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    <name>Zerl</name>
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  <rights>All rights reserved 2026, Zerl</rights>
  <subtitle>行无界，创无限</subtitle>
  <title>Zerl'TA Blog</title>
  <updated>2026-05-19T04:44:09.065Z</updated>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="Note" scheme="https://ta.zerl.top/categories/Note/"/>
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    <id>https://ta.zerl.top/posts/a9216bcb2c5b/</id>
    <link href="https://ta.zerl.top/posts/a9216bcb2c5b/"/>
    <published>2026-05-19T04:00:00.000Z</published>
    <summary>
      <![CDATA[<p>这篇文章用于测试 <code>hexo-mindmap-svg</code> 插件的所有功能点，包括：布局方向（5种）、连线样式（4种）、主题（3种）、节点形状（10种）、多行文本、<strong>富文本</strong>标记、深度嵌套、内联配置语法。</p>]]>
    </summary>
    <title>hexo-mindmap-svg 功能全覆盖测试</title>
    <updated>2026-05-19T04:44:09.065Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="GI" scheme="https://ta.zerl.top/tags/GI/"/>
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    <category term="SDF" scheme="https://ta.zerl.top/tags/SDF/"/>
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    <id>https://ta.zerl.top/posts/f88872c1cbea/</id>
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    <published>2026-04-29T16:00:00.000Z</published>
    <summary>
      <![CDATA[<span id="more"></span>



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<h2 id="前言：实]]>
    </summary>
    <title>SDFGI 技术解析：从距离场到实时全局光照</title>
    <updated>2026-05-10T13:06:40.015Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="Note" scheme="https://ta.zerl.top/categories/Note/"/>
    <category term="Golang" scheme="https://ta.zerl.top/tags/Golang/"/>
    <id>https://ta.zerl.top/posts/72f76782efd8/</id>
    <link href="https://ta.zerl.top/posts/72f76782efd8/"/>
    <published>2026-04-26T17:19:19.420Z</published>
    <summary>
      <![CDATA[<p>在 Go 语言中，传统面向对象编程（OOP）的核心概念——类、继承——被重新诠释，以更简洁、更符合 Go 哲学的方式实现。本文详细介绍如何在 Go 中实现<strong>封装、继承、多态与抽象</strong>四大特性。</p>]]>
    </summary>
    <title>Golang中的面对对象编程</title>
    <updated>2026-05-19T07:24:18.987Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="Note" scheme="https://ta.zerl.top/categories/Note/"/>
    <category term="md" scheme="https://ta.zerl.top/tags/md/"/>
    <id>https://ta.zerl.top/posts/870fc14fd303/</id>
    <link href="https://ta.zerl.top/posts/870fc14fd303/"/>
    <published>2026-04-22T16:00:00.000Z</published>
    <summary>
      <![CDATA[<p>为了更好地呈现博客相关的图文、代码与节点逻辑，笔者深度定制了一套基于 Hexo 的 Markdown 扩展语法（MD-Plus）。</p>]]>
    </summary>
    <title>博客扩展语法指南 (MD-Plus)</title>
    <updated>2026-04-29T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="水体" scheme="https://ta.zerl.top/tags/%E6%B0%B4%E4%BD%93/"/>
    <id>https://ta.zerl.top/posts/12100649263c/</id>
    <link href="https://ta.zerl.top/posts/12100649263c/"/>
    <published>2026-04-17T16:00:00.000Z</published>
    <summary>
      <![CDATA[<h2 id="概述"><a href="#概述" class="headerlink" title="概述"></a>概述</h2><p>水体交互是游戏与实时渲染中极具表现力的视觉效果之一，也是流体模拟领域长期研究的核心课题。从技术实现的角度看，它横跨<strong>物理建模<]]>
    </summary>
    <title>水体交互</title>
    <updated>2026-05-09T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="地形" scheme="https://ta.zerl.top/tags/%E5%9C%B0%E5%BD%A2/"/>
    <category term="场景" scheme="https://ta.zerl.top/tags/%E5%9C%BA%E6%99%AF/"/>
    <category term="GPU" scheme="https://ta.zerl.top/tags/GPU/"/>
    <category term="四叉树" scheme="https://ta.zerl.top/tags/%E5%9B%9B%E5%8F%89%E6%A0%91/"/>
    <category term="剔除" scheme="https://ta.zerl.top/tags/%E5%89%94%E9%99%A4/"/>
    <id>https://ta.zerl.top/posts/01ba4d5836c0/</id>
    <link href="https://ta.zerl.top/posts/01ba4d5836c0/"/>
    <published>2026-03-19T16:00:00.000Z</published>
    <summary>
      <![CDATA[<h2 id="一、背景与摘要"><a href="#一、背景与摘要" class="headerlink" title="一、背景与摘要"></a>一、背景与摘要</h2><p>在现代 3D 游戏引擎（如虚幻 5 的 Nanite 早期思想、各种开放世界引擎）中，<strong]]>
    </summary>
    <title>大世界渲染：从四叉树剔除到 GPU-Driven Terrain</title>
    <updated>2026-03-30T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="体积渲染" scheme="https://ta.zerl.top/tags/%E4%BD%93%E7%A7%AF%E6%B8%B2%E6%9F%93/"/>
    <category term="RayMarching" scheme="https://ta.zerl.top/tags/RayMarching/"/>
    <id>https://ta.zerl.top/posts/419ab8c29e57/</id>
    <link href="https://ta.zerl.top/posts/419ab8c29e57/"/>
    <published>2026-03-14T16:00:00.000Z</published>
    <summary>
      <![CDATA[<p>笔者 3 月份参考不同体积云项目和各种论文实现了一套基于物理的体积云 Unity URP渲染系统，现在就一些核心实现进行梳理。</p>]]>
    </summary>
    <title>体积云实时渲染解析</title>
    <updated>2026-03-14T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="Unity URP" scheme="https://ta.zerl.top/tags/Unity-URP/"/>
    <category term="Ocean" scheme="https://ta.zerl.top/tags/Ocean/"/>
    <category term="FFT" scheme="https://ta.zerl.top/tags/FFT/"/>
    <category term="Compute Shader" scheme="https://ta.zerl.top/tags/Compute-Shader/"/>
    <category term="Rendering" scheme="https://ta.zerl.top/tags/Rendering/"/>
    <id>https://ta.zerl.top/posts/7d2a4ec6e9a6/</id>
    <link href="https://ta.zerl.top/posts/7d2a4ec6e9a6/"/>
    <published>2026-01-19T16:00:00.000Z</published>
    <summary>
      <![CDATA[<span id="more"></span>



<div class="hexo-mindmap" id="mindmap-4y3zhm6ai" data-content="-%20FFT%20%E6%B5%B7%E6%B4%8B%E6%A8%A1%E6%8B%9F%0A%]]>
    </summary>
    <title>FFT 海洋模拟：从频谱推导到 GPU 实时渲染</title>
    <updated>2026-05-18T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="实时光追" scheme="https://ta.zerl.top/tags/%E5%AE%9E%E6%97%B6%E5%85%89%E8%BF%BD/"/>
    <category term="GI" scheme="https://ta.zerl.top/tags/GI/"/>
    <category term="DDGI" scheme="https://ta.zerl.top/tags/DDGI/"/>
    <category term="ReSTIR" scheme="https://ta.zerl.top/tags/ReSTIR/"/>
    <category term="UE5 Lumen" scheme="https://ta.zerl.top/tags/UE5-Lumen/"/>
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    <category term="RenderPipline" scheme="https://ta.zerl.top/tags/RenderPipline/"/>
    <id>https://ta.zerl.top/posts/32d75595feff/</id>
    <link href="https://ta.zerl.top/posts/32d75595feff/"/>
    <published>2026-01-07T16:00:00.000Z</published>
    <summary>
      <![CDATA[<blockquote>
<p>笔记持续更新中</p>
</blockquote>
<h2 id="一、-导论：为什么实时-GI-如此艰难？"><a href="#一、-导论：为什么实时-GI-如此艰难？" class="headerlink" title="一、 导论：为什么实]]>
    </summary>
    <title>现代实时 GI 技术全景</title>
    <updated>2026-04-29T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="GPU" scheme="https://ta.zerl.top/tags/GPU/"/>
    <category term="实时光追" scheme="https://ta.zerl.top/tags/%E5%AE%9E%E6%97%B6%E5%85%89%E8%BF%BD/"/>
    <category term="GI" scheme="https://ta.zerl.top/tags/GI/"/>
    <category term="蒙特卡洛" scheme="https://ta.zerl.top/tags/%E8%92%99%E7%89%B9%E5%8D%A1%E6%B4%9B/"/>
    <category term="ReSTIR" scheme="https://ta.zerl.top/tags/ReSTIR/"/>
    <id>https://ta.zerl.top/posts/5e9b6c3e8043/</id>
    <link href="https://ta.zerl.top/posts/5e9b6c3e8043/"/>
    <published>2025-12-12T16:00:00.000Z</published>
    <summary>
      <![CDATA[<h2 id="引-为什么要学-ReSTIR？"><a href="#引-为什么要学-ReSTIR？" class="headerlink" title="引:为什么要学 ReSTIR？"></a>引:为什么要学 ReSTIR？</h2><blockquote>
<p>如果说 1]]>
    </summary>
    <title>ReSTIRGI：从 RIS 到 ReSTIR GI / PT</title>
    <updated>2026-04-29T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="GPU" scheme="https://ta.zerl.top/tags/GPU/"/>
    <category term="实时光追" scheme="https://ta.zerl.top/tags/%E5%AE%9E%E6%97%B6%E5%85%89%E8%BF%BD/"/>
    <category term="GI" scheme="https://ta.zerl.top/tags/GI/"/>
    <category term="探针" scheme="https://ta.zerl.top/tags/%E6%8E%A2%E9%92%88/"/>
    <category term="DDGI" scheme="https://ta.zerl.top/tags/DDGI/"/>
    <id>https://ta.zerl.top/posts/16400eceeb11/</id>
    <link href="https://ta.zerl.top/posts/16400eceeb11/"/>
    <published>2025-12-10T16:00:00.000Z</published>
    <summary>
      <![CDATA[<span id="more"></span>

<h2 id="引：为什么要学-DDGI？"><a href="#引：为什么要学-DDGI？" class="headerlink" title="引：为什么要学 DDGI？"></a>引：为什么要学 DDGI？</h2><blo]]>
    </summary>
    <title>DDGI「动态漫反射全局光照」：架构与工程概览</title>
    <updated>2026-04-25T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="GI" scheme="https://ta.zerl.top/tags/GI/"/>
    <category term="Unity URP" scheme="https://ta.zerl.top/tags/Unity-URP/"/>
    <category term="Graphics" scheme="https://ta.zerl.top/tags/Graphics/"/>
    <category term="IBL" scheme="https://ta.zerl.top/tags/IBL/"/>
    <category term="Spherical Harmonics" scheme="https://ta.zerl.top/tags/Spherical-Harmonics/"/>
    <id>https://ta.zerl.top/posts/7dbd5de8d511/</id>
    <link href="https://ta.zerl.top/posts/7dbd5de8d511/"/>
    <published>2025-12-06T16:00:00.000Z</published>
    <summary>
      <![CDATA[<p>球谐光照 (SH) 是实时渲染里”压缩光照”的经典手段：把一张几 MB 的 HDR 环境图，浓缩为 <strong>27 个浮点数 (9 系数 × RGB)</strong>，运行时只需几个 <code>dot</code> 指令就能还原漫反射环境光。这篇笔记主要讲述了数学推导、工程实现、约定差异「最容易踩坑的部分」。</p>]]>
    </summary>
    <title>深入理解球谐光照 (Spherical Harmonics)：从数学理论到工业级代码实践</title>
    <updated>2025-12-07T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="GI" scheme="https://ta.zerl.top/tags/GI/"/>
    <category term="SH" scheme="https://ta.zerl.top/tags/SH/"/>
    <category term="Unity URP" scheme="https://ta.zerl.top/tags/Unity-URP/"/>
    <id>https://ta.zerl.top/posts/9dcb8ea1fef2/</id>
    <link href="https://ta.zerl.top/posts/9dcb8ea1fef2/"/>
    <published>2025-12-05T16:00:00.000Z</published>
    <summary>
      <![CDATA[<style>
  /* PRTGI 交互组件全局样式 */
  .prtgi-widget {
    background-color: #fafafa; /* 统一白灰色背景 */
    box-shadow: 0 8px 30px rgba(0, 0, 0, 0.05]]>
    </summary>
    <title>PRTGI「预计算辐照度全局光照」：从理论到工程实践</title>
    <updated>2025-12-06T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="Unity URP" scheme="https://ta.zerl.top/tags/Unity-URP/"/>
    <category term="Area Light" scheme="https://ta.zerl.top/tags/Area-Light/"/>
    <category term="LTC" scheme="https://ta.zerl.top/tags/LTC/"/>
    <category term="GGX" scheme="https://ta.zerl.top/tags/GGX/"/>
    <id>https://ta.zerl.top/posts/80970d0a10c2/</id>
    <link href="https://ta.zerl.top/posts/80970d0a10c2/"/>
    <published>2025-11-25T16:00:00.000Z</published>
    <summary>
      <![CDATA[<div class="md-note md-note-success"><p class="md-note-title">💡核心思路</p><p>把昂贵的「BRDF 在球面多边形上的二维积分」，先用一个 <mjx-container class="MathJax" jax="]]>
    </summary>
    <title>深入 LTC 实时面光源渲染：从微积分原理到 URP 落地</title>
    <updated>2026-05-01T22:41:18.695Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="Denoise" scheme="https://ta.zerl.top/tags/Denoise/"/>
    <id>https://ta.zerl.top/posts/e03656215947/</id>
    <link href="https://ta.zerl.top/posts/e03656215947/"/>
    <published>2025-11-18T16:00:00.000Z</published>
    <summary>
      <![CDATA[<blockquote>
<p><strong>覆盖</strong>：空间滤波 · 时域抗锯齿 · 学习型降噪 · 离线渲染降噪<br><strong>参考课程</strong>：GAMES202 实时高质量渲染</p>
</blockquote>
<hr>
<h2 id="1]]>
    </summary>
    <title>降噪</title>
    <updated>2025-11-18T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="体积渲染" scheme="https://ta.zerl.top/tags/%E4%BD%93%E7%A7%AF%E6%B8%B2%E6%9F%93/"/>
    <category term="RayMarching" scheme="https://ta.zerl.top/tags/RayMarching/"/>
    <category term="Compute" scheme="https://ta.zerl.top/tags/Compute/"/>
    <id>https://ta.zerl.top/posts/00da9f16bfa9/</id>
    <link href="https://ta.zerl.top/posts/00da9f16bfa9/"/>
    <published>2025-10-24T16:00:00.000Z</published>
    <summary>
      <![CDATA[<h2 id="一-、综述"><a href="#一-、综述" class="headerlink" title="一 、综述"></a>一 、综述</h2><p>大气散射是对现实世界大气现象的描述，其影响包括不限于白天和傍晚天际线的大气颜色变化，丁达尔现象的产生，人眼对于地球大]]>
    </summary>
    <title>大气散射渲染实战</title>
    <updated>2025-10-30T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="Compute Shader" scheme="https://ta.zerl.top/tags/Compute-Shader/"/>
    <category term="Physics Simulation" scheme="https://ta.zerl.top/tags/Physics-Simulation/"/>
    <category term="XPBD" scheme="https://ta.zerl.top/tags/XPBD/"/>
    <id>https://ta.zerl.top/posts/d2fac87e3654/</id>
    <link href="https://ta.zerl.top/posts/d2fac87e3654/"/>
    <published>2025-10-20T04:00:00.000Z</published>
    <summary>
      <![CDATA[<h2 id="引言-连续介质的离散化幻觉"><a href="#引言-连续介质的离散化幻觉" class="headerlink" title="引言:连续介质的离散化幻觉"></a>引言:连续介质的离散化幻觉</h2><p>在计算机图形学中,我们看到的飘逸裙摆、随风舞动的发丝]]>
    </summary>
    <title>从布料到绳索的 Mass-Spring 物理模拟</title>
    <updated>2026-05-11T00:57:14.242Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="场景" scheme="https://ta.zerl.top/tags/%E5%9C%BA%E6%99%AF/"/>
    <category term="Field" scheme="https://ta.zerl.top/tags/Field/"/>
    <id>https://ta.zerl.top/posts/e250a6a5ae31/</id>
    <link href="https://ta.zerl.top/posts/e250a6a5ae31/"/>
    <published>2025-10-18T16:00:00.000Z</published>
    <summary>
      <![CDATA[<p> 参考战神的风场设计思路在 URP 管线下实现了一套风场系统,并依据现在的 Compute 管线特点进行了设计调整，同时增加了对流体涡旋的模拟，下面就这套系统进行具体的介绍。</p>
<h2 id="1-核心架构与管线设计"><a href="#1-核心架构与管线设计" c]]>
    </summary>
    <title>风场</title>
    <updated>2026-03-14T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="场景" scheme="https://ta.zerl.top/tags/%E5%9C%BA%E6%99%AF/"/>
    <category term="Mesh" scheme="https://ta.zerl.top/tags/Mesh/"/>
    <category term="Grass" scheme="https://ta.zerl.top/tags/Grass/"/>
    <id>https://ta.zerl.top/posts/627b3a262a42/</id>
    <link href="https://ta.zerl.top/posts/627b3a262a42/"/>
    <published>2025-09-19T16:00:00.000Z</published>
    <summary>
      <![CDATA[<h2 id="概述"><a href="#概述" class="headerlink" title="概述"></a>概述</h2><p>运行一个计算着色器：计算着色器的每个线程计算一片草叶。首先，计算一个位置：叶片均匀分布在地形上，略有抖动。我们通过对该位置进行截锥体和距离剔]]>
    </summary>
    <title>大规模草地渲染</title>
    <updated>2026-03-09T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="Unity URP" scheme="https://ta.zerl.top/tags/Unity-URP/"/>
    <category term="Shadow Map" scheme="https://ta.zerl.top/tags/Shadow-Map/"/>
    <category term="PCSS" scheme="https://ta.zerl.top/tags/PCSS/"/>
    <category term="VSM" scheme="https://ta.zerl.top/tags/VSM/"/>
    <category term="PCF" scheme="https://ta.zerl.top/tags/PCF/"/>
    <category term="屏幕空间阴影" scheme="https://ta.zerl.top/tags/%E5%B1%8F%E5%B9%95%E7%A9%BA%E9%97%B4%E9%98%B4%E5%BD%B1/"/>
    <category term="接触阴影" scheme="https://ta.zerl.top/tags/%E6%8E%A5%E8%A7%A6%E9%98%B4%E5%BD%B1/"/>
    <category term="级联阴影" scheme="https://ta.zerl.top/tags/%E7%BA%A7%E8%81%94%E9%98%B4%E5%BD%B1/"/>
    <category term="RenderFeature" scheme="https://ta.zerl.top/tags/RenderFeature/"/>
    <id>https://ta.zerl.top/posts/bdeb27834ae9/</id>
    <link href="https://ta.zerl.top/posts/bdeb27834ae9/"/>
    <published>2025-09-02T16:00:00.000Z</published>
    <summary>
      <![CDATA[<blockquote>
<p>行文逻辑：宏观总览 → 底层基石 → 算法进阶 → 管线工程落地 → 源码解析。</p>
<p>本文同时给出在 Unity 2022 LTS URP 下手写一套支持 <strong>彩色阴影、半透明阴影、PCSS 软阴影、SRP Batcher 兼]]>
    </summary>
    <title>实时阴影技术演进与 URP 自定义阴影管线</title>
    <updated>2026-05-10T03:31:24.858Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="半透明对象渲染" scheme="https://ta.zerl.top/tags/%E5%8D%8A%E9%80%8F%E6%98%8E%E5%AF%B9%E8%B1%A1%E6%B8%B2%E6%9F%93/"/>
    <id>https://ta.zerl.top/posts/b7985f35b028/</id>
    <link href="https://ta.zerl.top/posts/b7985f35b028/"/>
    <published>2025-08-17T16:00:00.000Z</published>
    <summary>
      <![CDATA[<h2 id="一、研究背景与核心问题"><a href="#一、研究背景与核心问题" class="headerlink" title="一、研究背景与核心问题"></a>一、研究背景与核心问题</h2><p>在计算机图形学里，<strong>半透明对象渲染</strong>一]]>
    </summary>
    <title>WBOIT</title>
    <updated>2025-11-07T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="Unity URP" scheme="https://ta.zerl.top/tags/Unity-URP/"/>
    <category term="半透明渲染" scheme="https://ta.zerl.top/tags/%E5%8D%8A%E9%80%8F%E6%98%8E%E6%B8%B2%E6%9F%93/"/>
    <category term="GPU 优化" scheme="https://ta.zerl.top/tags/GPU-%E4%BC%98%E5%8C%96/"/>
    <category term="Overdraw" scheme="https://ta.zerl.top/tags/Overdraw/"/>
    <category term="OIT" scheme="https://ta.zerl.top/tags/OIT/"/>
    <id>https://ta.zerl.top/posts/4463f3c77a51/</id>
    <link href="https://ta.zerl.top/posts/4463f3c77a51/"/>
    <published>2025-08-06T02:00:00.000Z</published>
    <summary>
      <![CDATA[<h2 id="前言"><a href="#前言" class="headerlink" title="前言"></a>前言</h2><p>半透明渲染一直是实时渲染管线中最头疼的性能瓶颈之一。半透明物体无法写入深度（Z-Write Off），既享受不到硬件 Early-Z 剔除的]]>
    </summary>
    <title>半透明渲染优化</title>
    <updated>2025-11-29T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="Note" scheme="https://ta.zerl.top/categories/Note/"/>
    <category term="md" scheme="https://ta.zerl.top/tags/md/"/>
    <id>https://ta.zerl.top/posts/7fa2d90099c3/</id>
    <link href="https://ta.zerl.top/posts/7fa2d90099c3/"/>
    <published>2025-08-01T15:56:41.829Z</published>
    <summary>
      <![CDATA[<p>Welcome to <a href="https://hexo.io/">Hexo</a>! This is your very first post. Check <a href="https://hexo.io/docs/">documentation</a> for more info. If you get any problems when using Hexo, you can find the answer in <a href="https://hexo.io/docs/troubleshooting.html">troubleshooting</a> or you can ask me on <a href="https://github.com/hexojs/hexo/issues">GitHub</a>.</p>]]>
    </summary>
    <title>Hello World</title>
    <updated>2026-05-10T15:40:14.445Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="Unity URP" scheme="https://ta.zerl.top/tags/Unity-URP/"/>
    <category term="Anti-aliasing" scheme="https://ta.zerl.top/tags/Anti-aliasing/"/>
    <category term="TAA" scheme="https://ta.zerl.top/tags/TAA/"/>
    <category term="HLSL" scheme="https://ta.zerl.top/tags/HLSL/"/>
    <id>https://ta.zerl.top/posts/6b2e5562a7a5/</id>
    <link href="https://ta.zerl.top/posts/6b2e5562a7a5/"/>
    <published>2025-07-17T16:00:00.000Z</published>
    <summary>
      <![CDATA[<p>本文以 Brian Karis 在 SIGGRAPH 2014 发表的 <em>High Quality Temporal Supersampling</em> 为理论主轴，结合 Unity URP 14 的 <code>TemporalAA.cs / TemporalAA.hlsl</code> 源码实现，系统梳理 TAA 的数学基础、核心痛点与工程实践。</p>]]>
    </summary>
    <title>TAA：从理论基础到抗重影实践</title>
    <updated>2025-10-07T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="Aesthetic" scheme="https://ta.zerl.top/categories/Aesthetic/"/>
    <category term="摄影" scheme="https://ta.zerl.top/tags/%E6%91%84%E5%BD%B1/"/>
    <id>https://ta.zerl.top/posts/ad07e615dba4/</id>
    <link href="https://ta.zerl.top/posts/ad07e615dba4/"/>
    <published>2025-07-10T16:00:00.000Z</published>
    <summary>
      <![CDATA[<h2 id="1-摄影的视觉意义"><a href="#1-摄影的视觉意义" class="headerlink" title="1. 摄影的视觉意义"></a>1. 摄影的视觉意义</h2><h3 id="摄影的定义："><a href="#摄影的定义：" class="he]]>
    </summary>
    <title>摄影的实用性与艺术性漫谈</title>
    <updated>2025-07-10T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="RenderPipline" scheme="https://ta.zerl.top/tags/RenderPipline/"/>
    <category term="C++" scheme="https://ta.zerl.top/tags/C/"/>
    <id>https://ta.zerl.top/posts/c91409cc1fd2/</id>
    <link href="https://ta.zerl.top/posts/c91409cc1fd2/"/>
    <published>2025-05-09T16:00:00.000Z</published>
    <summary>
      <![CDATA[<p>本文是对 <a href="https://github.com/zerls/simple-renderer">SimpleRenderer</a> 项目的全面复盘。该项目是一个基于 CPU 的软件光栅化渲染引擎，不依赖任何图形 API，从零实现了完整的渲染管线。本文将从项目架构、核心技术、关键实现细节三个维度进行分析，并给出后续的重构方向。</p>]]>
    </summary>
    <title>从零实现软光栅渲染器：架构分析、核心技术与重构路线</title>
    <updated>2025-10-02T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="AIGC" scheme="https://ta.zerl.top/categories/AIGC/"/>
    <category term="AI 编程" scheme="https://ta.zerl.top/tags/AI-%E7%BC%96%E7%A8%8B/"/>
    <category term="Vibe Coding" scheme="https://ta.zerl.top/tags/Vibe-Coding/"/>
    <category term="工程方法论" scheme="https://ta.zerl.top/tags/%E5%B7%A5%E7%A8%8B%E6%96%B9%E6%B3%95%E8%AE%BA/"/>
    <category term="Prompt Engineering" scheme="https://ta.zerl.top/tags/Prompt-Engineering/"/>
    <category term="AI生成" scheme="https://ta.zerl.top/tags/AI%E7%94%9F%E6%88%90/"/>
    <id>https://ta.zerl.top/posts/9ee2eb98a136/</id>
    <link href="https://ta.zerl.top/posts/9ee2eb98a136/"/>
    <published>2025-04-30T16:00:00.000Z</published>
    <summary>
      <![CDATA[<div class="md-glk md-glk-yellow"><p>🚧 AI生成内容，全文构建中 ing。AI 风明显</p>
</div>

<blockquote>
<p><strong>核心命题</strong>：AI 时代，开发者的核心壁垒已经从”代码编写能力”转]]>
    </summary>
    <title>AI 辅助编程指引</title>
    <updated>2026-05-01T08:13:36.725Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="水体" scheme="https://ta.zerl.top/tags/%E6%B0%B4%E4%BD%93/"/>
    <id>https://ta.zerl.top/posts/88306f74a406/</id>
    <link href="https://ta.zerl.top/posts/88306f74a406/"/>
    <published>2025-03-14T16:00:00.000Z</published>
    <summary>
      <![CDATA[<h2 id="概述"><a href="#概述" class="headerlink" title="概述"></a>概述</h2><p>真实感水体的渲染是一个跨越几何学与光学的复合系统，而卡通化的水体则是在真实感水体基础进行简化与风格化处理。一个完整的水面体材质，通常需要解决]]>
    </summary>
    <title>水体渲染</title>
    <updated>2026-05-09T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="RenderPipline" scheme="https://ta.zerl.top/tags/RenderPipline/"/>
    <id>https://ta.zerl.top/posts/39b731327004/</id>
    <link href="https://ta.zerl.top/posts/39b731327004/"/>
    <published>2025-01-14T16:00:00.000Z</published>
    <summary>
      <![CDATA[<p>在现代 GPU 架构下，渲染管线的演进本质上是 <strong>“权衡顶点处理（Draw Call / 几何提交）、片元算力（ALU）与显存带宽（Bandwidth）三者关系”</strong> 的历史。</p>]]>
    </summary>
    <title>现代渲染管线架构</title>
    <updated>2025-03-09T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="Unity URP" scheme="https://ta.zerl.top/tags/Unity-URP/"/>
    <category term="PBR" scheme="https://ta.zerl.top/tags/PBR/"/>
    <category term="SSS" scheme="https://ta.zerl.top/tags/SSS/"/>
    <category term="Skin" scheme="https://ta.zerl.top/tags/Skin/"/>
    <id>https://ta.zerl.top/posts/e3b3084f0a0a/</id>
    <link href="https://ta.zerl.top/posts/e3b3084f0a0a/"/>
    <published>2024-11-30T16:00:00.000Z</published>
    <summary>
      <![CDATA[<p>皮肤是数字人渲染中最具挑战、也是最值得深挖的材质之一。  本文按照「提出问题 → 物理建模 → 实时近似的演进 → 工程落地 → 横向对比」的脉络，系统梳理近 20 年实时皮肤渲染的主流方案，重点解析 <strong>Pre-Integrated</strong>、<strong>Separable SSS (4S)</strong>、<strong>Spherical Gaussian (SG)</strong> 三大里程碑技术。</p>]]>
    </summary>
    <title>真实感皮肤渲染综述 — 从 BSSRDF 到屏幕空间可分离 SSS</title>
    <updated>2025-11-19T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="PBR" scheme="https://ta.zerl.top/tags/PBR/"/>
    <category term="SSS" scheme="https://ta.zerl.top/tags/SSS/"/>
    <category term="次表面散射" scheme="https://ta.zerl.top/tags/%E6%AC%A1%E8%A1%A8%E9%9D%A2%E6%95%A3%E5%B0%84/"/>
    <category term="BSSRDF" scheme="https://ta.zerl.top/tags/BSSRDF/"/>
    <category term="Kulla-Conty" scheme="https://ta.zerl.top/tags/Kulla-Conty/"/>
    <category term="多次散射" scheme="https://ta.zerl.top/tags/%E5%A4%9A%E6%AC%A1%E6%95%A3%E5%B0%84/"/>
    <id>https://ta.zerl.top/posts/11bf4606ec72/</id>
    <link href="https://ta.zerl.top/posts/11bf4606ec72/"/>
    <published>2024-11-24T04:00:00.000Z</published>
    <summary>
      <![CDATA[<!-- cover: https://google.github.io/filament/images/material_furnace_energy_preservation.png -->
<!-- banner: https://google.github.io/filament/images/material_furnace_energy_preservation.png -->

<blockquote>
<p><strong>核心结论</strong>：PBR 的最后两块拼图是高维次表面散射（皮肤、玉石）和单次散射的能量找回（Kulla-Conty）。前者把 4D 的 BRDF 推广到 8D 的 BSSRDF，靠扩散剖面 + Gaussian Sum 在屏幕空间或纹理空间近似；后者通过预积分 LUT 把单次散射 Cook-Torrance 丢失的能量加回，让粗糙金属在白炉测试中真正达到能量守恒。本篇收尾整个 PBR 系列。</p>
</blockquote>]]>
    </summary>
    <title>「PBR 系列」第五篇 · 次表面散射与能量补偿：从 BSSRDF 到 Kulla-Conty</title>
    <updated>2026-05-06T02:13:47.462Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="PBR" scheme="https://ta.zerl.top/tags/PBR/"/>
    <category term="Sheen" scheme="https://ta.zerl.top/tags/Sheen/"/>
    <category term="布料渲染" scheme="https://ta.zerl.top/tags/%E5%B8%83%E6%96%99%E6%B8%B2%E6%9F%93/"/>
    <category term="Cloth BRDF" scheme="https://ta.zerl.top/tags/Cloth-BRDF/"/>
    <category term="Charlie" scheme="https://ta.zerl.top/tags/Charlie/"/>
    <category term="Ashikhmin" scheme="https://ta.zerl.top/tags/Ashikhmin/"/>
    <id>https://ta.zerl.top/posts/363319b4d35b/</id>
    <link href="https://ta.zerl.top/posts/363319b4d35b/"/>
    <published>2024-11-22T04:00:00.000Z</published>
    <summary>
      <![CDATA[<!-- cover: https://google.github.io/filament/images/screenshot_cloth.png -->
<!-- banner: https://google.github.io/filament/images/screenshot_cloth.png -->

<blockquote>
<p><strong>核心结论</strong>：布料是 GGX 微表面框架的第一个真正”破例”——纤维的环形反射和绒毛感无法用传统 NDF 表达。Charlie 与 Ashikhmin Velvet 是两个工业候选 NDF，配合 V_Charlie / V_Ashikhmin / V_Neubelt 几何项，再加上 sheen color、subsurface color 两参数，就能用同一个模型架构覆盖从棉麻到丝绸到天鹅绒的全谱系。本篇详解布料 BRDF 的物理动机、数学选型、以及 UE4、Filament、Unity SRP 的工程实践。</p>
</blockquote>]]>
    </summary>
    <title>「PBR 系列」第四篇 · 布料与 Sheen 渲染：从 Charlie 到丝绸天鹅绒之辨</title>
    <updated>2026-05-06T02:12:51.483Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="IBL" scheme="https://ta.zerl.top/tags/IBL/"/>
    <category term="PBR" scheme="https://ta.zerl.top/tags/PBR/"/>
    <category term="Split Sum" scheme="https://ta.zerl.top/tags/Split-Sum/"/>
    <category term="Filament" scheme="https://ta.zerl.top/tags/Filament/"/>
    <category term="URP" scheme="https://ta.zerl.top/tags/URP/"/>
    <category term="移动端优化" scheme="https://ta.zerl.top/tags/%E7%A7%BB%E5%8A%A8%E7%AB%AF%E4%BC%98%E5%8C%96/"/>
    <id>https://ta.zerl.top/posts/20d352033ce9/</id>
    <link href="https://ta.zerl.top/posts/20d352033ce9/"/>
    <published>2024-11-20T04:00:00.000Z</published>
    <summary>
      <![CDATA[<blockquote>
<p><strong>核心结论</strong>：Disney 的数学要在每帧 16ms 内跑完 100 万像素，靠的不是更快的 GPU，而是 Karis 在 UE4 引入的 <strong>Split Sum 近似</strong>——把 IBL 卷积积分拆成「预滤波 cubemap × BRDF LUT」两次纹理采样。本篇详解这套工程化方案，对照 Filament 标准模型和 Unity URP 源码，最后给出移动端的 ALU 与带宽妥协指南。</p>
</blockquote>]]>
    </summary>
    <title>「PBR 系列」第三篇 · 实时化工程实践：IBL、Filament 与 URP 源码</title>
    <updated>2026-05-06T02:10:50.082Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="PBR" scheme="https://ta.zerl.top/tags/PBR/"/>
    <category term="Disney BRDF" scheme="https://ta.zerl.top/tags/Disney-BRDF/"/>
    <category term="Disney BSDF" scheme="https://ta.zerl.top/tags/Disney-BSDF/"/>
    <category term="各向异性" scheme="https://ta.zerl.top/tags/%E5%90%84%E5%90%91%E5%BC%82%E6%80%A7/"/>
    <category term="Sheen" scheme="https://ta.zerl.top/tags/Sheen/"/>
    <category term="Clearcoat" scheme="https://ta.zerl.top/tags/Clearcoat/"/>
    <id>https://ta.zerl.top/posts/8fa5222817d3/</id>
    <link href="https://ta.zerl.top/posts/8fa5222817d3/"/>
    <published>2024-11-18T04:00:00.000Z</published>
    <summary>
      <![CDATA[<blockquote>
<p><strong>核心结论</strong>：Disney Principled BRDF 的革命性不在数学——大多数公式在 2012 年前已存在——而在于它<strong>第一次为 PBR 定义了一套面向美术的参数体系</strong>。BaseColor、Metallic、Roughness、Anisotropic、Sheen、Clearcoat、Subsurface 等 11 个参数后来成为整个游戏行业的资产标准。本篇逐参数拆解，并梳理 2015 年 BSDF 扩展。</p>
</blockquote>]]>
    </summary>
    <title>「PBR 系列」第二篇 · Disney Principled BRDF 全解析：从十一参数到 BSDF 扩展</title>
    <updated>2026-05-06T02:10:37.441Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="GGX" scheme="https://ta.zerl.top/tags/GGX/"/>
    <category term="PBR" scheme="https://ta.zerl.top/tags/PBR/"/>
    <category term="BRDF" scheme="https://ta.zerl.top/tags/BRDF/"/>
    <category term="微表面理论" scheme="https://ta.zerl.top/tags/%E5%BE%AE%E8%A1%A8%E9%9D%A2%E7%90%86%E8%AE%BA/"/>
    <category term="Cook-Torrance" scheme="https://ta.zerl.top/tags/Cook-Torrance/"/>
    <id>https://ta.zerl.top/posts/db873891e07d/</id>
    <link href="https://ta.zerl.top/posts/db873891e07d/"/>
    <published>2024-11-16T04:00:00.000Z</published>
    <summary>
      <![CDATA[<blockquote>
<p><strong>核心结论</strong>：PBR 不是某一个公式，而是一个由「渲染方程 + 微表面理论 + 能量守恒 + 互易性」构成的框架。Cook-Torrance 把镜面 BRDF 拆成 D / G / F 三项，于是后续四十年的工作都可以归类到对这三项的精修——以及对 Lambert 漫反射的扩展。</p>
</blockquote>]]>
    </summary>
    <title>「PBR 系列」第一篇 · 理论基石：从渲染方程到 Cook-Torrance 框架</title>
    <updated>2026-05-06T02:10:22.620Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="PBR" scheme="https://ta.zerl.top/tags/PBR/"/>
    <category term="系列文章" scheme="https://ta.zerl.top/tags/%E7%B3%BB%E5%88%97%E6%96%87%E7%AB%A0/"/>
    <category term="BRDF" scheme="https://ta.zerl.top/tags/BRDF/"/>
    <category term="实时渲染" scheme="https://ta.zerl.top/tags/%E5%AE%9E%E6%97%B6%E6%B8%B2%E6%9F%93/"/>
    <id>https://ta.zerl.top/posts/bb49e33ef41f/</id>
    <link href="https://ta.zerl.top/posts/bb49e33ef41f/"/>
    <published>2024-11-14T04:00:00.000Z</published>
    <summary>
      <![CDATA[<blockquote>
<p>本系列共 <strong>五篇</strong>，沿着「物理理论 → Cook-Torrance 框架 → Disney 工业化 → 引擎工程化 → 扩展模型」的脉络，系统梳理基于物理的渲染（PBR）从 1970 年代微表面理论到 2020 年代分层材质前沿的全链条。每一篇可独立阅读，但顺序串联起来能形成一张完整的 PBR 知识地图。</p>
</blockquote>]]>
    </summary>
    <title>「PBR 系列」总览：基于物理的渲染从理论到引擎落地</title>
    <updated>2026-05-10T04:54:39.177Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="SRP" scheme="https://ta.zerl.top/tags/SRP/"/>
    <category term="系列文章" scheme="https://ta.zerl.top/tags/%E7%B3%BB%E5%88%97%E6%96%87%E7%AB%A0/"/>
    <category term="多相机" scheme="https://ta.zerl.top/tags/%E5%A4%9A%E7%9B%B8%E6%9C%BA/"/>
    <category term="Shader 关键字" scheme="https://ta.zerl.top/tags/Shader-%E5%85%B3%E9%94%AE%E5%AD%97/"/>
    <category term="工程架构" scheme="https://ta.zerl.top/tags/%E5%B7%A5%E7%A8%8B%E6%9E%B6%E6%9E%84/"/>
    <id>https://ta.zerl.top/posts/ec8bca77f552/</id>
    <link href="https://ta.zerl.top/posts/ec8bca77f552/"/>
    <published>2024-07-22T04:00:00.000Z</published>
    <summary>
      <![CDATA[<blockquote>
<p>系列收束篇。前七篇笔记从管线骨架一路走到后处理输出——这些都是单相机内部的故事。本篇拉远视角，关注更宏观的工程层：多相机如何编排、相机级配置如何注入、Shader 关键字如何收敛、调试工具如何串联。这些不是某个具体的渲染技术，但<strong>它们]]>
    </summary>
    <title>「Custom SRP」：相机系统与工程架构</title>
    <updated>2026-04-30T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="SRP" scheme="https://ta.zerl.top/tags/SRP/"/>
    <category term="系列文章" scheme="https://ta.zerl.top/tags/%E7%B3%BB%E5%88%97%E6%96%87%E7%AB%A0/"/>
    <category term="后处理" scheme="https://ta.zerl.top/tags/%E5%90%8E%E5%A4%84%E7%90%86/"/>
    <category term="Bloom" scheme="https://ta.zerl.top/tags/Bloom/"/>
    <category term="Color Grading" scheme="https://ta.zerl.top/tags/Color-Grading/"/>
    <category term="FXAA" scheme="https://ta.zerl.top/tags/FXAA/"/>
    <category term="Tone Mapping" scheme="https://ta.zerl.top/tags/Tone-Mapping/"/>
    <id>https://ta.zerl.top/posts/fdbf8f97bbc1/</id>
    <link href="https://ta.zerl.top/posts/fdbf8f97bbc1/"/>
    <published>2024-07-15T04:00:00.000Z</published>
    <summary>
      <![CDATA[<blockquote>
<p>系列第 7 篇。前六篇笔记把场景从几何提交一路走到 GI 接入——到这一步，相机的 color attachment 中存储的是一张<strong>线性空间的 HDR 图像</strong>：物理光度学单位下的真实辐射度，可能远超 [0, 1]，包]]>
    </summary>
    <title>「Custom SRP」：后处理栈</title>
    <updated>2026-04-30T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="GI" scheme="https://ta.zerl.top/tags/GI/"/>
    <category term="SRP" scheme="https://ta.zerl.top/tags/SRP/"/>
    <category term="系列文章" scheme="https://ta.zerl.top/tags/%E7%B3%BB%E5%88%97%E6%96%87%E7%AB%A0/"/>
    <category term="全局光照" scheme="https://ta.zerl.top/tags/%E5%85%A8%E5%B1%80%E5%85%89%E7%85%A7/"/>
    <category term="Light Probe" scheme="https://ta.zerl.top/tags/Light-Probe/"/>
    <category term="Reflection Probe" scheme="https://ta.zerl.top/tags/Reflection-Probe/"/>
    <id>https://ta.zerl.top/posts/7a3b251c9e25/</id>
    <link href="https://ta.zerl.top/posts/7a3b251c9e25/"/>
    <published>2024-07-08T04:00:00.000Z</published>
    <summary>
      <![CDATA[<blockquote>
<p>系列第 6 篇。Note 4 与 Note 5 处理的是直接光照与遮挡——这是光从光源直接到达表面的部分。本篇关注<strong>间接光照</strong>：光在场景中反弹后到达表面的能量、来自天空的环境光、来自周围表面的反射。这部分能量在真实世界]]>
    </summary>
    <title>「Custom SRP」：全局光照与环境</title>
    <updated>2026-04-30T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="Shadow Map" scheme="https://ta.zerl.top/tags/Shadow-Map/"/>
    <category term="PCF" scheme="https://ta.zerl.top/tags/PCF/"/>
    <category term="SRP" scheme="https://ta.zerl.top/tags/SRP/"/>
    <category term="CSM" scheme="https://ta.zerl.top/tags/CSM/"/>
    <category term="Shadow Mask" scheme="https://ta.zerl.top/tags/Shadow-Mask/"/>
    <category term="系列文章" scheme="https://ta.zerl.top/tags/%E7%B3%BB%E5%88%97%E6%96%87%E7%AB%A0/"/>
    <id>https://ta.zerl.top/posts/18aafd1ae8a9/</id>
    <link href="https://ta.zerl.top/posts/18aafd1ae8a9/"/>
    <published>2024-07-01T04:00:00.000Z</published>
    <summary>
      <![CDATA[<blockquote>
<p>系列第 5 篇。承接 Note 4 的光照框架——光源的 <code>light.attenuation</code> 字段中的阴影分量正是本篇要回答的”光是如何被遮挡的”。本篇是整个系列技术密度最高的一篇：CSM、PCF、点光阴影、Shadowm]]>
    </summary>
    <title>「Custom SRP」：阴影系统</title>
    <updated>2026-04-30T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="SRP" scheme="https://ta.zerl.top/tags/SRP/"/>
    <category term="系列文章" scheme="https://ta.zerl.top/tags/%E7%B3%BB%E5%88%97%E6%96%87%E7%AB%A0/"/>
    <category term="Forward+" scheme="https://ta.zerl.top/tags/Forward/"/>
    <category term="光照" scheme="https://ta.zerl.top/tags/%E5%85%89%E7%85%A7/"/>
    <category term="Burst Job" scheme="https://ta.zerl.top/tags/Burst-Job/"/>
    <category term="StructuredBuffer" scheme="https://ta.zerl.top/tags/StructuredBuffer/"/>
    <id>https://ta.zerl.top/posts/e962819a878a/</id>
    <link href="https://ta.zerl.top/posts/e962819a878a/"/>
    <published>2024-06-24T04:00:00.000Z</published>
    <summary>
      <![CDATA[<blockquote>
<p>系列第 4 篇。承接 Note 1 的 Pass 框架与 Note 2 的几何提交链路。本篇关注的是”几何已经被画了，但着色器是怎么知道哪些光照亮它的”——从 CullingResults 到 StructuredBuffer 的 CPU→GPU]]>
    </summary>
    <title>「Custom SRP」：直接光照与 Tiled Forward+</title>
    <updated>2026-04-30T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="PBR" scheme="https://ta.zerl.top/tags/PBR/"/>
    <category term="HLSL" scheme="https://ta.zerl.top/tags/HLSL/"/>
    <category term="SRP" scheme="https://ta.zerl.top/tags/SRP/"/>
    <category term="系列文章" scheme="https://ta.zerl.top/tags/%E7%B3%BB%E5%88%97%E6%96%87%E7%AB%A0/"/>
    <category term="BRDF" scheme="https://ta.zerl.top/tags/BRDF/"/>
    <id>https://ta.zerl.top/posts/e49fd3648422/</id>
    <link href="https://ta.zerl.top/posts/e49fd3648422/"/>
    <published>2024-06-17T04:00:00.000Z</published>
    <summary>
      <![CDATA[<blockquote>
<p>系列第 3 篇。承接 Note 4 的光照框架——<code>light.attenuation × DirectBRDF(surface, brdf, light)</code> 中的后半部分正是本篇要展开的”表面接收到光线后如何反射”。本篇关注]]>
    </summary>
    <title>「Custom SRP」：表面着色器与 BRDF</title>
    <updated>2026-04-30T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="SRP" scheme="https://ta.zerl.top/tags/SRP/"/>
    <category term="系列文章" scheme="https://ta.zerl.top/tags/%E7%B3%BB%E5%88%97%E6%96%87%E7%AB%A0/"/>
    <category term="SRP Batcher" scheme="https://ta.zerl.top/tags/SRP-Batcher/"/>
    <category term="GPU Instancing" scheme="https://ta.zerl.top/tags/GPU-Instancing/"/>
    <category term="Draw Call" scheme="https://ta.zerl.top/tags/Draw-Call/"/>
    <id>https://ta.zerl.top/posts/9ddadbe5b731/</id>
    <link href="https://ta.zerl.top/posts/9ddadbe5b731/"/>
    <published>2024-06-10T04:00:00.000Z</published>
    <summary>
      <![CDATA[<blockquote>
<p>系列第 2 篇。本篇承接 Note 1 中对 <code>RendererListHandle</code> 的接口定义，深入到几何可见性与批次合并的具体机制——回答”哪些对象会被画”和”GPU 提交效率如何被压榨”两个核心问题。</p>
</bl]]>
    </summary>
    <title>「Custom SRP」：几何可见性与批次优化</title>
    <updated>2026-04-30T16:00:00.000Z</updated>
  </entry>
  <entry>
    <author>
      <name>Zerl</name>
    </author>
    <category term="ComputerGraphic" scheme="https://ta.zerl.top/categories/ComputerGraphic/"/>
    <category term="SRP" scheme="https://ta.zerl.top/tags/SRP/"/>
    <category term="系列文章" scheme="https://ta.zerl.top/tags/%E7%B3%BB%E5%88%97%E6%96%87%E7%AB%A0/"/>
    <category term="Render Graph" scheme="https://ta.zerl.top/tags/Render-Graph/"/>
    <category term="渲染管线" scheme="https://ta.zerl.top/tags/%E6%B8%B2%E6%9F%93%E7%AE%A1%E7%BA%BF/"/>
    <id>https://ta.zerl.top/posts/382feac0d5ef/</id>
    <link href="https://ta.zerl.top/posts/382feac0d5ef/"/>
    <published>2024-06-03T04:00:00.000Z</published>
    <summary>
      <![CDATA[<h1 id="Note-1-·-渲染管线架构与-Render-Graph"><a href="#Note-1-·-渲染管线架构与-Render-Graph" class="headerlink" title="Note 1 · 渲染管线架构与 Render Graph"></a]]>
    </summary>
    <title>「Custom SRP」：渲染管线架构与 Render Graph</title>
    <updated>2026-04-30T16:00:00.000Z</updated>
  </entry>
</feed>
