<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[xak的专栏]]></title><description><![CDATA[Sometimes when I look at the world, I can see a line behind it.]]></description><link>https://blog.youkuaiyun.com/cubesky</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; cubesky]]></copyright><item><title><![CDATA[Modeling with Animation in Mind]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/130059932</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/130059932</guid><author>cubesky</author><pubDate>Mon, 10 Apr 2023 14:47:02 +0800</pubDate><description><![CDATA[You just sculpted a new character concept, retopologized it, and added an armature…but then you move a bone and realize that your topology just doesn’t work as you’d hoped it would. Organic, stretching surfaces such as skin require carefully crafted topolo]]></description><category></category></item><item><title><![CDATA[Dota 2 - Character Art Guide]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/129813666</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/129813666</guid><author>cubesky</author><pubDate>Tue, 28 Mar 2023 12:34:23 +0800</pubDate><description><![CDATA[Steam Support :: Dota 2 Workshop - Character Art Guide]]></description><category></category></item><item><title><![CDATA[Performance Of SRP Batching VS GPU Instancing]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/125179593</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/125179593</guid><author>cubesky</author><pubDate>Wed, 08 Jun 2022 10:40:40 +0800</pubDate><description><![CDATA[So when you have a large number of the same mesh and material (100's, 1000's, etc) on screen then GPU Instancing makes sense and should perform better.
When you have a large number of different materials but few shader variants then SRP Batching is the be]]></description><category></category></item><item><title><![CDATA[Metal Performance Tuning]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/123825062</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/123825062</guid><author>cubesky</author><pubDate>Tue, 29 Mar 2022 16:33:38 +0800</pubDate><description><![CDATA[Optimizing Performance with Pipeline Statistics
Using Metal System Trace in Instruments to Profile Your App

]]></description><category></category></item><item><title><![CDATA[The Mali GPU: An Abstract Machine]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/123794834</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/123794834</guid><author>cubesky</author><pubDate>Mon, 28 Mar 2022 14:38:41 +0800</pubDate><description><![CDATA[Mali GPU: An Abstract Machine - Frame Pipelining - Graphics, Gaming, and VR blog - Arm Community blogs - Arm CommunityWe will explore the fundamental macro-scale architectural structures and behaviors developers have to worry about, how this translates int]]></description><category></category></item><item><title><![CDATA[Difference Between RAM Bandwidth And Speed]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/123729046</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/123729046</guid><author>cubesky</author><pubDate>Fri, 25 Mar 2022 10:26:31 +0800</pubDate><description><![CDATA[DDR is just an acronym for Double Data Rate.

Compared to single data rate (SDR) SDRAM, the DDR SDRAM interface makes higher transfer rates possible by more strict control of the timing of the electrical data and clock signals. Implementations often have t]]></description><category></category></item><item><title><![CDATA[Deferred shading on mobile: An API overview]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/122842784</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/122842784</guid><author>cubesky</author><pubDate>Wed, 09 Feb 2022 15:23:24 +0800</pubDate><description><![CDATA[The Vulkan and OpenGLES APIs expose mechanisms for fetching framebuffer attachments on-tile. A special feature of tile-based GPUs, like Arm Mali, is the ability to implement fast programmable blending and on-chip deferred shading-like techniques.

In this ]]></description><category></category></item><item><title><![CDATA[Introducing Pixel Local Storage: an extension ahead of its time]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/122839362</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/122839362</guid><author>cubesky</author><pubDate>Wed, 09 Feb 2022 12:27:02 +0800</pubDate><description><![CDATA[Back in 2014. Since then, many things have happened that have transformed mobile Graphics, particularly the release of the first Vulkan version in February 2016. Built from the ground up, Vulkan was intended to replace OpenGL as the main Graphics API, aft.]]></description><category></category></item><item><title><![CDATA[How to Blit in URP]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/122812160</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/122812160</guid><author>cubesky</author><pubDate>Mon, 07 Feb 2022 17:41:10 +0800</pubDate><description><![CDATA[Use SRP Blitter if what you need to do is available and implemented in that API, use the DrawMesh approach for any other cases, avoid cmd.Blit()

-------

For historical reasons URP doesn't currently have a proper standard in terms of "how to Blit".
I agre]]></description><category></category></item><item><title><![CDATA[Substance Designer中Histogram相关节点理解]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/122662370</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/122662370</guid><author>cubesky</author><pubDate>Mon, 24 Jan 2022 11:54:35 +0800</pubDate><description><![CDATA[SD里面Histogram相关的几个节点使用比较频繁，但是比较晦涩难懂，这里从Level的角度对常用的几个Histogram节点进行了剖析]]></description><category></category></item><item><title><![CDATA[Shader Conditional Statements Performance Detail]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/122576636</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/122576636</guid><author>cubesky</author><pubDate>Wed, 19 Jan 2022 11:13:45 +0800</pubDate><description><![CDATA[What is it about shaders that even potentially makesifstatements performance problems? It has to do with how shaders get executed and where GPUs get their massive computing performance from.

Separate shader invocations are usually executed in parallel, ..]]></description><category></category></item><item><title><![CDATA[Android中CPU频率查看和更改]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/121674364</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/121674364</guid><author>cubesky</author><pubDate>Thu, 02 Dec 2021 12:03:10 +0800</pubDate><description><![CDATA[设置CPU的核心数

在/sys/devices/system/cpu目录下可以看到你的CPU有几个核心，如果是双核，就是cpu0和cpu1，如果是四核，还会加上cpu2和cpu3。随便进一个文件夹，比如cpu1，里面有个online文件。我们可以用cat命令查看该文件的内容：




cat /sys/devices/system/cpu/cpu1/online


这个文件只有一个数字，0或1。0表示该核心是offline状态的，1表示该核心是online状态的。所以，如果你想关闭这个核心，就把onli]]></description><category></category></item><item><title><![CDATA[Mali GPU 性能指标]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/121673730</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/121673730</guid><author>cubesky</author><pubDate>Thu, 02 Dec 2021 11:36:46 +0800</pubDate><description><![CDATA[This guide explains the performance counters found in the Arm Streamline tool's profiling template for the Mali-G76 GPU. This GPU is part of the Mali Bifrost architecture family. Note that the Streamline template only shows a subset of the available perfor]]></description><category></category></item><item><title><![CDATA[About PositionNDC In URP]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/120287096</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/120287096</guid><author>cubesky</author><pubDate>Tue, 14 Sep 2021 14:41:23 +0800</pubDate><description><![CDATA[VertexPositionInputs GetVertexPositionInputs(float3 positionOS)
{
  VertexPositionInputs input;
  input.positionWS = TransformObjectToWorld(positionOS);
  input.positionVS = TransformWorldToView(input.positionWS);
  input.positionCS = TransformWorl...]]></description><category></category></item><item><title><![CDATA[How Much Does A Tex2D/TexCUBE Cost]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/117953106</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/117953106</guid><author>cubesky</author><pubDate>Wed, 16 Jun 2021 12:51:32 +0800</pubDate><description><![CDATA[On mobile, texture sample probably takes as much as "several to several dozen simple math operations".
On PC, the ratio is higher, for one texture sample you can afford dozens to hundreds of math operations.
And then there's funky hardware like PowerVR (e.]]></description><category></category></item><item><title><![CDATA[一分钟看完漫画搞懂卷积]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/117446164</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/117446164</guid><author>cubesky</author><pubDate>Tue, 01 Jun 2021 16:29:46 +0800</pubDate><description><![CDATA[作者：DBinary
链接：https://www.zhihu.com/question/22298352/answer/797335876
来源：知乎
著作权归作者所有。商业转载请联系作者获得授权，非商业转载请注明出处。


一分钟看完漫画搞懂卷积




















...]]></description><category></category></item><item><title><![CDATA[Pre-multiplied Alpha blending]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/109389879</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/109389879</guid><author>cubesky</author><pubDate>Fri, 30 Oct 2020 17:39:45 +0800</pubDate><description><![CDATA[Standard Alpha blendinguses this formula:


result = foreground.alpha * foreground + (1 - foreground.alpha) * background


This is a linear interpolation between the foreground and background colours, using the foreground's alpha as the interpolation weig.]]></description><category></category></item><item><title><![CDATA[Understanding Memory on iOS]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/107842444</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/107842444</guid><author>cubesky</author><pubDate>Thu, 06 Aug 2020 16:18:40 +0800</pubDate><description><![CDATA[Understanding Memory on iOS



- What kind of memory?

• Physical/Resident Memory

• Graphics Memory

• Virtual Memory

• Malloc Heap

• Dirty Memory

• Native Memory

• Mono Heap



Physical Memory (RAM)

• The total amount of memory on-chip

• ...]]></description><category></category></item><item><title><![CDATA[Albedo chart]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/106095521</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/106095521</guid><author>cubesky</author><pubDate>Wed, 13 May 2020 14:42:32 +0800</pubDate><description><![CDATA[General PBR info

Physically based rendering (PBR) is a subset of computer-generated imagery that aims at production of pictures while making use of physically based shading.

There's a lot of info about this theme written already, so I wouldn't copy-paste]]></description><category></category></item><item><title><![CDATA[Feeding a physically based shading model]]></title><link>https://blog.youkuaiyun.com/cubesky/article/details/106094133</link><guid>https://blog.youkuaiyun.com/cubesky/article/details/106094133</guid><author>cubesky</author><pubDate>Wed, 13 May 2020 12:30:01 +0800</pubDate><description><![CDATA[Physically based rendering (PBR) require to use physical lighting setup and good spatially varying BRDF inputs (a.k.a textures) to get best results.
Feeding the shading model with physically plausible data is in the hand of artists.

There are many texture]]></description><category></category></item></channel></rss>