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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
2020
Game Art Trick – Light Field and Imposter | 游戏美术技巧 – 光场与公告板
Dec 27, 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
A Short History of Parallax Occlusion Mapping/Relief Mapping | 视差贴图,一个简短的历史
Jun 22, 2019
Hair Rendering and Modelling – An Intro | 头发渲染与建模 – 简介
Mar 31, 2019
2018
Memo of Analysing Game Rendering 2 | 分析游戏渲染的姿势备忘之二
Mar 4, 2018
12
Ma Yidong | 2016-
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