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2025
How to Achieve "Negative" Optimization with GPU Driven in Mobile Devices | 如何在移动端使用 GPU Driven “负”优化
Apr 5, 2025
2024
VaM Reverse Engineering | VaM 技术逆向
Sep 26, 2024
Porting a URP post-processing in XR | XR中移植一个URP后处理
Aug 24, 2024
Starting from implementing shadows on Unity Vision Pro | 从 Unity Vision Pro 上实现阴影说起
Jun 28, 2024
2023
Neural Network Lightmap | 神经网络光照贴图
Feb 26, 2023
2020
Game Art Trick – Light Field and Imposter | 游戏美术技巧 – 光场与公告板
Dec 27, 2020
Economize Your Texture | 如何节约贴图
Aug 25, 2020
Realtime Physical Based Rendering, a Personal Outline | 实时基于物理的渲染-个人的大纲
Aug 9, 2020
BxDF Truth to Realtime with Mitsuba. A case study of Fur BSSRDF | BxDF从真实到实时,以毛发为例
May 9, 2020
2019
On Mesh Cloud Rendering – Reimplement Sea of Thieves’ cloud | 模型云渲染-重现盗贼之海的云
Jun 30, 2019
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