentColor" d="M18 17a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0"/></svg><time datetime="2025-04-13T07:20:00.000Z">2025-04-13</time></span><span class="cap breadcrumb"><svg style="margin-bottom:1px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M2 6.95c0-.883 0-1.324.07-1.692A4 4 0 0 1 5.257 2.07C5.626 2 6.068 2 6.95 2c.386 0 .58 0 .766.017a4 4 0 0 1 2.18.904c.144.119.28.255.554.529L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .848.352C14.098 6 14.675 6 15.828 6h.374c2.632 0 3.949 0 4.804.77c.079.07.154.145.224.224c.77.855.77 2.172.77 4.804V14c0 3.771 0 5.657-1.172 6.828C19.657 22 17.771 22 14 22h-4c-3.771 0-5.657 0-6.828-1.172C2 19.657 2 17.771 2 14z" opacity=".5"/><path fill="currentColor" d="M20 6.238c0-.298-.005-.475-.025-.63a3 3 0 0 0-2.583-2.582C17.197 3 16.965 3 16.5 3H9.988c.116.104.247.234.462.45L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .849.352C14.098 6 14.675 6 15.829 6h.373c1.78 0 2.957 0 3.798.238"/><path fill="currentColor" fill-rule="evenodd" d="M12.25 10a.75.75 0 0 1 .75-.75h5a.75.75 0 0 1 0 1.5h-5a.75.75 0 0 1-.75-.75" clip-rule="evenodd"/></svg><span>Computer Graphics</span></span></div></article>
</a><a class="post-card post" href="/2025/04/12/NORMAL-MAPPING/">
<article class="md-text"><h2 class="post-title">在软渲染器中实现法线贴图 (Normal Mapping)</h2><div class="excerpt"><p>在实时计算机图形学中,模型的细节往往受到多边形数量的限制。为了在不显著增加模型复杂度的前提下,模拟出丰富的表面细节(如凹凸、划痕、纹理),法线贴图技术应运而生。本文将详细介绍如何在基于 C++ 的软件渲染器中实现切线空间法线贴图 (Tangent S...</p></div><div class="meta cap"><span class="cap" id="post-meta"><svg style="margin-bottom:2px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M6.94 2c.416 0 .753.324.753.724v1.46c.668-.012 1.417-.012 2.26-.012h4.015c.842 0 1.591 0 2.259.013v-1.46c0-.4.337-.725.753-.725s.753.324.753.724V4.25c1.445.111 2.394.384 3.09 1.055c.698.67.982 1.582 1.097 2.972L22 9H2v-.724c.116-1.39.4-2.302 1.097-2.972c.697-.67 1.645-.944 3.09-1.055V2.724c0-.4.337-.724.753-.724"/><path fill="currentColor" d="M22 14v-2c0-.839-.004-2.335-.017-3H2.01c-.013.665-.01 2.161-.01 3v2c0 3.771 0 5.657 1.172 6.828C4.343 22 6.228 22 10 22h4c3.77 0 5.656 0 6.828-1.172C22 19.658 22 17.772 22 14" opacity=".5"/><path fill="currentColor" d="M18 17a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m-5 4a1 1 0 1 1-2 0a1 1 0 0 1 2 0m0-4a1 1 0 1 1-2 0a1 1 0 0 1 2 0"/></svg><time datetime="2025-04-12T14:33:40.000Z">2025-04-12</time></span><span class="cap breadcrumb"><svg style="margin-bottom:1px" xmlns="http://www.w3.org/2000/svg" width="32" height="32" viewBox="0 0 24 24"><path fill="currentColor" d="M2 6.95c0-.883 0-1.324.07-1.692A4 4 0 0 1 5.257 2.07C5.626 2 6.068 2 6.95 2c.386 0 .58 0 .766.017a4 4 0 0 1 2.18.904c.144.119.28.255.554.529L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .848.352C14.098 6 14.675 6 15.828 6h.374c2.632 0 3.949 0 4.804.77c.079.07.154.145.224.224c.77.855.77 2.172.77 4.804V14c0 3.771 0 5.657-1.172 6.828C19.657 22 17.771 22 14 22h-4c-3.771 0-5.657 0-6.828-1.172C2 19.657 2 17.771 2 14z" opacity=".5"/><path fill="currentColor" d="M20 6.238c0-.298-.005-.475-.025-.63a3 3 0 0 0-2.583-2.582C17.197 3 16.965 3 16.5 3H9.988c.116.104.247.234.462.45L11 4c.816.816 1.224 1.224 1.712 1.495a4 4 0 0 0 .849.352C14.098 6 14.675 6 15.829 6h.373c1.78 0 2.957 0 3.798.238"/><path fill="currentColor" fill-rule="evenodd" d="M12.25 10a.75.75 0 0 1 .75-.75h5a.75.75 0 0 1 0 1.5h-5a.75.75 0 0 1-.75-.75" clip-rule="evenodd"/></svg><span>Computer Graphics</span></span></div></article>
</a><a class="post-card post" href="/2025/04/06/BLINN-PHONG-SHADER/">
<article class="md-text"><h2 class="post-title">Blinn-Phong 着色器实现</h2><div class="excerpt"><p>Blinn-Phong 着色器实现概述Blinn-Phong 着色模型是经典 Phong 模型的改进版本,通过引入半角向量(Halfway Vector)优化了高光计算。我们的实现包含完整的顶点和片段着色器处理流程。
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