Skip to content

Commit 9db94de

Browse files
author
kefachen
committed
bunch of updates
1 parent 48df4e9 commit 9db94de

35 files changed

+449
-439
lines changed

_posts/Graphics/PBRT4 Notes/2024-08-22-Sample in Sphere and Normal, Cubemap Compression.md

Lines changed: 9 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,12 @@
1+
---
2+
title: Sample in Sphere and Normal, Cubemap Comporession
3+
math: true
4+
date: 2024-08-22 16:13:27 +0800
5+
comments: true
6+
categories:
7+
- Graphics
8+
---
9+
110
## Sample in Disk and Sphere
211

312
为了在 disk 上均匀采样,pbrt4 中使用了论文 A Low Distortion Map Between Disk and Square 中的方法,该论文认为 inversion method 算出来的映射有较大的 distortion,而它的 concentric map 则更好地保持了原来的形状。这样的好处是,例如我们通过低差异序列来生成随机数,那么这些随机数之间会隔得尽可能地远,如果这个变换的 distortion 比较小,那么我们会认为变换后的随机数仍然会相互之间隔得比较远,保留了低差异序列的优良性质
Lines changed: 3 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,3 @@
1+
之前用的是泊松圆盘采样,但有个问题是它只约束了点之间的最小距离,没有考虑点的差异性(比如对于某些点我可能希望它有更大的最小距离,而有些点挨得近一些也没事)
2+
3+
相比之下,[Mitchell’s Best-Candidate](https://gist.github.com/mbostock/1893974) 考虑得更全面,每个点是有一个半径的,不同的点半径可以不一样,随机撒点之后**用四叉树检测碰撞**。不过链接里示例代码在整个屏幕里随机撒点,感觉到后面找到合适点的概率有点低,我想能不能和泊松圆盘的撒点方法怎么结合一下

_posts/UE/2024-06-04 UnrealEditor in UE.md

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -141,8 +141,7 @@ TODO:UE 中关注的点
141141
* PCG 系统
142142
* skeletal mesh 和 animation
143143

144-
145-
144+
TODO:深入研究一下 UE5 中 merge static mesh 是如何工作的,[Deep Dive into Merging | Unreal Engine 5 features](https://www.youtube.com/watch?v=pg54iwY0Go4)
146145

147146

148147
### 多 render 一致性

_posts/UE/2024-06-27 GamePlay in Unreal.md

Lines changed: 0 additions & 59 deletions
This file was deleted.

_posts/UE/2024-07-18 Reflection and Garbage Collection in Unreal.md

Lines changed: 0 additions & 34 deletions
This file was deleted.

_posts/UE/2024-11-07 Subsystem in Unreal.md

Lines changed: 0 additions & 3 deletions
This file was deleted.

_posts/UE/Animation/2025-05-13 Misc Animation Features in Unreal.md

Lines changed: 2 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -7,5 +7,7 @@ Blend Space 中同时按住 ctrl 和 alt 可以显示当前的混合权重
77
* 为什么设置 blend time 后需要加一个 Intertialization 节点
88

99
TODO:解释 [motion wrapping](https://dev.epicgames.com/documentation/en-us/unreal-engine/motion-warping-in-unreal-engine)[pose wrapping](https://dev.epicgames.com/documentation/en-us/unreal-engine/pose-warping-in-unreal-engine)
10+
### Animation Editing
11+
在动画编辑器中 add key to additive layer tracks 是什么意思,这是怎么编辑动画的
1012

1113

_posts/UE/2024-10-28 Camera in Unreal.md renamed to _posts/UE/Basic GamePlay/2024-10-28 Camera in Unreal.md

Lines changed: 5 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -145,4 +145,8 @@ TODO:解释 `ICameraLensEffectInterface`,以及 `UCameraModifier`,UE 中
145145

146146
TODO:对这些出现的类的功能定位进行总结:player controller, player camera manager, camera component, view target, camera modifier 等等
147147

148-
TODO:看看 UE 的 stereo rendering 的实现,它需要 camera 等做哪些额外的事情(standford 的课 [ EE267: Virtual Reality](https://stanford.edu/class/ee267/)
148+
TODO:看看 UE 的 stereo rendering 的实现,它需要 camera 等做哪些额外的事情(standford 的课 [ EE267: Virtual Reality](https://stanford.edu/class/ee267/)
149+
150+
### Camera Shake
151+
TODO:解释 world camera shake
152+
TODO:解释 camera modifier
File renamed without changes.
File renamed without changes.

0 commit comments

Comments
 (0)