Technical Articles

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Interactive graphics demos & notes — rebuilt with the current site theme.

A* Path Finding↗ Profhua's Article↗ 写一个简单SVO(稀疏体素八叉树)↗ B-Spline/Catmull-Rom Bicubic Filtering↗ B-Spline/Catmull-Rom Bicubic Filtering↗ Ear Clipping Triangulation↗ Ear Clipping With Multiple Holes↗ 扩展&稳定视角向量↗ Expand&Stablilize Viewport Vectors↗ Fabric Simulation↗ 流体模拟↗ 前向动力学FK↗ Quadtree四叉树(一)存储点数据↗ Greyscale Level Sample↗ How HISM Works↗ How HISM Works↗ 反向动力学IK↗ KindaCoolStuff↗ 在虚幻里绘制可互动吃豆人幽灵↗ Quadtree四叉树(二)查找点数据↗ Quadtree四叉树(一)存储点数据↗ 二次贝兹曲线的正向距离场↗ RayMarching光线步进(一)深度↗ RayMarching光线步进(二)法线和phong光照模型↗ RayMarching光线步进(三)距离场软阴影及算法改进↗ Rubic's Cube in Vertex Shader↗ 写一个简单SVO(稀疏体素八叉树)↗ 多方向抖动的射击准心↗ 卷轴游戏中的水体渲染↗ SubstancePaiter的CustomShader,实现美术制作引擎中复杂材质贴图时的可视化↗ Flowmap based POM Fur Shader UE2SP↗ UE LUT 到 SP LUT的转换↗ Verlet Integration↗ 着色器中的Voronoi(泰森多边形)↗ Wave Function Collapse↗ Weiler Atherton Polygon Clipping↗