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<rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:media="http://search.yahoo.com/mrss/" version="2.0"><channel><title>肥鼠的知识小屋</title><link>https://unclefat.cloud</link><atom:link href="https://unclefat.cloud/rss.xml" rel="self" type="application/rss+xml"/><description>肥叔</description><generator>Halo v2.26.0</generator><language>zh-cn</language><image><url>https://unclefat.cloud/upload/b_8356e96dd705df735e96d2054eeed2ae.jpg</url><title>肥鼠的知识小屋</title><link>https://unclefat.cloud</link></image><lastBuildDate>Mon, 14 Sep 2026 21:08:33 GMT</lastBuildDate><item><title><![CDATA[shader从入门到放弃(3) 绘制函数]]></title><link>https://unclefat.cloud/archives/wei-ming-ming-wen-zhang-OEjrrcWR</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=shader%E4%BB%8E%E5%85%A5%E9%97%A8%E5%88%B0%E6%94%BE%E5%BC%83%283%29%20%E7%BB%98%E5%88%B6%E5%87%BD%E6%95%B0&amp;url=/archives/wei-ming-ming-wen-zhang-OEjrrcWR" width="1" height="1" alt="" style="opacity:0;">文章介绍在 Shader 中绘制函数的方法：利用向量投影计算点到直线或线段的距离，绘制坐标轴与一次函数，并通过 step、smoothstep 实现不同线条效果；进一步将函数区间分段采样，以线段近似绘制 sin 等曲线。]]></description><guid isPermaLink="false">/archives/wei-ming-ming-wen-zhang-OEjrrcWR</guid><dc:creator>Administrator</dc:creator><category>shader入门</category><pubDate>Wed, 9 Sep 2026 13:59:13 GMT</pubDate></item><item><title><![CDATA[shader从入门到放弃（1） 搭建环境]]></title><link>https://unclefat.cloud/archives/wei-ming-ming-wen-zhang-FEbAxh1G</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=shader%E4%BB%8E%E5%85%A5%E9%97%A8%E5%88%B0%E6%94%BE%E5%BC%83%EF%BC%881%EF%BC%89%20%E6%90%AD%E5%BB%BA%E7%8E%AF%E5%A2%83&amp;url=/archives/wei-ming-ming-wen-zhang-FEbAxh1G" width="1" height="1" alt="" style="opacity:0;">文章介绍了使用 Shadertoy 搭建和编写 Shader 的基础知识，包括平台特点、常用 uniform 输入变量及片元着色器入口函数。内容说明了片元着色器与顶点着色器的区别、左下角为原点的坐标系，并通过示例展示坐标归一化、中心化、保持宽高比及利用 fract、fwidth 绘制网格的方法。]]></description><guid isPermaLink="false">/archives/wei-ming-ming-wen-zhang-FEbAxh1G</guid><dc:creator>Administrator</dc:creator><category>shader入门</category><pubDate>Wed, 9 Sep 2026 02:19:42 GMT</pubDate></item><item><title><![CDATA[shader从入门到放弃（2） 常用函数]]></title><link>https://unclefat.cloud/archives/wei-ming-ming-wen-zhang-0D4nhbGm</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=shader%E4%BB%8E%E5%85%A5%E9%97%A8%E5%88%B0%E6%94%BE%E5%BC%83%EF%BC%882%EF%BC%89%20%E5%B8%B8%E7%94%A8%E5%87%BD%E6%95%B0&amp;url=/archives/wei-ming-ming-wen-zhang-0D4nhbGm" width="1" height="1" alt="" style="opacity:0;">文章通过 GLSL 示例介绍网格绘制：归一化坐标后用 fract 划分单元，结合 fwidth、step 和 mix 绘制网格及坐标轴，并区分正方形与长方形网格。同时讲解常用函数及 smoothstep 对边缘锯齿的平滑处理。]]></description><guid isPermaLink="false">/archives/wei-ming-ming-wen-zhang-0D4nhbGm</guid><dc:creator>Administrator</dc:creator><category>shader入门</category><pubDate>Tue, 8 Sep 2026 13:47:27 GMT</pubDate></item><item><title><![CDATA[游戏开放的系统架构]]></title><link>https://unclefat.cloud/archives/wei-ming-ming-wen-zhang-2s5a9LFR</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=%E6%B8%B8%E6%88%8F%E5%BC%80%E6%94%BE%E7%9A%84%E7%B3%BB%E7%BB%9F%E6%9E%B6%E6%9E%84&amp;url=/archives/wei-ming-ming-wen-zhang-2s5a9LFR" width="1" height="1" alt="" style="opacity:0;">文章介绍游戏开放中的前端基础组件体系，包括红点树、广告与Tap管理、对象池、资源引用与垃圾回收、分帧加载及优先级调度，以及UI、事件、音频、视频、网络、日志、SDK和数据中心等模块，支撑多平台适配与完整游戏流程管理。]]></description><guid isPermaLink="false">/archives/wei-ming-ming-wen-zhang-2s5a9LFR</guid><dc:creator>Administrator</dc:creator><category>基础知识</category><pubDate>Mon, 7 Sep 2026 07:59:25 GMT</pubDate></item><item><title><![CDATA[未命名文章]]></title><link>https://unclefat.cloud/archives/wei-ming-ming-wen-zhang-dLEYBWMl</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=%E6%9C%AA%E5%91%BD%E5%90%8D%E6%96%87%E7%AB%A0&amp;url=/archives/wei-ming-ming-wen-zhang-dLEYBWMl" width="1" height="1" alt="" style="opacity:0;">文章介绍贝塞尔曲线及其构造方法。通过线性插值与递归，de Casteljau算法可生成一阶、二阶、三阶及任意阶贝塞尔曲线，并给出代数表达式。曲线具有经过端点、与端线相切、仿射变换和凸包等性质。为便于控制形状，可采用分段贝塞尔曲线，并通过连续性衔接。文章还说明了利用两个参数和控制点网格构造贝塞尔曲面的方法。]]></description><guid isPermaLink="false">/archives/wei-ming-ming-wen-zhang-dLEYBWMl</guid><dc:creator>Administrator</dc:creator><pubDate>Thu, 27 Aug 2026 05:53:13 GMT</pubDate></item><item><title><![CDATA[ 10几何（基本表示方法）]]></title><link>https://unclefat.cloud/archives/wei-ming-ming-wen-zhang-SlCraChT</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=%2010%E5%87%A0%E4%BD%95%EF%BC%88%E5%9F%BA%E6%9C%AC%E8%A1%A8%E7%A4%BA%E6%96%B9%E6%B3%95%EF%BC%89&amp;url=/archives/wei-ming-ming-wen-zhang-SlCraChT" width="1" height="1" alt="" style="opacity:0;">文章介绍隐式几何与显式几何的定义、特点及表示方式。隐式几何通过关系描述点，便于判断点是否在面上，但不易直观看出形状；显式几何直接给出或映射得到曲面点，易理解形状，却难判断内外。文中还概述了代数曲面、CSG、SDF、水平集、分形，以及点云、多边形网格等表示方法。]]></description><guid isPermaLink="false">/archives/wei-ming-ming-wen-zhang-SlCraChT</guid><dc:creator>Administrator</dc:creator><category>Games101</category><pubDate>Thu, 27 Aug 2026 05:52:41 GMT</pubDate></item><item><title><![CDATA[09着色（插值、高级纹理映射）]]></title><link>https://unclefat.cloud/archives/09zhao-se-cha-zhi-gao-ji-wen-li-ying-she</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=09%E7%9D%80%E8%89%B2%EF%BC%88%E6%8F%92%E5%80%BC%E3%80%81%E9%AB%98%E7%BA%A7%E7%BA%B9%E7%90%86%E6%98%A0%E5%B0%84%EF%BC%89&amp;url=/archives/09zhao-se-cha-zhi-gao-ji-wen-li-ying-she" width="1" height="1" alt="" style="opacity:0;">文章介绍重心坐标的定义、几何求法及其在线性插值中的应用，强调需进行透视矫正。随后分析纹理过小导致块状失真、纹理过大引发锯齿和摩尔纹，并讲解双线性/双三次插值、超采样、区域采样及Mipmap等解决方案。]]></description><guid isPermaLink="false">/archives/09zhao-se-cha-zhi-gao-ji-wen-li-ying-she</guid><dc:creator>Administrator</dc:creator><category>Games101</category><pubDate>Thu, 27 Aug 2026 05:52:17 GMT</pubDate></item><item><title><![CDATA[ 08着色（着色频率、图形管线、纹理映射）]]></title><link>https://unclefat.cloud/archives/08zhao-se-zhao-se-pin-lu-tu-xing-guan-xian-wen-li-ying-she</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=%2008%E7%9D%80%E8%89%B2%EF%BC%88%E7%9D%80%E8%89%B2%E9%A2%91%E7%8E%87%E3%80%81%E5%9B%BE%E5%BD%A2%E7%AE%A1%E7%BA%BF%E3%80%81%E7%BA%B9%E7%90%86%E6%98%A0%E5%B0%84%EF%BC%89&amp;url=/archives/08zhao-se-zhao-se-pin-lu-tu-xing-guan-xian-wen-li-ying-she" width="1" height="1" alt="" style="opacity:0;">文章介绍三种着色频率：以三角形为单位的Flat Shading、以顶点为单位并插值的Gouraud Shading，以及逐像素计算法线、效果更好的Phong Shading。随后梳理渲染管线：顶点处理、三角形组装、光栅化、片元处理和帧缓冲。最后说明Shader与GPU的并行执行机制，以及通过UV坐标和重心插值完成纹理映射。]]></description><guid isPermaLink="false">/archives/08zhao-se-zhao-se-pin-lu-tu-xing-guan-xian-wen-li-ying-she</guid><dc:creator>Administrator</dc:creator><pubDate>Thu, 27 Aug 2026 05:51:42 GMT</pubDate></item><item><title><![CDATA[07着色（光照与基本着色模型）]]></title><link>https://unclefat.cloud/archives/07zhao-se-guang-zhao-yu-ji-ben-zhao-se-mo-xing</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=07%E7%9D%80%E8%89%B2%EF%BC%88%E5%85%89%E7%85%A7%E4%B8%8E%E5%9F%BA%E6%9C%AC%E7%9D%80%E8%89%B2%E6%A8%A1%E5%9E%8B%EF%BC%89&amp;url=/archives/07zhao-se-guang-zhao-yu-ji-ben-zhao-se-mo-xing" width="1" height="1" alt="" style="opacity:0;">文章介绍光栅化后的着色过程，说明着色与阴影不同，核心是结合材质、光源、法线和观察方向计算颜色。重点讲解Lambert漫反射模型及其余弦定律、平方反比衰减，并介绍Phong与更易计算的Blinn-Phong镜面反射模型。]]></description><guid isPermaLink="false">/archives/07zhao-se-guang-zhao-yu-ji-ben-zhao-se-mo-xing</guid><dc:creator>Administrator</dc:creator><category>Games101</category><pubDate>Thu, 27 Aug 2026 05:51:21 GMT</pubDate></item><item><title><![CDATA[06 光栅化（深度测试与抗锯齿）]]></title><link>https://unclefat.cloud/archives/06-guang-zha-hua-shen-du-ce-shi-yu-kang-ju-chi</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=06%20%E5%85%89%E6%A0%85%E5%8C%96%EF%BC%88%E6%B7%B1%E5%BA%A6%E6%B5%8B%E8%AF%95%E4%B8%8E%E6%8A%97%E9%94%AF%E9%BD%BF%EF%BC%89&amp;url=/archives/06-guang-zha-hua-shen-du-ce-shi-yu-kang-ju-chi" width="1" height="1" alt="" style="opacity:0;">文章从时域与频域讲解采样、走样及反走样：采样不足会产生锯齿、摩尔纹和车轮效应，需先低通模糊再采样。傅里叶变换连接时频域，高低通滤波分别保留边缘或造成模糊，卷积等价于频域相乘，并介绍MSAA、FXAA、TAA、DLSS及深度遮挡关系。]]></description><guid isPermaLink="false">/archives/06-guang-zha-hua-shen-du-ce-shi-yu-kang-ju-chi</guid><dc:creator>Administrator</dc:creator><category>Games101</category><pubDate>Thu, 27 Aug 2026 05:51:04 GMT</pubDate></item><item><title><![CDATA[ 05 光栅化（三角形的离散化）]]></title><link>https://unclefat.cloud/archives/05-guang-zha-hua-san-jiao-xing-de-chi-san-hua</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=%2005%20%E5%85%89%E6%A0%85%E5%8C%96%EF%BC%88%E4%B8%89%E8%A7%92%E5%BD%A2%E7%9A%84%E7%A6%BB%E6%95%A3%E5%8C%96%EF%BC%89&amp;url=/archives/05-guang-zha-hua-san-jiao-xing-de-chi-san-hua" width="1" height="1" alt="" style="opacity:0;">文章介绍三角形因结构简单、内外明确且便于插值，成为光栅化的基础图元。光栅化通过像素中心采样，利用叉乘判断像素是否位于三角形内，并可借助包围盒减少测试范围。该过程可能产生锯齿，反走样是图形学的重要挑战。]]></description><guid isPermaLink="false">/archives/05-guang-zha-hua-san-jiao-xing-de-chi-san-hua</guid><dc:creator>Administrator</dc:creator><category>Games101</category><pubDate>Thu, 27 Aug 2026 05:50:45 GMT</pubDate></item><item><title><![CDATA[04变换（模型、视图、投影）]]></title><link>https://unclefat.cloud/archives/04bian-huan-mo-xing-shi-tu-tou-ying</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=04%E5%8F%98%E6%8D%A2%EF%BC%88%E6%A8%A1%E5%9E%8B%E3%80%81%E8%A7%86%E5%9B%BE%E3%80%81%E6%8A%95%E5%BD%B1%EF%BC%89&amp;url=/archives/04bian-huan-mo-xing-shi-tu-tou-ying" width="1" height="1" alt="" style="opacity:0;">文章介绍MVP变换将三维物体映射到二维：模型变换把模型置于世界空间，视图变换将相机移至原点并调整坐标方向，投影变换将观察空间映射到裁剪空间。重点推导了视图矩阵，并比较正交投影与透视投影的原理、矩阵及坐标系注意事项。]]></description><guid isPermaLink="false">/archives/04bian-huan-mo-xing-shi-tu-tou-ying</guid><dc:creator>Administrator</dc:creator><category>Games101</category><pubDate>Thu, 27 Aug 2026 05:50:24 GMT</pubDate></item><item><title><![CDATA[02向量与线性代数]]></title><link>https://unclefat.cloud/archives/wei-ming-ming-wen-zhang-FyrCFqlD</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=02%E5%90%91%E9%87%8F%E4%B8%8E%E7%BA%BF%E6%80%A7%E4%BB%A3%E6%95%B0&amp;url=/archives/wei-ming-ming-wen-zhang-FyrCFqlD" width="1" height="1" alt="" style="opacity:0;">文章介绍图形学所依赖的数学、物理及信号处理等基础知识，重点讲解向量与矩阵。内容涵盖向量表示、标准化、长度、点乘及其在夹角、投影、分解和方向判断中的应用，以及叉乘的方向、坐标系建立和内外判断；同时概述矩阵运算、转置、单位矩阵与逆矩阵。]]></description><guid isPermaLink="false">/archives/wei-ming-ming-wen-zhang-FyrCFqlD</guid><dc:creator>Administrator</dc:creator><category>Games101</category><pubDate>Thu, 27 Aug 2026 05:49:39 GMT</pubDate></item><item><title><![CDATA[03变换的应用]]></title><link>https://unclefat.cloud/archives/bian-huan-de-ying-yong</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=03%E5%8F%98%E6%8D%A2%E7%9A%84%E5%BA%94%E7%94%A8&amp;url=/archives/bian-huan-de-ying-yong" width="1" height="1" alt="" style="opacity:0;">文章介绍二维与三维变换，包括平移、旋转、缩放、翻转和剪切，并说明线性变换可用矩阵表示。通过齐次坐标将平移纳入矩阵，区分点与向量；仿射变换由线性变换加平移构成。复合变换需注意顺序与逆矩阵，三维旋转还涉及欧拉角和罗德里格斯公式。]]></description><guid isPermaLink="false">/archives/bian-huan-de-ying-yong</guid><dc:creator>Administrator</dc:creator><category>Games101</category><pubDate>Thu, 27 Aug 2026 05:49:33 GMT</pubDate></item><item><title><![CDATA[计算机图形学概述]]></title><link>https://unclefat.cloud/archives/wei-ming-ming-wen-zhang-AlS6BD6x</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=%E8%AE%A1%E7%AE%97%E6%9C%BA%E5%9B%BE%E5%BD%A2%E5%AD%A6%E6%A6%82%E8%BF%B0&amp;url=/archives/wei-ming-ming-wen-zhang-AlS6BD6x" width="1" height="1" alt="" style="opacity:0;">图形学研究视觉信息的合成与操作，应用于游戏、电影、动画、模拟、设计、可视化、VR/AR及图形界面。课程涵盖光栅化、曲线与网格、光线追踪、动画与模拟，涉及数学、物理、建模、编程和硬件，不重点讲图形API、Shader或计算机视觉。]]></description><guid isPermaLink="false">/archives/wei-ming-ming-wen-zhang-AlS6BD6x</guid><dc:creator>Administrator</dc:creator><category>Games101</category><pubDate>Thu, 27 Aug 2026 03:20:55 GMT</pubDate></item><item><title><![CDATA[001 Readme]]></title><link>https://unclefat.cloud/archives/wei-ming-ming-wen-zhang-hRJfXLW2</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=001%20Readme&amp;url=/archives/wei-ming-ming-wen-zhang-hRJfXLW2" width="1" height="1" alt="" style="opacity:0;">文章说明，前六篇 Readme 笔记来自其他作者，因原笔记发布在 Wolai，迁移不便，故直接搬运至此；后续内容为作者本人整理，分别附有原笔记与自写笔记链接。]]></description><guid isPermaLink="false">/archives/wei-ming-ming-wen-zhang-hRJfXLW2</guid><dc:creator>Administrator</dc:creator><category>Games101</category><pubDate>Thu, 27 Aug 2026 03:19:14 GMT</pubDate></item><item><title><![CDATA[滚动容器和虚拟列表]]></title><link>https://unclefat.cloud/archives/wei-ming-ming-wen-zhang-PZuTNf04</link><description><![CDATA[<img src="https://unclefat.cloud/plugins/feed/assets/telemetry.gif?title=%E6%BB%9A%E5%8A%A8%E5%AE%B9%E5%99%A8%E5%92%8C%E8%99%9A%E6%8B%9F%E5%88%97%E8%A1%A8&amp;url=/archives/wei-ming-ming-wen-zhang-PZuTNf04" width="1" height="1" alt="" style="opacity:0;">文章讲解滚动容器与虚拟列表的实现原理：普通滚动通过内容区与滚动区尺寸差确定边界，结合鼠标位移限制滚动值并更新Item位置；虚拟列表则围绕显示区域设置缓存区，监听偏移，回收越界Item并复用到列表末端，以减少创建数量。]]></description><guid isPermaLink="false">/archives/wei-ming-ming-wen-zhang-PZuTNf04</guid><dc:creator>Administrator</dc:creator><category>基础知识</category><pubDate>Tue, 25 Aug 2026 13:23:54 GMT</pubDate></item></channel></rss>