<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[码工图形]]></title><description><![CDATA[Technical blog on computer graphics, game development, and AI-era engineering by Ma Yidong.]]></description><link>https://ma-yidong.com</link><generator>RSS for Node</generator><lastBuildDate>Sun, 12 Apr 2026 03:05:55 GMT</lastBuildDate><atom:link href="https://ma-yidong.com/rss.xml" rel="self" type="application/rss+xml"/><language><![CDATA[en]]></language><item><title><![CDATA[A Practical Guide to Game Vehicle Physics | 游戏车辆物理入门指南]]></title><description><![CDATA[从悬挂、轮胎、传动到空气动力学，系统梳理游戏车辆物理的完整技术图景，分析 Box2D、Bullet、PhysX 等引擎方案及 Forza、GT 等商业大作的做法。]]></description><link>https://ma-yidong.com/blog/20260406-game-vehicle-physics</link><guid isPermaLink="true">https://ma-yidong.com/blog/20260406-game-vehicle-physics</guid><pubDate>Mon, 06 Apr 2026 00:00:00 GMT</pubDate></item><item><title><![CDATA[2025 | 年终]]></title><description><![CDATA[2025 年终回顾：Vibe Coding 成为日常开发模式，从 Cursor 到 Trae 重度使用 AI 代码 IDE；探讨 Agent 技术闭环、Reward 定义与模态限制，回顾年度游戏体验与个人项目。]]></description><link>https://ma-yidong.com/blog/2025-end</link><guid isPermaLink="true">https://ma-yidong.com/blog/2025-end</guid><pubDate>Tue, 06 Jan 2026 00:00:00 GMT</pubDate></item><item><title><![CDATA[The Physics and Artistic Expression of Game Destruction | 游戏破坏的物理与艺术表现]]></title><description><![CDATA[游戏破坏效果不是单纯追求物理真实，而是物理模拟与美术指导的综合产物。以 Control、Red Faction、战地等作品为例，分析预制碎片、程序化破碎、物理驱动的视觉表达等关键技术。]]></description><link>https://ma-yidong.com/blog/20251123-game-destruction-physics-art</link><guid isPermaLink="true">https://ma-yidong.com/blog/20251123-game-destruction-physics-art</guid><pubDate>Sun, 23 Nov 2025 00:00:00 GMT</pubDate></item><item><title><![CDATA[3DGS Application Analysis in the Film and Game Industries | 3D Gaussian Splatting：影视与游戏领域的应用分析]]></title><description><![CDATA[3D Gaussian Splatting 作为替代 NeRF 的光场渲染技术，凭借实时渲染优势正改变影视与游戏制作流程。本文分析其在电影预演、游戏场景重建、VR 体验等领域的应用现状与商业化前景。]]></description><link>https://ma-yidong.com/blog/20250820-3dgs-film-n-game</link><guid isPermaLink="true">https://ma-yidong.com/blog/20250820-3dgs-film-n-game</guid><pubDate>Wed, 20 Aug 2025 00:00:00 GMT</pubDate></item><item><title><![CDATA[Showreel 2025]]></title><description><![CDATA[2025 年个人作品展示集，回顾过去一年在图形、物理与游戏开发领域的项目实践。]]></description><link>https://ma-yidong.com/blog/20250811-showreel</link><guid isPermaLink="true">https://ma-yidong.com/blog/20250811-showreel</guid><pubDate>Mon, 11 Aug 2025 00:00:00 GMT</pubDate></item><item><title><![CDATA[The AI Gaming Roadmap | 通往 AI 游戏之路]]></title><description><![CDATA[从状态、行为空间与表征三个核心要素出发，系统分析 AI 如何改写游戏的底层逻辑——从数值驱动到记忆链、从封闭预设到动态开放、从预制作到 AIGC 实时生成。]]></description><link>https://ma-yidong.com/blog/20250730-ai-gaming-roadmap</link><guid isPermaLink="true">https://ma-yidong.com/blog/20250730-ai-gaming-roadmap</guid><pubDate>Wed, 30 Jul 2025 00:00:00 GMT</pubDate></item><item><title><![CDATA[A New Paradigm for GPU Physics Engines? Exploring the Possibilities and Limitations of VBD Methods | GPU物理引擎的新范式？VBD方法的可能性与局限性]]></title><description><![CDATA[VBD、A-VBD、JGS2 等新方法展现统一模拟框架的潜力——在 GPU 上 3ms 内处理 11 万刚体，超越 XPBD 和传统物理引擎，但仍面临接触处理和约束稳定性等挑战。]]></description><link>https://ma-yidong.com/blog/20250720-vbd</link><guid isPermaLink="true">https://ma-yidong.com/blog/20250720-vbd</guid><pubDate>Sun, 20 Jul 2025 00:00:00 GMT</pubDate></item><item><title><![CDATA[How to Achieve "Negative" Optimization with GPU Driven in Mobile Devices | 如何在移动端使用 GPU Driven “负”优化]]></title><description><![CDATA[对 GPU Driven 渲染技术进行 L1-L5 分级定义，分析移动端对 Bindless、MultiDraw、Compute Shader 的支持现状，以及盲目采用高级 GPU Driven 方案可能导致的"负优化"问题。]]></description><link>https://ma-yidong.com/blog/20250405-gpu-driven-negative-optimize</link><guid isPermaLink="true">https://ma-yidong.com/blog/20250405-gpu-driven-negative-optimize</guid><pubDate>Sat, 05 Apr 2025 00:00:00 GMT</pubDate></item><item><title><![CDATA[2024 | 年终]]></title><description><![CDATA[2024 年终回顾：审视 AI NPC 与 AI 动画的技术瓶颈，分析 XR 市场格局，探讨游戏开发中的 Magic Numbers 与技术美术的职业定位，从大厂离职后开启自由职业探索。]]></description><link>https://ma-yidong.com/blog/2024-end</link><guid isPermaLink="true">https://ma-yidong.com/blog/2024-end</guid><pubDate>Tue, 31 Dec 2024 00:00:00 GMT</pubDate></item><item><title><![CDATA[Some Random Thought on PhysX | PhysX 的一些随想]]></title><description><![CDATA[梳理 PhysX 从 NovodeX 到 NVIDIA 的发展历程与版本演进（v3 多线程、v4 ABP、v5 FEM/PBD），分析 Unity 定制适配及 NVIDIA 闭源 GPU 实现的战略影响。]]></description><link>https://ma-yidong.com/blog/20241124-random-thought-physx</link><guid isPermaLink="true">https://ma-yidong.com/blog/20241124-random-thought-physx</guid><pubDate>Sun, 24 Nov 2024 00:00:00 GMT</pubDate></item><item><title><![CDATA[Unity ML Agent Implementation | Unity ML Agent 的实现]]></title><description><![CDATA[深入分析 Unity ML-Agents 的架构实现——C/S 模式与 Isaac Gym 单体方案的对比，详解强化学习基础概念、通信协议及在 Unity 部署中的优劣势。]]></description><link>https://ma-yidong.com/blog/20241016-ml-agent-implementation</link><guid isPermaLink="true">https://ma-yidong.com/blog/20241016-ml-agent-implementation</guid><pubDate>Wed, 16 Oct 2024 00:00:00 GMT</pubDate></item><item><title><![CDATA[VaM Reverse Engineering | VaM 技术逆向]]></title><description><![CDATA[逆向分析 Virt-a-Mate 的技术架构——Unity 引擎、物理模拟、Softbody 与渲染方案，探讨其以技术拼凑和 UGC 生态驱动百万级用户的产品策略。]]></description><link>https://ma-yidong.com/blog/20240927-vam-reverse</link><guid isPermaLink="true">https://ma-yidong.com/blog/20240927-vam-reverse</guid><pubDate>Thu, 26 Sep 2024 00:00:00 GMT</pubDate></item><item><title><![CDATA[Porting a URP post-processing in XR | XR中移植一个URP后处理]]></title><description><![CDATA[在 Unity XR 中实现自定义 URP 后处理的实践指南，梳理 RTHandle 与 Single-Pass Stereo 渲染的兼容问题，提供 Shader 修改与 Quest 设备 Profiling 的具体方案。]]></description><link>https://ma-yidong.com/blog/20240824-xr-urp-postprocessing</link><guid isPermaLink="true">https://ma-yidong.com/blog/20240824-xr-urp-postprocessing</guid><pubDate>Sat, 24 Aug 2024 00:00:00 GMT</pubDate></item><item><title><![CDATA[Showreel 2024]]></title><description><![CDATA[2024 年个人作品展示集，涵盖近期图形渲染、程序化生成与游戏开发相关项目。]]></description><link>https://ma-yidong.com/blog/20240810-showreel</link><guid isPermaLink="true">https://ma-yidong.com/blog/20240810-showreel</guid><pubDate>Sat, 10 Aug 2024 00:00:00 GMT</pubDate></item><item><title><![CDATA[Starting from implementing shadows on Unity Vision Pro | 从 Unity Vision Pro 上实现阴影说起]]></title><description><![CDATA[在 Unity Vision Pro 上实现自定义阴影的踩坑记录——PolySpatial 渲染管线的限制、原生 ShadowComponent 导致面数暴涨的 Profiling 分析，以及替代方案探索。]]></description><link>https://ma-yidong.com/blog/vision-os-shadow</link><guid isPermaLink="true">https://ma-yidong.com/blog/vision-os-shadow</guid><pubDate>Fri, 28 Jun 2024 00:00:00 GMT</pubDate></item><item><title><![CDATA[Text To 3D Gaming's Challenge | Text To 3D 目前在游戏行业的困境]]></title><description><![CDATA[分析 Text-to-3D 技术在游戏行业面临的困境：实时渲染的性能限制、生成资产与手工制作的巨大质量差距、公开三维数据集的稀缺，使其短期内难以直接应用于游戏生产。]]></description><link>https://ma-yidong.com/blog/20230216-text-to-3d-gaming-challenge</link><guid isPermaLink="true">https://ma-yidong.com/blog/20230216-text-to-3d-gaming-challenge</guid><pubDate>Fri, 16 Feb 2024 00:00:00 GMT</pubDate></item><item><title><![CDATA[2023 | 年终]]></title><description><![CDATA[2023 年终回顾：AI（GPT4、Midjourney）与 VR（Vision Pro）成为年度技术信号，主导点石渲染器多个核心功能开发，从纯写代码转向以产品视角审视需求与市场。]]></description><link>https://ma-yidong.com/blog/2023-end</link><guid isPermaLink="true">https://ma-yidong.com/blog/2023-end</guid><pubDate>Sun, 31 Dec 2023 00:00:00 GMT</pubDate></item><item><title><![CDATA[Optimization for Burst Compiler | Burst Compiler 上的性能优化]]></title><description><![CDATA[深入分析 Unity Burst Compiler 的工作原理——基于 LLVM 的编译管线与 SIMD 优化，结合实例展示循环向量化、内存访问模式等具体优化手段，实测可达 1.79x 性能提升。]]></description><link>https://ma-yidong.com/blog/20231112-burst</link><guid isPermaLink="true">https://ma-yidong.com/blog/20231112-burst</guid><pubDate>Sun, 12 Nov 2023 00:00:00 GMT</pubDate></item><item><title><![CDATA[5 Fables of Reinforcement Learning | 强化学习寓言五则]]></title><description><![CDATA[用五个寓言故事解读强化学习核心概念——贪婪 vs 随机探索、On-Policy vs Off-Policy、Model-Based vs Model-Free 等，以生活直觉代替数学公式帮助理解 RL 的本质。]]></description><link>https://ma-yidong.com/blog/20231015-5-fables-rl</link><guid isPermaLink="true">https://ma-yidong.com/blog/20231015-5-fables-rl</guid><pubDate>Sun, 15 Oct 2023 00:00:00 GMT</pubDate></item><item><title><![CDATA[Migrate Blog's Tech Stack | 迁移博客技术方案，WordPress -> Hexo]]></title><description><![CDATA[博客从 WordPress 迁移至 Hexo 静态站点并部署到腾讯云对象存储的实践记录，利用 GitHub Action 自动化部署与 CDN 加速，半天完成迁移。]]></description><link>https://ma-yidong.com/blog/20231014-move-from-wordpress</link><guid isPermaLink="true">https://ma-yidong.com/blog/20231014-move-from-wordpress</guid><pubDate>Sat, 14 Oct 2023 00:00:00 GMT</pubDate></item><item><title><![CDATA[Will procedural generation still exist in the age of AGI? | AI时代程序化生成还会存在吗？]]></title><description><![CDATA[在 AGI 时代重新审视程序化生成的价值：分析大模型的数据隐私、训练成本与可控性局限，论证 PCG 在参数化控制、实时交互和确定性输出方面的不可替代性。]]></description><link>https://ma-yidong.com/blog/will-procedural-generation-still-exist-in-the-age-of-agi</link><guid isPermaLink="true">https://ma-yidong.com/blog/will-procedural-generation-still-exist-in-the-age-of-agi</guid><pubDate>Sat, 13 May 2023 00:00:00 GMT</pubDate></item><item><title><![CDATA[Neural Network Lightmap | 神经网络光照贴图]]></title><description><![CDATA[探索用神经网络替代传统 Lightmap 的可能性——在静态场景中用 MLP 编码辐照度信息，支持镜面反射与次表面散射等复杂光路，弥补传统 Lightmap 只能烘焙漫反射间接光的不足。]]></description><link>https://ma-yidong.com/blog/neural-network-lightmap</link><guid isPermaLink="true">https://ma-yidong.com/blog/neural-network-lightmap</guid><pubDate>Sun, 26 Feb 2023 00:00:00 GMT</pubDate></item><item><title><![CDATA[2022 | 年终]]></title><description><![CDATA[2022 年终回顾：从技术美术转向软件工程思维，积累 CI/CD 与 Code Review 实践经验，探索美术管线的 ETL 流程与自动化测试，并思考原型制作与产品方法论。]]></description><link>https://ma-yidong.com/blog/2022-end</link><guid isPermaLink="true">https://ma-yidong.com/blog/2022-end</guid><pubDate>Sat, 31 Dec 2022 00:00:00 GMT</pubDate></item><item><title><![CDATA[Crowded Plaza, a game with Bevy/Rust| 拥挤广场：使用Bevy/Rust开发小游戏]]></title><description><![CDATA[使用 Bevy/Rust 开发 ECS 架构的小游戏实践，体验原生 ECS 的 Data-Oriented 设计理念，并与 Unity ECS 进行性能基准对比。]]></description><link>https://ma-yidong.com/blog/crowded-plaza</link><guid isPermaLink="true">https://ma-yidong.com/blog/crowded-plaza</guid><pubDate>Tue, 26 Jul 2022 00:00:00 GMT</pubDate></item><item><title><![CDATA[The Girl With a Voxel Earring，Behind the Scene | 幕后]]></title><description><![CDATA[Taichi 99 行代码体素挑战的获奖作品幕后：在 128³ 体素空间和 99 行代码的限制下，用一天时间创作致敬《戴珍珠耳环的少女》的体素艺术作品的技术思路。]]></description><link>https://ma-yidong.com/blog/the-girl-with-a-voxel-earring</link><guid isPermaLink="true">https://ma-yidong.com/blog/the-girl-with-a-voxel-earring</guid><pubDate>Sun, 24 Apr 2022 00:00:00 GMT</pubDate></item><item><title><![CDATA[Headless Substance | 无头Substance材质生成]]></title><description><![CDATA[探索无 GUI 的 Substance 自动化贴图生成流程——通过 Docker 与 WebSocket 实现 SAT 集成，支持批量处理、程序化纹理生成等场景，摆脱人力密集的传统管线。]]></description><link>https://ma-yidong.com/blog/headless-substance</link><guid isPermaLink="true">https://ma-yidong.com/blog/headless-substance</guid><pubDate>Wed, 31 Mar 2021 00:00:00 GMT</pubDate></item><item><title><![CDATA[Game Art Trick – Light Field and Imposter | 游戏美术技巧 – 光场与公告板]]></title><description><![CDATA[从图形学中基于物理 vs 基于图像两种文化出发，梳理光场渲染与 Imposter 技术在游戏美术中的应用，揭示许多美术技巧背后共通的图像学原理。]]></description><link>https://ma-yidong.com/blog/game-art-trick-light-field-and-imposter</link><guid isPermaLink="true">https://ma-yidong.com/blog/game-art-trick-light-field-and-imposter</guid><pubDate>Sun, 27 Dec 2020 00:00:00 GMT</pubDate></item><item><title><![CDATA[Rig a Hand | 绑定一只手]]></title><description><![CDATA[手部绑定的完整实践指南，涵盖布线原则、直接绑定与 Pose Space Deformation、数据驱动方法等，整理相关学术论文并附 bone-kit 工程实现。]]></description><link>https://ma-yidong.com/blog/rig-a-hand</link><guid isPermaLink="true">https://ma-yidong.com/blog/rig-a-hand</guid><pubDate>Sun, 20 Sep 2020 00:00:00 GMT</pubDate></item><item><title><![CDATA[Economize Your Texture | 如何节约贴图]]></title><description><![CDATA[系统总结贴图优化的核心思想：分辨率控制、通道复用、压缩格式选择、Virtual Texture 等，揭示其与音视频压缩、神经网络压缩在方法论上的共通之处。]]></description><link>https://ma-yidong.com/blog/economize-your-texture</link><guid isPermaLink="true">https://ma-yidong.com/blog/economize-your-texture</guid><pubDate>Tue, 25 Aug 2020 00:00:00 GMT</pubDate></item><item><title><![CDATA[Realtime Physical Based Rendering, a Personal Outline | 实时基于物理的渲染-个人的大纲]]></title><description><![CDATA[从光路出发而非数学公式，以直观方式梳理实时 PBR 的完整图景——渲染方程、材质 BRDF、光照与阴影，帮助读者快速建立宏观认知而非陷入微观细节。]]></description><link>https://ma-yidong.com/blog/realtime-physical-based-rendering-a-personal-outline</link><guid isPermaLink="true">https://ma-yidong.com/blog/realtime-physical-based-rendering-a-personal-outline</guid><pubDate>Sun, 09 Aug 2020 00:00:00 GMT</pubDate></item><item><title><![CDATA[Build a Blender Geometry CI Pipeline |搭建一个Blender模型CI(持续集成)框架]]></title><description><![CDATA[基于 Blender + Docker + GitHub Action 搭建美术资源的持续集成框架，以面数检查与 LOD 自动生成为例，验证 CI 在美术管线质量保障中的可行性。]]></description><link>https://ma-yidong.com/blog/build-a-blender-geometry-ci-pipeline</link><guid isPermaLink="true">https://ma-yidong.com/blog/build-a-blender-geometry-ci-pipeline</guid><pubDate>Sat, 11 Jul 2020 00:00:00 GMT</pubDate></item><item><title><![CDATA[Data-Driven IK in Character| 角色中的数据驱动反向动力学]]></title><description><![CDATA[从隐空间视角重新理解角色动画——将动作数据视为高维空间中的流形，传统 IK 方法可视为机器学习方法的近似与简化，附 latent-pose 工程实现。]]></description><link>https://ma-yidong.com/blog/data-driven-ik-in-character</link><guid isPermaLink="true">https://ma-yidong.com/blog/data-driven-ik-in-character</guid><pubDate>Sun, 24 May 2020 00:00:00 GMT</pubDate></item><item><title><![CDATA[BxDF Truth to Realtime with Mitsuba. A case study of Fur BSSRDF | BxDF从真实到实时，以毛发为例]]></title><description><![CDATA[以毛发 BSSRDF 为例，对比离线渲染器 Mitsuba 与实时渲染的实现差异，梳理从物理测量到理论建模再到实时简化的完整流程，分析实时化过程中的精度损失。]]></description><link>https://ma-yidong.com/blog/bxdf-truth-to-realtime-with-mitsuba-a-case-study-of-fur-bssrdf</link><guid isPermaLink="true">https://ma-yidong.com/blog/bxdf-truth-to-realtime-with-mitsuba-a-case-study-of-fur-bssrdf</guid><pubDate>Sat, 09 May 2020 00:00:00 GMT</pubDate></item><item><title><![CDATA[Interacting with Houdini Engine in Python | 使用Python与Houdini Engine交互]]></title><description><![CDATA[开发 pyhapi——Houdini Engine 的 Python 封装库，将繁琐的 C API 转为面向对象接口，实现 HDA 实例化、参数设置与几何体导入导出的自动化流程。]]></description><link>https://ma-yidong.com/blog/interacting-with-houdini-engine-in-python</link><guid isPermaLink="true">https://ma-yidong.com/blog/interacting-with-houdini-engine-in-python</guid><pubDate>Fri, 17 Jan 2020 00:00:00 GMT</pubDate></item><item><title><![CDATA[Houdini Rigging for Game, A Brief Research | Houdini游戏绑定，入门踩坑]]></title><description><![CDATA[探索用 Houdini 替代 Max/Maya 进行游戏角色绑定的可行性，涵盖骨骼创建、约束系统、蒙皮权重的实现，并与传统工具链的优劣势对比。]]></description><link>https://ma-yidong.com/blog/houdini-rigging-for-game-a-brief-research</link><guid isPermaLink="true">https://ma-yidong.com/blog/houdini-rigging-for-game-a-brief-research</guid><pubDate>Sun, 01 Dec 2019 00:00:00 GMT</pubDate></item><item><title><![CDATA[On 3D Mesh Deformation, FFD to RBF | 模型变形从FFD到RBF]]></title><description><![CDATA[从 Lattice FFD、Cage FFD 到 RBF 变形的算法梳理，基于 Polygon Mesh Processing 一书，对比各方法在程序化建模中的数学严谨性与适用场景。]]></description><link>https://ma-yidong.com/blog/on-3d-mesh-deformation-ffd-to-rbf</link><guid isPermaLink="true">https://ma-yidong.com/blog/on-3d-mesh-deformation-ffd-to-rbf</guid><pubDate>Wed, 07 Aug 2019 00:00:00 GMT</pubDate></item><item><title><![CDATA[On Mesh Cloud Rendering – Reimplement Sea of Thieves’ cloud | 模型云渲染-重现盗贼之海的云]]></title><description><![CDATA[复现《盗贼之海》的模型云渲染方法——基于体积渲染公式的简化，用 VEX 生成云网格、Unity 中 Gaussian Blur 与噪声扰动实现低成本高质量的云效果。]]></description><link>https://ma-yidong.com/blog/on-mesh-cloud-rendering-reimplement-sea-of-thieves-cloud</link><guid isPermaLink="true">https://ma-yidong.com/blog/on-mesh-cloud-rendering-reimplement-sea-of-thieves-cloud</guid><pubDate>Sun, 30 Jun 2019 00:00:00 GMT</pubDate></item><item><title><![CDATA[A Short History of Parallax Occlusion Mapping/Relief Mapping | 视差贴图，一个简短的历史]]></title><description><![CDATA[梳理视差贴图技术从 2001 年 Kaneko 的 Offset-Limiting 到 POM、Relief Mapping、Cone Step Mapping 等变体的演进历程，分析各方法的原理、精度与性能权衡。]]></description><link>https://ma-yidong.com/blog/a-short-history-of-parallax-occlusion-mapping-relief-mapping</link><guid isPermaLink="true">https://ma-yidong.com/blog/a-short-history-of-parallax-occlusion-mapping-relief-mapping</guid><pubDate>Sat, 22 Jun 2019 00:00:00 GMT</pubDate></item><item><title><![CDATA[Blocking Out City With Houdini PDG | 使用Houdini PDG生成城市白模]]></title><description><![CDATA[使用 Houdini PDG（Procedural Dependency Graph）将道路生成、地块细分与 L-System 建筑放置整合为统一的城市白模生成工作流，探讨 PDG 的优势与早期版本的局限性。]]></description><link>https://ma-yidong.com/blog/blocking-out-city-with-houdini-pdg</link><guid isPermaLink="true">https://ma-yidong.com/blog/blocking-out-city-with-houdini-pdg</guid><pubDate>Sun, 16 Jun 2019 00:00:00 GMT</pubDate></item><item><title><![CDATA[Hair Rendering and Modelling – An Intro | 头发渲染与建模 – 简介]]></title><description><![CDATA[头发渲染与建模综述：从 Kajiya-Kay 经典模型到 Marschner 物理模型、d'Eon 能量守恒改进及 Epic 的实时实现方案，同时介绍 Card、Shell 等传统建模方法与深度学习新思路。]]></description><link>https://ma-yidong.com/blog/hair-rendering-and-modelling-an-intro</link><guid isPermaLink="true">https://ma-yidong.com/blog/hair-rendering-and-modelling-an-intro</guid><pubDate>Sun, 31 Mar 2019 00:00:00 GMT</pubDate></item><item><title><![CDATA[Skin Decomposition | 蒙皮分解]]></title><description><![CDATA[使用 SSDR（Smooth Skin Decomposition with Rigid Bones）算法将顶点动画转换为骨骼动画，以布料模拟为例演示完整流程，适用于动捕面部动画等场景。]]></description><link>https://ma-yidong.com/blog/skin-decomposition</link><guid isPermaLink="true">https://ma-yidong.com/blog/skin-decomposition</guid><pubDate>Thu, 14 Feb 2019 00:00:00 GMT</pubDate></item><item><title><![CDATA[Tensorflow/Pytorch in Houdini | Houdini中使用Tensorflow/Pytorch]]></title><description><![CDATA[在 Linux 环境下为 Houdini 配置 TensorFlow/PyTorch 的完整指南，涵盖 virtualenv、CUDA/cuDNN 设置及深度学习与 Houdini 管线集成的实践。]]></description><link>https://ma-yidong.com/blog/tensorflow-pytorch-in-houdini</link><guid isPermaLink="true">https://ma-yidong.com/blog/tensorflow-pytorch-in-houdini</guid><pubDate>Sat, 26 Jan 2019 00:00:00 GMT</pubDate></item><item><title><![CDATA[Dabble FrankenGAN with Houdini | Houdini中测试FrankenGAN]]></title><description><![CDATA[在 Houdini 中复现 Siggraph Asia 2018 的 FrankenGAN 论文，利用 GAN 为粗糙建筑体块自动生成门窗、立面等细节，并介绍 CHOP 节点与 VEX 实现的立面标签生成方案。]]></description><link>https://ma-yidong.com/blog/dabble-frankengan-with-houdini</link><guid isPermaLink="true">https://ma-yidong.com/blog/dabble-frankengan-with-houdini</guid><pubDate>Fri, 18 Jan 2019 00:00:00 GMT</pubDate></item><item><title><![CDATA[Post Processing with Fast Neural Style Transfer in Unity | Unity中快速神经风格迁移后处理]]></title><description><![CDATA[在 Unity 中实现基于快速神经风格迁移的后处理效果，基于 Perceptual Losses 论文，对比 NST 与 GAN 在风格损失函数定义上的差异，提供完整的工程实现。]]></description><link>https://ma-yidong.com/blog/post-processing-with-fast-neural-style-transfer-in-unity</link><guid isPermaLink="true">https://ma-yidong.com/blog/post-processing-with-fast-neural-style-transfer-in-unity</guid><pubDate>Mon, 17 Dec 2018 00:00:00 GMT</pubDate></item><item><title><![CDATA[Train Post-Processing With GAN | 使用生成对抗网络训练后处理]]></title><description><![CDATA[探索用 GAN（生成对抗网络）训练游戏后处理效果的可行性，对比传统后处理与 Image-to-Image Translation 的异同，讨论通用性与实时性能之间的平衡。]]></description><link>https://ma-yidong.com/blog/train-post-processing-with-gan</link><guid isPermaLink="true">https://ma-yidong.com/blog/train-post-processing-with-gan</guid><pubDate>Thu, 06 Dec 2018 00:00:00 GMT</pubDate></item><item><title><![CDATA[Unity ECS, Swarm Animation and Markov Chain| ECS集群动画与马尔可夫链]]></title><description><![CDATA[使用 Unity ECS 实现大规模人群动画——将骨骼动画烘焙为贴图在 Vertex Shader 中做 Skinning，结合马尔可夫链驱动行人状态转换，并对比 Unity Entities 的性能表现。]]></description><link>https://ma-yidong.com/blog/unity-ecs-swarm-animation-and-markov-chain</link><guid isPermaLink="true">https://ma-yidong.com/blog/unity-ecs-swarm-animation-and-markov-chain</guid><pubDate>Sat, 24 Nov 2018 00:00:00 GMT</pubDate></item><item><title><![CDATA[Construct BVH with Unity Job System | 用Unity JobSystem构造BVH]]></title><description><![CDATA[使用 Unity Job System 实现并行 BVH 构造，基于 Morton Code 排序与 Bitonic Sort 算法，参考 NVIDIA Thinking Parallel 经典方法，附带性能分析。]]></description><link>https://ma-yidong.com/blog/construct-bvh-with-unity-job-system</link><guid isPermaLink="true">https://ma-yidong.com/blog/construct-bvh-with-unity-job-system</guid><pubDate>Tue, 20 Nov 2018 00:00:00 GMT</pubDate></item><item><title><![CDATA[Procedural Building, A Prefabricated Way | 程序式建筑生成-预制方法]]></title><description><![CDATA[借鉴现实世界装配式建筑的建构逻辑，在 Houdini 中实现程序化建筑生成。以宏村水镇为例，探讨预制模块组合、贴图规划与渲染效率的平衡。]]></description><link>https://ma-yidong.com/blog/procedural-building-a-prefabricated-way</link><guid isPermaLink="true">https://ma-yidong.com/blog/procedural-building-a-prefabricated-way</guid><pubDate>Sun, 21 Oct 2018 00:00:00 GMT</pubDate></item><item><title><![CDATA[Making of a alien base with L-System | 使用L-system建模外星基地]]></title><description><![CDATA[使用 Houdini 的扩展 L-System 进行外星基地的程序化建模，介绍生长规则、分支概率、房间生成等参数化方法，并演示导出至 Unreal Engine 的流程。]]></description><link>https://ma-yidong.com/blog/making-of-a-alien-base-with-l-system</link><guid isPermaLink="true">https://ma-yidong.com/blog/making-of-a-alien-base-with-l-system</guid><pubDate>Wed, 26 Sep 2018 00:00:00 GMT</pubDate></item><item><title><![CDATA[Splat with 256 Texture – Review on MegaSplat | 256套贴图混合地形-MegaSplat回顾]]></title><description><![CDATA[回顾 Unity 地形插件 MegaSplat 的技术实现——支持 256 层贴图混合的 Shader 组装方案，涵盖积雪、积水、Tessellation、Parallax 等地形渲染特性的实现细节。]]></description><link>https://ma-yidong.com/blog/terrain-with-256-texture-review-on-megasplat</link><guid isPermaLink="true">https://ma-yidong.com/blog/terrain-with-256-texture-review-on-megasplat</guid><pubDate>Mon, 03 Sep 2018 00:00:00 GMT</pubDate></item><item><title><![CDATA[Procedural Parcel Modelling In Houdini | Houdini中程序式生成街区地块]]></title><description><![CDATA[街道生成之后的下一步——将街区划分为地块。分析平铺式、周边式、独立式三种典型地块形态及其城市规划背景，并在 Houdini 中实现对应的程序化生成算法。]]></description><link>https://ma-yidong.com/blog/procedural-parcel-modelling-in-houdini</link><guid isPermaLink="true">https://ma-yidong.com/blog/procedural-parcel-modelling-in-houdini</guid><pubDate>Wed, 29 Aug 2018 00:00:00 GMT</pubDate></item><item><title><![CDATA[Procedural Street Modelling In Houdini 1 | Houdini中程序式街道生成 I]]></title><description><![CDATA[基于 Chen 2008 的张量场方法在 Houdini 中实现程序化街道生成，对比 L-System 与张量场两种路网生成方案的优劣，详解张量定义与道路追踪算法。]]></description><link>https://ma-yidong.com/blog/procedural-street-modelling-in-houdini-1</link><guid isPermaLink="true">https://ma-yidong.com/blog/procedural-street-modelling-in-houdini-1</guid><pubDate>Fri, 17 Aug 2018 00:00:00 GMT</pubDate></item><item><title><![CDATA[Vertex Shader Animation Revisit | 顶点动画再议]]></title><description><![CDATA[利用顶点色与自定义 UV 通道存储运动参数，在 Vertex Shader 中实现植被摇曳、布料飘动等程序化动画，最大化利用 GPU 并行计算能力并降低运行时开销。]]></description><link>https://ma-yidong.com/blog/vertex-shader-animation-revisit</link><guid isPermaLink="true">https://ma-yidong.com/blog/vertex-shader-animation-revisit</guid><pubDate>Sun, 15 Jul 2018 00:00:00 GMT</pubDate></item><item><title><![CDATA[Terrain Cliff Problem | 地形峭壁问题]]></title><description><![CDATA[地形峭壁导致的 UV 拉伸与纹理失真问题，总结三种解决方案：Triplanar 侧坡几何体（FarCry5）、启发式贴面平铺、侧坡拆分展 UV，并分析各自的适用场景。]]></description><link>https://ma-yidong.com/blog/terrain-cliff-problem</link><guid isPermaLink="true">https://ma-yidong.com/blog/terrain-cliff-problem</guid><pubDate>Sat, 12 May 2018 00:00:00 GMT</pubDate></item><item><title><![CDATA[Memo of Analysing Game Rendering 2 | 分析游戏渲染的姿势备忘之二]]></title><description><![CDATA[使用 Nsight Graphics Debugger 分析游戏渲染的技术笔记，记录 Frame Capture、Draw Call 分析与草地渲染、Virtual Texture 等技术的逆向分析流程。]]></description><link>https://ma-yidong.com/blog/memo-of-analysing-game-rendering-2</link><guid isPermaLink="true">https://ma-yidong.com/blog/memo-of-analysing-game-rendering-2</guid><pubDate>Sun, 04 Mar 2018 00:00:00 GMT</pubDate></item><item><title><![CDATA[Some Methods to Occlusion Culling | 遮挡剔除的几种方式]]></title><description><![CDATA[对比遮挡剔除的主流方案：预计算 PVS、Unity 的 Umbra dPVS、GPU-Driven 遮挡剔除，分析各方法的原理、性能特征及在手游/开放世界中的适用性。]]></description><link>https://ma-yidong.com/blog/some-methods-to-occlusion-culling</link><guid isPermaLink="true">https://ma-yidong.com/blog/some-methods-to-occlusion-culling</guid><pubDate>Wed, 21 Feb 2018 00:00:00 GMT</pubDate></item><item><title><![CDATA[Memo of Analysing Game Rendering 1 | 分析游戏渲染的姿势备忘之一]]></title><description><![CDATA[移动游戏渲染分析工具备忘：Mali Graphics Debugger、Adreno Profiler、Snapdragon Profiler 的使用方法与 GPU 性能分析要点。]]></description><link>https://ma-yidong.com/blog/reverse-engineering-mobile-game-mem</link><guid isPermaLink="true">https://ma-yidong.com/blog/reverse-engineering-mobile-game-mem</guid><pubDate>Tue, 20 Feb 2018 00:00:00 GMT</pubDate></item><item><title><![CDATA[Houdini Terrain 2 | Houdini地形生成之二]]></title><description><![CDATA[Houdini 地形生成进阶：与 World Machine 的功能对比，展示 Houdini 在蒙版绘制、VEX 数据控制、多分辨率侵蚀等方面的优势，以及多层数据存储与导出实践。]]></description><link>https://ma-yidong.com/blog/houdini-terrain-2</link><guid isPermaLink="true">https://ma-yidong.com/blog/houdini-terrain-2</guid><pubDate>Sun, 03 Dec 2017 00:00:00 GMT</pubDate></item><item><title><![CDATA[Realtime Grass Rendering on Mobile Platform| 移动端实时草地渲染]]></title><description><![CDATA[移动端实时草地渲染技术综述：从 GRID Autosport 的 GPU 草地到 Adam Demo 的方案，分析 LOD 系统、密度图与移动端特定优化策略。]]></description><link>https://ma-yidong.com/blog/realtime-grass-rendering-on-mobile-platform-移动端实时草地渲染</link><guid isPermaLink="true">https://ma-yidong.com/blog/realtime-grass-rendering-on-mobile-platform-移动端实时草地渲染</guid><pubDate>Sun, 15 Oct 2017 00:00:00 GMT</pubDate></item><item><title><![CDATA[Mixed Lighting Lightmap & Shader in Unity | Unity中混合光照Lightmap研究]]></title><description><![CDATA[深入研究 Unity Mixed Lighting 的三种 Lightmap 模式（Shadowmask、Bake Indirect、Subtractive），以表格形式对比动态/静态物体在不同 Shadow Distance 下的阴影行为。]]></description><link>https://ma-yidong.com/blog/mixed-lighting-lightmap-shader-in-unity</link><guid isPermaLink="true">https://ma-yidong.com/blog/mixed-lighting-lightmap-shader-in-unity</guid><pubDate>Sat, 02 Sep 2017 00:00:00 GMT</pubDate></item><item><title><![CDATA[Maya Python Workflow | Maya Python工作流程]]></title><description><![CDATA[Maya Python 开发环境配置指南：PyMel 面向对象接口、外部编辑器集成、Python 包管理及 PySide UI 开发的实践要点。]]></description><link>https://ma-yidong.com/blog/maya-python-workflow</link><guid isPermaLink="true">https://ma-yidong.com/blog/maya-python-workflow</guid><pubDate>Thu, 31 Aug 2017 00:00:00 GMT</pubDate></item><item><title><![CDATA[Houdini Terrain | Houdini 地形生成]]></title><description><![CDATA[使用 Houdini 生成地形的基础教程，涵盖 Voronoi/Perlin 噪声生成、Ramp Channel 地形变形、VEX 水力侵蚀模拟等核心技术，并与 World Machine 的性能进行对比。]]></description><link>https://ma-yidong.com/blog/houdini-terrain</link><guid isPermaLink="true">https://ma-yidong.com/blog/houdini-terrain</guid><pubDate>Wed, 25 Jan 2017 00:00:00 GMT</pubDate></item></channel></rss>