<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[qq_41765657的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/qq_41765657</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; qq_41765657]]></copyright><item><title><![CDATA[LearnOpenGL-笔记5]]></title><link>https://blog.youkuaiyun.com/qq_41765657/article/details/123459097</link><guid>https://blog.youkuaiyun.com/qq_41765657/article/details/123459097</guid><author>qq_41765657</author><pubDate>Sun, 13 Mar 2022 22:09:34 +0800</pubDate><description><![CDATA[光照：从颜色到材质部分笔记]]></description><category></category></item><item><title><![CDATA[LearnOpenGL-笔记4]]></title><link>https://blog.youkuaiyun.com/qq_41765657/article/details/123428773</link><guid>https://blog.youkuaiyun.com/qq_41765657/article/details/123428773</guid><author>qq_41765657</author><pubDate>Sun, 13 Mar 2022 14:19:32 +0800</pubDate><description><![CDATA[OpenGL.CN
入门之前全部笔记]]></description><category></category></item><item><title><![CDATA[LearnOpenGL-笔记3]]></title><link>https://blog.youkuaiyun.com/qq_41765657/article/details/123390765</link><guid>https://blog.youkuaiyun.com/qq_41765657/article/details/123390765</guid><author>qq_41765657</author><pubDate>Fri, 11 Mar 2022 16:36:46 +0800</pubDate><description><![CDATA[纹理

]]></description><category></category></item><item><title><![CDATA[LearnOpenGL-笔记2]]></title><link>https://blog.youkuaiyun.com/qq_41765657/article/details/123388368</link><guid>https://blog.youkuaiyun.com/qq_41765657/article/details/123388368</guid><author>qq_41765657</author><pubDate>Thu, 10 Mar 2022 00:03:08 +0800</pubDate><description><![CDATA[着色器]]></description><category></category></item><item><title><![CDATA[LearnOpenGL-笔记1]]></title><link>https://blog.youkuaiyun.com/qq_41765657/article/details/122545332</link><guid>https://blog.youkuaiyun.com/qq_41765657/article/details/122545332</guid><author>qq_41765657</author><pubDate>Wed, 09 Mar 2022 21:36:21 +0800</pubDate><description><![CDATA[从绪论到着色器之前的全部笔记]]></description><category></category></item><item><title><![CDATA[Games101 作业合辑]]></title><link>https://blog.youkuaiyun.com/qq_41765657/article/details/122537958</link><guid>https://blog.youkuaiyun.com/qq_41765657/article/details/122537958</guid><author>qq_41765657</author><pubDate>Mon, 17 Jan 2022 13:36:22 +0800</pubDate><description><![CDATA[作业0-7合辑]]></description><category></category></item><item><title><![CDATA[GAMES101:作业7]]></title><link>https://blog.youkuaiyun.com/qq_41765657/article/details/121942469</link><guid>https://blog.youkuaiyun.com/qq_41765657/article/details/121942469</guid><author>qq_41765657</author><pubDate>Wed, 15 Dec 2021 01:00:45 +0800</pubDate><description><![CDATA[做出来图片有横条的原因在这里：这个数字不能过于接近0。
由于本人电脑虚拟机不太稳定，日常闪退，因此我渲染了474秒，取SPP=30，结果如下：
可以看到，不到七分钟的渲染结果还是非常不错的
并且注意检查 t_enter = t_exit 的时候的判断是否正确。
这句提示其实非常关键！老师上课的时候经常提到，图形学很少关心相等的时候的条件，但是这里确实会影响到输出的结果。假如 t_enter = t_exit 时返回的是false，那么作业6并不会出任何问题，但作业7中会导致只能渲染出左侧的盒子和墙体。因此，]]></description><category></category></item><item><title><![CDATA[GAMES101:作业6]]></title><link>https://blog.youkuaiyun.com/qq_41765657/article/details/121865049</link><guid>https://blog.youkuaiyun.com/qq_41765657/article/details/121865049</guid><author>qq_41765657</author><pubDate>Sat, 11 Dec 2021 00:38:39 +0800</pubDate><description><![CDATA[GAMES101:作业6
接下来是实现加速的光线追踪，本练习要求实现 Ray-Bounding Volume 求交与 BVH 查找。后文中笔者也实现了SAH（Surface Area Heuristic），并逐段代码讲解了SAH的实现
首先，你需要从上一次编程练习中引用以下函数：
• Render() in Renderer.cpp: 将你的光线生成过程粘贴到此处，并且按照新框架更新相应调用的格式。
]]></description><category></category></item><item><title><![CDATA[GAMES101:作业5]]></title><link>https://blog.youkuaiyun.com/qq_41765657/article/details/121845341</link><guid>https://blog.youkuaiyun.com/qq_41765657/article/details/121845341</guid><author>qq_41765657</author><pubDate>Thu, 09 Dec 2021 23:16:45 +0800</pubDate><description><![CDATA[games101 作业5 ray tracing 光线追踪
 - 这里的过程实际上相当于把屏幕空间先缩小到左下角为0，0的2*2格子里，然后移动到0，0处。
 - 和框架规定有关，作业一直有上下颠倒的问题，这里面可以在y填一个负号来解决。 
 - 最后乘的系数是生成图片的大小]]></description><category></category></item><item><title><![CDATA[GAMES101:作业4]]></title><link>https://blog.youkuaiyun.com/qq_41765657/article/details/121778613</link><guid>https://blog.youkuaiyun.com/qq_41765657/article/details/121778613</guid><author>qq_41765657</author><pubDate>Tue, 07 Dec 2021 22:33:46 +0800</pubDate><description><![CDATA[GAMES101:作业4
光栅化结束了，下面进入了Geometry的部分。任务是画贝塞尔曲线：
首先什么都不用改，直接运行一下框架查看有无问题：

可以看到运行结果一切正常，接下来开始完成作业。
按照要求：“注释掉 main函数中 while 循环内调用 naive_bezier 函数的行，并取消对 bezier 函数的注释。要求你的实现将 Bézier 曲线绘制为绿色。”
naive_bezier里面是代数方法，作业希望我们用De Casteljau算法来实现，也就是通过递归的方式。实际上是非常简单的递归]]></description><category></category></item><item><title><![CDATA[GAMES101:作业3]]></title><link>https://blog.youkuaiyun.com/qq_41765657/article/details/121737803</link><guid>https://blog.youkuaiyun.com/qq_41765657/article/details/121737803</guid><author>qq_41765657</author><pubDate>Sun, 05 Dec 2021 23:32:44 +0800</pubDate><description><![CDATA[GAMES101:作业3
照旧把这段代码粘贴过来：
Eigen::Matrix4f get_projection_matrix(float eye_fov, float aspect_ratio, float zNear, float zFar)
{
    float n = zNear;
    float f = zFar;
    Eigen::Matrix4f projection = Eigen::Matrix4f::Identity();
    float t = -tan((eye_fov]]></description><category></category></item><item><title><![CDATA[GAMES101:作业2]]></title><link>https://blog.youkuaiyun.com/qq_41765657/article/details/121723959</link><guid>https://blog.youkuaiyun.com/qq_41765657/article/details/121723959</guid><author>qq_41765657</author><pubDate>Sat, 04 Dec 2021 23:51:06 +0800</pubDate><description><![CDATA[GAMES101:作业2
t那里我添加了一个负号之后图形才是正的
Eigen::Matrix4f get_projection_matrix(float eye_fov, float aspect_ratio,float n, float f)
{
    Eigen::Matrix4f projection = Eigen::Matrix4f::Identity();
    float t = -tan((eye_fov/360)*MY_PI)*(abs]]></description><category></category></item><item><title><![CDATA[GAMES101:作业1]]></title><link>https://blog.youkuaiyun.com/qq_41765657/article/details/121709903</link><guid>https://blog.youkuaiyun.com/qq_41765657/article/details/121709903</guid><author>qq_41765657</author><pubDate>Sat, 04 Dec 2021 00:37:36 +0800</pubDate><description><![CDATA[Games101: 作业1
光栅化
这里一定要注意顺序，先透视再正交;正交里面先平移再缩放；否则做出来会是一条直线！

]]></description><category></category></item><item><title><![CDATA[GAMES101:作业0]]></title><link>https://blog.youkuaiyun.com/qq_41765657/article/details/121707576</link><guid>https://blog.youkuaiyun.com/qq_41765657/article/details/121707576</guid><author>qq_41765657</author><pubDate>Fri, 03 Dec 2021 21:35:45 +0800</pubDate><description><![CDATA[GAMES101:作业0
#include&lt;cmath&gt;
#include&lt;eigen3/Eigen/Core&gt;
#include&lt;eigen3/Eigen/Dense&gt;
#include&lt;iostream&gt;

#define _USE_MATH_DEFINES   //这里是加入了一些常见数学常量，见：https://blog.youkuaiyun.com/timidsmile/article/details/7322181

int main(){
    Eigen]]></description><category></category></item></channel></rss>