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<time title="创建时间:2026-03-23 20:07:18 / 修改时间:20:35:32" itemprop="dateCreated datePublished" datetime="2026-03-23T20:07:18+08:00">2026-03-23</time>
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<h1 id="The-Geometry-Behind-Normal-Maps"><a href="#The-Geometry-Behind-Normal-Maps" class="headerlink" title="The Geometry Behind Normal Maps"></a>The Geometry Behind Normal Maps</h1><p>切线空间是什么,它到底为什么存在?<br>切线空间并非一种渲染技巧。它是一个在任何带有参数化表示的曲面上都会出现的几何结构。我只是之前没有把这些点联系起来。<br>当我们用 UV 坐标来定义切线空间时,它就成为了连接纹理坐标的平面世界与3 曲面的弯曲世界之间的桥梁。一旦你看到了这种联系,法线贴图的原理就豁然开朗了。<br>在这篇文章中,我将把切线空间拆解开来,逐一分析:它到底是什么,它是如何从 UV 中产生的,它是如何计算的,以及它如何构成法线贴图和其他依赖于局部表面朝向的技术的基础。<br></p>
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<time title="创建时间:2026-03-23 19:48:06 / 修改时间:20:34:49" itemprop="dateCreated datePublished" datetime="2026-03-23T19:48:06+08:00">2026-03-23</time>
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<p>为什么我们最初需要对数字图像进行抖动处理。虽然现在它变成了一种美学风格,但在过去,我们需要用抖动来“欺骗”我们的眼睛,让我们看到比实际存在的更多的颜色。👇</p>
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<p>fwidth/dFdx/dFdy是GLSL中的函数方法,ddx/ddy是HLSL中的方法,他们都是用于计算变量基于屏幕空间像素变化率的方法。</p>
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<p>Weighted Blended Order-Independent Transparency (WBOIT) 是一种非常实用的顺序无关半透明渲染技术。它通过在着色器中对每个片元的颜色和透明度进行加权求和,巧妙地避免了传统半透明渲染中复杂且耗时的排序问题,在性能和效果之间取得了很好的平衡。WBOIT算法的实现主要包含两个Pass:Accumulation Pass 和 Composite Pass。</p>
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<h1 id="AABB-Plane-intersection"><a href="#AABB-Plane-intersection" class="headerlink" title="AABB Plane intersection"></a>AABB Plane intersection</h1><p>核心判定逻辑:计算AABB中心到平面的有符号距离(signed distance),并与AABB在平面法线方向上的投影半径(projection interval radius)进行比较。</p>
<p><strong>平面由法向量n和到原点的距离d定义:</strong></p>
<p>$x\cdot \vec{n} = d$</p>
<p><strong>AABB由最小角点 min 和最大角点 max 定义,可以将其转换为中心-半边长(center-extents)表示:</strong></p>
<p>中心点:$c = (min + max) / 2$</p>
<p>正半边长:$e = max - c$</p>
<p><strong>投影半径计算:</strong></p>
<p>AABB在平面法线n方向上的投影半径r为各轴向半边长在法线方向上的绝对值之和,这实际上是AABB在法线方向上的最大”半径”——从中心到最远顶点的投影距离,<strong>直观理解可以表示为AABB在法线方向投影的覆盖范围</strong></p>
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<h1 id="ZFighting"><a href="#ZFighting" class="headerlink" title="ZFighting"></a>ZFighting</h1><h2 id="为什么是-1-z"><a href="#为什么是-1-z" class="headerlink" title="为什么是 1/z"></a>为什么是 1/z</h2><p>GPU 硬件深度缓冲区通常不会存储物体在相机前距离的线性表示。相反,深度缓冲区存储的值与世界空间深度的倒数成正比。<br>在本文中,用 d 表示存储在深度缓冲区中的值( [0, 1] 范围内),用 z 表示世界空间深度,即相机viewSpace下lookAt方向的实际距离,以世界单位(如米)表示。一般来说,它们之间的关系具有以下形式:<br></p>
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<h1 id="Gaussian-Blur"><a href="#Gaussian-Blur" class="headerlink" title="Gaussian Blur"></a>Gaussian Blur</h1><h2 id="Gaussian-Function"><a href="#Gaussian-Function" class="headerlink" title="Gaussian Function"></a>Gaussian Function</h2><p>高斯函数(或正态分布函数)在各个领域中被广泛应用。标准差 σ 决定了数据在均值周围的分散程度。较大的标准差会使数据分布得更分散。(体现在高斯模糊上就是图片会变的更糊)<br></p>
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