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2020
Rig a Hand | 绑定一只手
Sep 20, 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
Build a Blender Geometry CI Pipeline |搭建一个Blender模型CI(持续集成)框架
Jul 11, 2020
Data-Driven IK in Character| 角色中的数据驱动反向动力学
May 24, 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
Interacting with Houdini Engine in Python | 使用Python与Houdini Engine交互
Jan 17, 2020
2019
Houdini Rigging for Game, A Brief Research | Houdini游戏绑定,入门踩坑
Dec 1, 2019
On 3D Mesh Deformation, FFD to RBF | 模型变形从FFD到RBF
Aug 7, 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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Ma Yidong | 2016-
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