<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[旅程的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/u010669231</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; u010669231]]></copyright><item><title><![CDATA[XEngine 杂项（对象系统/UI/Math/Application）]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/125649325</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/125649325</guid><author>u010669231</author><pubDate>Wed, 06 Jul 2022 23:03:25 +0800</pubDate><description><![CDATA[XEngine 杂项（对象系统/UI/Math/Application）]]></description><category></category></item><item><title><![CDATA[XEngine PSO管理]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/125572748</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/125572748</guid><author>u010669231</author><pubDate>Wed, 06 Jul 2022 23:03:02 +0800</pubDate><description><![CDATA[XEngine PSO管理]]></description><category></category></item><item><title><![CDATA[XEngine Material]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/125572757</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/125572757</guid><author>u010669231</author><pubDate>Wed, 06 Jul 2022 23:02:32 +0800</pubDate><description><![CDATA[XEngine Material]]></description><category></category></item><item><title><![CDATA[XEngine 渲染系统]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/125649298</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/125649298</guid><author>u010669231</author><pubDate>Wed, 06 Jul 2022 23:01:58 +0800</pubDate><description><![CDATA[XEngine渲染系统]]></description><category></category></item><item><title><![CDATA[XEngine Shader(GlobalShader)]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/125572725</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/125572725</guid><author>u010669231</author><pubDate>Wed, 06 Jul 2022 23:01:09 +0800</pubDate><description><![CDATA[XEngine Shader]]></description><category></category></item><item><title><![CDATA[XEngine RHI(D3D12)]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/125572596</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/125572596</guid><author>u010669231</author><pubDate>Wed, 06 Jul 2022 23:00:27 +0800</pubDate><description><![CDATA[RHI XEngine]]></description><category></category></item><item><title><![CDATA[XEngine 开篇]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/125649374</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/125649374</guid><author>u010669231</author><pubDate>Wed, 06 Jul 2022 22:59:40 +0800</pubDate><description><![CDATA[XEngine开篇]]></description><category></category></item><item><title><![CDATA[【实时渲染】SVGF Spatiotemporal Variance-Guided Filtering]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/117885871</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/117885871</guid><author>u010669231</author><pubDate>Sun, 13 Jun 2021 22:28:02 +0800</pubDate><description><![CDATA[流程主要就是上面三步，理清这三步怎么做的就可以写代码了。
Pass1 Reprojection
输入：Color，Emission，Albedo
输出 illumination，moments，historylength
（1）当前帧的illumination：
illuminationCurrent=gColor−gEmissionmax(gAlbedo,eps)illuminationCurrent=\frac{gColor-gEmission}{max(gAlbedo,eps)}illuminati.]]></description><category></category></item><item><title><![CDATA[【实时渲染】UE新版大气渲染（论文及分析）]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/117485154</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/117485154</guid><author>u010669231</author><pubDate>Wed, 02 Jun 2021 21:48:29 +0800</pubDate><description><![CDATA[UE4新版的大气实现完全碾压基于预计算大气散射方法，它是在论文A Scalable and Production Ready Sky and Atmosphere Rendering Technique的基础上实现的。
从篇幅就可以看出来这篇论文的主要看点在Multi Scatter部分，几乎是剩下三个LUT篇幅和的两倍。
Multiple scattering LUT
其实这个新的方法只是比之前的预计算大气散射多想了一步近似。
为了保持符号相同，后文都用预计算大气散射论文的公式进行分析：
L=L0+(R+]]></description><category></category></item><item><title><![CDATA[【DXR/RayTracingGems】屏幕空间光子映射Screen-Space PM（SSPM）]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/117253961</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/117253961</guid><author>u010669231</author><pubDate>Sat, 29 May 2021 22:16:06 +0800</pubDate><description><![CDATA[来自RayTracingGems第7部分GI篇，使用屏幕空间光子映射绘制焦散效果。采用DXR API，在Falcor框架上写的。
如果光子穿过两种不同的介质，比如从空气到玻璃或者从空气到水，光子会发生折射，并且其传播方向会发生改变。折射的光子要么发散，要么聚焦，这些聚焦的光子就形成了焦散。反射也可以产生聚焦，只要这么表面的形状可以将光子给聚焦起来。
这个文章中的焦散和其他全局效果是分开的。
需要一个G-Buffer中的depth和roughness buffer来用于后续操作，比如折射停止情况。
发射的光子]]></description><category></category></item><item><title><![CDATA[【实时渲染】皮肤渲染 理论及UE实现(SeparableSSS和Burley Normalize SSS)]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/117392036</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/117392036</guid><author>u010669231</author><pubDate>Sat, 29 May 2021 22:14:51 +0800</pubDate><description><![CDATA[UE中皮肤渲染采用的是Separable Subsurface Scattering和Burley Normalize SSS，本节我们先从理论上了解一下BSSRDF，接着分析以下Separable Subsurface Scattering和Burley Normalize SSS算法，并对UE中的实现进行分析。
渲染方程
BRDF
先从最熟悉的BRDF开始，假设表面上有一个点ppp，来自wiw_iwi​方向的radiance是LiL_iLi​，那么
dL=dΦdATdw=dEcosθdAdL=\frac]]></description><category></category></item><item><title><![CDATA[【DXR/UE4】DXR教程/UE4RTAO]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/116946051</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/116946051</guid><author>u010669231</author><pubDate>Mon, 17 May 2021 19:44:12 +0800</pubDate><description><![CDATA[DXR教程一
这个是Nvidia做的DXR的教程之一，总共14篇，主要是介绍DXR Api的使用，这套API还是非常繁琐的，如果一直关注细节的话很容易理不清思路。
事实上只需要关注TraceRay这个函数就可以很好的了解DXR的整体。这个流程中新的两个部分：加速结构（BLAS和TLAS）和ShaderTable都可以说是为TraceRay服务的，它们用于说明当ray与AccelerationStructure中的物体相交后执行哪部分程序。
Template&lt;payload_t&gt;
void Tra]]></description><category></category></item><item><title><![CDATA[【UE4】指数密度高度雾]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/115973698</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/115973698</guid><author>u010669231</author><pubDate>Mon, 03 May 2021 15:21:38 +0800</pubDate><description><![CDATA[https://blog.youkuaiyun.com/netyeaxi/article/details/87437880
控制台设置

]]></description><category></category></item><item><title><![CDATA[【UE4】 GTAO]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/116333543</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/116333543</guid><author>u010669231</author><pubDate>Mon, 03 May 2021 15:21:05 +0800</pubDate><description><![CDATA[a

]]></description><category></category></item><item><title><![CDATA[【实时渲染】RTR4 简要问答版]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/113464089</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/113464089</guid><author>u010669231</author><pubDate>Tue, 09 Feb 2021 18:22:08 +0800</pubDate><description><![CDATA[第二章 图形渲染管线
（1）渲染管线可分为哪4个阶段？
第一个是应用程序阶段，第二个是几何处理阶段，第三个是光栅化阶段，第四个是着色阶段(Pixel Processing)。
（2）渲染管线分为几个阶段，每个阶段主要是做什么？
渲染管线主要分为四个阶段，分别是应用程序阶段、几何处理阶段、光栅化阶段、着色阶段。在应用程序阶段，主要进行碰撞检测，动画，物理模拟。在几何处理阶段，主要决定哪些物体以哪些方式在哪里被绘制。在光栅化阶段，主要判断哪些像素在三个顶点形成的三角形内。在着色阶段，主要是对每个像素进行着色，并]]></description><category></category></item><item><title><![CDATA[【数值计算】山东大学数值计算实验]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/108119759</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/108119759</guid><author>u010669231</author><pubDate>Thu, 20 Aug 2020 11:16:07 +0800</pubDate><description><![CDATA[山东大学数值计算实验下载，包含全部13个实验。
添加链接描述

]]></description><category></category></item><item><title><![CDATA[【离线渲染】【参与性介质渲染】Volume Rendering（一）]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/107851266</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/107851266</guid><author>u010669231</author><pubDate>Sat, 08 Aug 2020 19:55:40 +0800</pubDate><description><![CDATA[EstimateDirect()
HomogeneousMedium::Sample() Tr()
Grid.cpp
VolPathIntegrator::Li()
Paper
Bssdf采样 15.4章
我们讨论光线传播方程的时候一般不会考虑上参与性介质，而是假定光子在真空中传播。但是现实世界中充满了各种介质，如空气、水、云等，这些介质在光线传播过程中会参与光线的交互，因此也称参与性介质。
光子与粒子发生交互时，它要么被粒子吸收，要么光子被散射到另一个方向。两种时间发生的相对概率分别表示为absorpti]]></description><category></category></item><item><title><![CDATA[【数字几何处理】 Laplacian Smooth 源码+介绍]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/107250822</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/107250822</guid><author>u010669231</author><pubDate>Fri, 17 Jul 2020 23:14:59 +0800</pubDate><description><![CDATA[Energy-based formulation
u∗=argminuE(u)=agrminu12∫S(f−u)2+λ∣∣∣▽∣∣2dAu^{*}=argmin_{u}E(u)=agrmin_{u}\frac{1}{2}\int_{S}(f-u)^{2}+\lambda|||\triangledown||^{2}dAu∗=argminu​E(u)=agrminu​21​∫S​(f−u)2+λ∣∣∣▽∣∣2dA
f:noisy&nbsp;signalf:noisy\space signalf:noisy&nb]]></description><category></category></item><item><title><![CDATA[【数字几何处理】参数化：Tutte‘s embedding&Least Squares Conformal Mappings 源码+介绍]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/107301646</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/107301646</guid><author>u010669231</author><pubDate>Fri, 17 Jul 2020 23:14:51 +0800</pubDate><description><![CDATA[Tutte’s embedding
原理：如果边界顶点有序的落在一个凸多边形上，且内部的顶点是其邻居的线性组合，那么（u，v）坐标参数化是双射的。
[1000⋯0100⋯⋯⋯⋯⋯⋯wi,0wi,1−Σwi,jwi,4⋯⋯⋯⋯⋯⋯][u0v0u1v1u2v2u3v3u4v4]=[u0Boundv0Boundu1Boundv1Bound000000]\begin{bmatrix} 1&amp;0&amp;0&amp;0&amp;\cdots \\
0&amp;1&amp;0&amp;0&amp;\cdots\\]]></description><category></category></item><item><title><![CDATA[【数字几何处理】Deformation：Laplacian-based energy&&As-rigid-as-possible 源码+介绍]]></title><link>https://blog.youkuaiyun.com/u010669231/article/details/107316120</link><guid>https://blog.youkuaiyun.com/u010669231/article/details/107316120</guid><author>u010669231</author><pubDate>Fri, 17 Jul 2020 23:14:44 +0800</pubDate><description><![CDATA[Laplacian-based energy
原理：
minx∫S∣∣Δx−Δx^∣∣2dAmin_{x}\int_{S}||\Delta x-\Delta \hat{x}||^{2}dAminx​∫S​∣∣Δx−Δx^∣∣2dA
d=x−x^d=x-\hat{x}d=x−x^
=&gt;mind∫S∣∣Δd∣∣2dAmin_{d}\int_{S}||\Delta d||^{2}dAmind​∫S​∣∣Δd∣∣2dA
=&gt;minD&nbsp;DTLTM−TMM−1LDmin_{D}\space D^{]]></description><category></category></item></channel></rss>