daozhangXDZ / DaoZhang_ProgramNote

小道笔记

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@Author: 白袍小道 @Blob: https://www.cnblogs.com/BaiPao-XD/ ##施主-转载-请说明来自[谢谢]:https://github.com/daozhangXDZ/DaoZhang_ProgramNote [TOC]

DaoZhang_ProgramNote

.vscode

Animation

Example

GearsofWar4features FAQ

IKFK

AnimationIK_Info Skeletal

Booksblog

CharlieMunger_Mentalmodel

C++

blod

C++codebasecanrecommendlearning C++博客收藏地址

C++11NewKey

Lambdas noexcept UniformInitialization

C++迭代器

C++迭代器

chrono

chrono_info chrono_lib

Class_Lifetime

Construct_Destruct CPplusDefaultFun

CSharp

CSharpNet

Thift_C#

C系统关键字

Const ConstRef delete VALIst _vsnprintf

EffectiveCPlus

EffectiveCPlus_01 EffectiveCPlus_03 EffectiveCPlus_04 EffectiveCPlus_05 EffectiveCPlus_06 EffectiveCPlus_07 EffectiveCPlus_08 EffectiveCPlus_09 EffectiveCPlus_10 EffectiveCPlus_11 EffectiveCPlus_12 EffectiveCPlus_13 EffectiveCPlus_14 EffectiveCPlus_15 EffectiveCPlus_16 EffectiveCPlus_17 EffectiveCPlus_18 EffectiveCPlus_19 EffectiveCPlus_20 EffectiveCPlus_21 EffectiveCPlus_22 EffectiveCPlus_23 EffectiveCPlus_24 EffectiveCPlus_25 EffectiveCPlus_26 EffectiveCPlus_27 EffectiveCPlus_28 EffectiveCPlus_29

memory

CC++知识点---sizeof使用规则及陷阱分析(网摘) CC++程序的跟踪和分析工具uftrace GCC编译器选项解析 memcpy Reducememoryfragmentation 内存工作设置 细说new与malloc的10点区别

std

stdmap StdMap_imp STd_Vector STLFunction

template

Afunctiontemplate Classtemplate CompleteTemplateTypeDerivation Explicit(full)templatespecialization template templatearguments Templatemeta-programming templatespecialization

Thread

Multi-threadedC++StandardLibraryIntroductionPart1 STD_ASYNC_STD_Thread Task_And_multithreading TLSAlloc

Windows

Untitled

Windowsprogramming

handlingmouseevents

函数

C++lambda表达式与函数对象 CPlusCallbackDepth Synchronousandasynchronouscallbackscallbacks 数值类型和字符串的相互转换

智能指针

Boost

AutoPtr_Implement C++smartpointer_meroFix

注释

CSharpZS

虚函数

C++TemplateInHeadFile C++继承:公有,私有,保护 VirtualExtend

GameBlod

3DGameTech

CommonTricksfor3Dgames_1

JM

channelmixbasedimplementatio

ZZHX

the_Final_Fantasy_series

GPUDevice

GUDA

GUDA_1 TextureFillRate

GraphyRender

AABB和OBB

AABB_OBB_01 KDTree

AO

AmbientOcclusion SSAO_WEBGL

Daily_Pathtracer

CUDADailyPathracer DailyPathtracer01 DailyPathtracerPart1InitialC++ DailyPathtracerPart2FixStupid DailyPathtracerPart3C#&Unity&Burst DailyPathtracerPart4Fixes&Mitsuba DailyPathtracerPart5MetalGPU!

DITHER

DITHER_CSDN

DX11

PCF(PercentcloserFilter)

edge_detection_technology

edgedetectiontechnology_GLSL

Filter

Kalman_Filter

Gamma_space_and_linearspace

Gammaspaceandlinearspace

Geometric_features

AmbientOcclusion AverageGeodesicDistance PointFeatureHistogram ShapeDiameterFunction

GeomMath

AdaptiveGPUGeometricSegmentation

Global_Illumination

smallptGlobalIlluminationin99linesofC++

GPUGem

AccurateAtmosphericScattering AnimationintheDawn AO ApproximationstoSubsurfaceScattering BidirectionalTextureFunctions CinematicLighting ColorControls CountlessBladesofWavingGrass DeferredShadinginS.T.A.L.K.E.R. DepthofField DynamicAmbientOcclusion DynamicIrradianceEnvironmentMaps EffectiveWaterSimulationfromPhysicalModels EfficientShadowVolumeRendering FastFilter-WidthEstimateswithTextureMaps FireintheVulcan General-PurposeComputationonGPU GeneratingSoftShadowsUsingOcclusionIntervalMaps GPU-BasedGeometryClipmaps HardwareOcclusionQueries High-QualityFiltering Image-BasedLighting ImprovedPerlinNoise LightScatteringfromHumanHairFibers ManagementwithMultistreaming ManagingVisibilityforPer-PixelLighting OmnidirectionalShadowMapping OpenEXRImageFileFormat Per-PixelDisplacementMapping PerspectiveShadowMaps Real-TimeGlow RenderingWaterCaustics SegmentBuffering ShadowMapAntialiasing SimulatingDiffraction SkinintheDawnDemo SourceAndSummer SpatialBRDFs SurfaceswithDisplacementMapping TextureBombing Tile-BasedTextureMapping TowardPhotorealism

GPUPro_Gem_Summer

ZenGPU

GPU_Pro_1

AlphaBlendingasaPost-Process AnisotropicKuwaharaFiltering BoundinBlood ConventionalShadowFiltering EdgeAnti-aliasingbyPost-Processing Floyd-SteinbergHalftoning HeightBlending HierarchicalItemBuffersforGranularOcclusionCulling LightUsingTetrahedronMapping MakingitLarge,Beautiful,Fast Real-TimeMulti-BounceRay-Tracing RealisticDepthofField ScreenSpaceCloudLighting ScreenSpaceSoftShadows SSDO StylizedRenderinginSpore SubsurfaceScattering ultiresolutionSplattingforIndirectIllumination VirtualTextureMapping

Graph_OSS_Algeo

EdgeDetectionTech_OpGL OpenGL_basic_lighting_model

IBL

lightIllumination_IBL SpecularIBL SpecularIBL_OpenGL

Light

thetechnologyofrealisticlightingingames Tile-BasedArchitecture

MatcapShader

MatCap_Base

Math

ConvolutioninC++ Datainterpolationmethod Determineifthepointisinsidethetriangle DotProduct Expectationandvariance Manhattandistance MonteCarlo NumericaldifferentialC++ PlaneEquation QKF Ray-Planeintersectiontest SolidAngle (raytriangleintersectiontest)

MipMap

MipMap_baseInfo

ModeFile

FBXReadAndWrite

OpenGL

Blend_OpenGL

LeanOpenGL

AdvancedData AdvancedGLSL

AdvancedLighting

AdvancedLighting Bloom DeferredShading GammaCorrection HDR NormalMapping ParallaxMapping

Shadow

PointShadows ShadowMapping SSAO AntiAliasing Assimp BaseShader Basic_Lighting Blending CameraBase CoordinateSystems Cubemaps Depth_testing FaceCulling Framebuffers GeometryShader Hello_Triangle Hello_Window Instancing Lighting_maps Light_casters Light_Colors Materials Mesh Model Multiple_lights StencilTesting Textures Transformations

OpenGLES

API

glActiveTexture glCheckFramebufferStatus glDrawElements glPixelStorei glReadPixels glTexImage2D glTexParameteri Framebuffers GLESAccessBuffer Opengles3SimulationEnvironment

Other

GL_Dither

stb

stbi_load

PBR

PhysicsBaseRender01 PhysicsBaseRender02 PhysicsBaseRender03 PhysicsRender_01 PhysicsRender_02 PhysicsRender_03 PhysicsRender_04 Spherical_gaussian Spherical_gaussian02 Spherical_gaussian03 Spherical_gaussian04 Spherical_gaussian05

PCF

PCFbasedonscreenpixelshake SoftshadowtechniqueofPCF

ProfileGPU

NvdProfile

Real_Time_Rendering_3rd

Real-TimeRendering3rd_01 Real-TimeRendering3rd_02 Real-TimeRendering3rd_03 Real-TimeRendering3rd_04 Real-TimeRendering3rd_05 Real-TimeRendering3rd_06 Real-TimeRendering3rd_07 Real-TimeRendering3rd_08 Real-TimeRendering3rd_09 Real-TimeRendering3rd_10 Real-TimeRendering3rd_11 Real-TimeRendering3rd_12

RenderExample

SnowEve

3AGame_Realization

RenderProfile

StructureOfTheGPU

Render_Path

ParseForward+render RenderPath_Summer_01 TiledBasedDeferredShading TiledBasedDeferredShading与Forward+

Screen_Space_Deep_ShadowMaps

ScreenSpaceDeepShadowMaps

semipermeable

Blend_learn_Opgl

Shader

profile

ShaderLowLevelOptimization

ShaderToy

molten_bismuth

Shadow

DistanceFieldSoftShadows ShadowMap Summaryofreal-timeshadowingtechniques

Space_transformation

DX11Spacetransformation

TeachBlob

AnisotropicMaterial

StainlessSteel

GLSLDemo

Untitled

PhotoCharacterRender

Character_rendering_Hair Character_rendering_skin volumetric-basedmaterials

WITCHCHAPTER

WITCH_CHAPTE

tessellation

tessellation_studio_note

Texture_and_sampling

MSAA

analysisofMSAA MSAA_Basic

tone_mapping

ToneMapping_001 Tonemapping——002 Untitled

GraphyRender_Other

Base

Normal_Map

FeatureShader

Blod

Spiderman_Parallel_Universe

ClearCost

Unity_ClearCost

Cloth

Cloth_In_Unity

Hair

Alice'sCry_MadnessComesAgain ChaRalProduction_texture Kajiya_Kay_Hair Nalu_Demo_Hair Unity_Hair

Liquid

LiquidWaver_Toon

NPR

Cartoonrendering_01 Cartoonrendering_02 Example_01_SYLL Hatching NonPhotorealistic_shadow_algorithm NPR_Hair_Shader Toon_Outline_Rendering Toon_Shader_01 Toon_Shader_02 Unity_NPR_01 UNITY_NPR_Simple

ocean

FftSeaSurfaceSimulation FftSeaSurfaceSimulation_2 NearshoreWaveEffect NearShoreWaveEffect_2 Ocean_mobile_with_boat_physic Outline

ShaderToy

AnalyticalMotionBlur EclipseEffect ProteanClouds RaymarchingInRaymarching

OpenCV

Blob

SLAMRamblings

CloudPoint

PointCloudConcept

CV

Hough_transform

ProgramDesign

GameProgramPater

Bytecode CommandPattern DecouplingPatterns DirtyFlag EventQueue FlyweightPattern GameLoop ObjectPool ObserverPattern OptimizationPatterns PrototypePattern SequencingPatterns ServiceLocator SingletonPattern SpatialPartition StatePattern SubclassSandbox TypeObject UpdateMethod

SoftwareArchitecturalPatterns

TenCommonSAP

ProgramTool

adb

adb_logcat adb_log_topc

assimp

win10MinGW_assimp

BAT

Path

GetTheDirAndSome

GIT

GItBranch GITHUB_AddMem

glew

glewinit

JetBrain

JetBrainShortcutSummary UnrealC++WithClion

Opencv

Everioment

MinGWw64compiledOpenCV OpenCVError OpenCVlink[MinGW-w64] ProvidedOpenCV[MinGW-w64]

Proxy

ShadowSock

PersonShadowSocks

review

CPlusPlusReview

SubLime

Package_Control Sublime_Crack Sublime_Theme

VM

MacOS_InWin10

VS

VSCode_shortcuts

VSCode

VSCode_CMake VSCode_Cmake2 VSCode_CPluse VSCode_Cpluse_XZ VSCODE_GLSL VSCODE_KeyMap VSCODE_OpenGL README

SLAM

SlamMT

SlamMT_01 SlamMT_02

Unity

AdvancedRendering

BloomBlurringLight

BloomBlurringLight_assets

DepthofField FlatandWireframeShading FXAASmoothingPixels SurfaceDisplacement Tessellation TriplanarMapping

Device

AndroidPerise

Unity_AndroidMainFeaster

DeviceCamera

WebCamTexture WebCamTexture_API

FixedBug

Light_Texture_Seam

HexMap

BlendingCellColors CreatingaHexagonalGrid Elevation FogofWar HexMap8Water Irregulatity LargerMaps MoreFeatures Pathfinding Rivers Roads SavingandLoading TerrainTextures Wrapping

Light

Light2D

2D_lighting_system

Noise

Noise,being NoiseDerivatives,goingwiththeflow SimplexNoise

Other

UnityUseOpenGLESWithEditor

Particel

ProgramerParticleAVGMesh ReverseParticleSystem

Program

UnityExtendByProgram

Unity_Chain_programming

Render

CatlikeCoding

Bumpiness CombiningTextures MultipleLights ShaderFundamentals Shadows TheFirstLight

Cluster_Unity

Cluster_Unity Cluster_Unity_2 Cluster_Unity_3

CommandBuffer

CommandBuffersInUnity UnityCommandBuffer_Basic UnityCommandBuffer_Summer

CustomScriptableRenderPipeline

Bumpiness CombiningTextures ComplexMaterials DeferredLights DeferredShading Fog GPUInstancing Matrices MixedLighting MoreComplexity MultipleLights Parallax RealtimeGI,ProbeVolumes,LODGroups Reflections SemitransparentShadows ShaderFundamentals Shadows StaticLighting TheFirstLight Transparency

CustomScriptableRenderPipeline_CH

CustomChannel CustomShader DirectionLightShadow GlobalIllumination GPUInstance illumination MLOD Reflection ShadowBaking SpotlightShadow transparency

Depth

UnityDepth

Light

Lightprobe

StaticIllU_LightProbe

LWRP

LWRP_1 LWRP_2 LWRP_Info

NoneSRP_DORender

PureManualRenderingPipeline_01 PureManualRenderingPipeline_02

RayMarching

GodRay RayMarching_Base Volume_Painting

ShaderGraphy

GetTheDepthBuffer_SG

SRP_Batcher

SRP_Batcher

UE4ToUnity

UE4ToUnityColorGradeTonemap UEToUnity_ExponentialHeightFog UEToUnity_Histogram UEToUnity_LightShaft

UnityPost

Post_Reslove

Post_ReInfo

UnityShader

Fresnel_Reflection FurMaterial HDRP_Toon_HairShader ShaderLab_Light ShaderLab_LightMode ShaderLab_Tab_Doc Shader_for_UGUI_optimization Shader_Properties Surface_Shader Transparent_Shader Unity's_PBR_extensio Unity_Computer_Shader_Info Unity_GPUIns

UnityECS

ECS_highPerformance MiniWorld_UnityECS

UnityNet

NetWorkingServer_01 UnityProtobufNet

Unity_editor_development

CustomEditor

EditorDoc

CustomEditorWindow EditorWindow

MeshPlugin_01

3D_line_drawing Model_eddy_current_distortion Model_grid_editor Four_GUI_systems

UnrealStudio

Animation

Animationsystemsourcecodeanalysis Customanimationnode CustomAnimationNode_Base Skeletoncontrol_1 Skeletoncontrol_2 UEEngineeditor

BLuePrint

InBPUseCPlusFunc

CoreUbject

CoreUbject-Uobject

EnvironmentalSimulation

Interactivephysicalvegetation Interactivephysicalvegetation2

Ocean

Ocean_01 Oceansimulation Oceansimulation_2 Volumecloudsky Volumecloudsky_2 Volumecloudsky_3 Volumecloudsky_4

GamePatter

CommandQueue

GamePlayer

GamePlayer-Actor_1 GamePlayer_Instance

Houdini

Terraian

BasicTerrainWorkflow ConstituencyUpdateTerrain landscapeComponentUUdate ProcessOptimization WorldComposition

Light_and_Shadow

ShadowDepth ShadowMapInfo ShadowMapInfo_VolumnLight

Material

AdvancedMaterials

Filmandtelevisiondramas

DF

MATMix_DistanceField

MateriaEditor

BillBoardMaterialForInstance Cloth,silkyarn,leather,cotton Customlightingmodel Custommaterialnode Heterogeneousmaterial ImageBasedLighting Materialdevelopment MaterialEditor_NodeCompile ModifyRenderPipelineinME Programmaticallycreateanewmaterial TranslucentSpecularShading

Multi-Threading-render

ParallelForInfo TaskGraphSystem

MultiPassRendering

DynamicCharacterHitMask UseRendertargetInBP

package

yourgamewithcommands

PrimitiveGeneration

CableComponent Custommodelresourcepipeline Dynamicsimulation Laserreflection Programmaticallygeneratedmodel Softjelly

ProgrammaticGeneratedTexture

DynamicTextureMask NosieProgrammaticGen UnrealSubstance

UBT

BuildflowoftheUnrealEngine4project UBTUseToUnSetupEngine

UE4Config

UEConfig_Info

UI

ProgUIEffect

UnrealEditor

Common

DetailEditor StructPropertyEditorAddSetterandListener

LevelEditor

DeltaTrack_LevelEditor

UnrealRender

BlobOtherSomething

Transllate

Transllate_Unreal

Landscape

HISM

HISM_Info_Zhihu

MIpMap

Unreal_MipMap

PipeLine

UE4_PIpeLine

ProductionPipline

PBRProductionPipeline

raymarchinginunreal

raymarchinginunreal_1 raymarchinginunreal_2 raymarchinginunreal_3 raymarchinginunreal_4 raymarchinginunreal_5

RayTracyingUE

Raytracing1 Raytracing2 Raytracing3

RealShadinginUnrealEngine4

RealShading_UE4_1 RealShading_UE4_2

RefrectionEveroment

RefrectionEveRoment

RenderPipeLine

BlobOther

RenderinginUE4_Gmo SSGIachieveanalysis

DefferRenderPipeline

UnrealDefferRender_01 UnrealDefferRender_02 UnrealDefferRender_03 UnrealDefferRender_04 UnrealDefferRender_05 UnrealDefferRender_06

PipelineRefactoring

PipelineRefactoringandDynamicInstancing

TileBased_Deferred_Rendering

Tile-Based_Deferred_Rendering

UnrealCustomPipeLine

UnrealCustomPipeLine_01 UnrealCustomPipeLine_02 UnrealCustomPipeLine_03 Untitled

UNREAL_RENDERS_AFRAME

UNREAL_RENDERS_AFRAME_01 UNREAL_RENDERS_AFRAME_02 UNREAL_RENDERS_AFRAME_03

RenderProcess

RenderProcess_01

RHI

Unreal_Render_RHI_1

Slate

Slate_01

ToonRendering

Nextgenerationcomics Preliminarystrokehookline ToonRenderingBegin

UnrealFeatureRender01

BumpOffset colortranslucentshadows Layeredmaterial MeshDecal Useadoublenormalforthetransparentcoating Usetexturemasks Usingrefraction

UnrealGraphicDevelopment_XV

ComputeShader ComputeShaderandothershaders Customizetherenderpipeline CustomRenderPipeline CustomShader CustomShaderInfo DeferenRenderPipeline DrawPolicy MeshDrawPass MeshDrawPipline ShaderAndC++ Shader_Resource StructureBuffer UniformBuffer

UnrealShader

Shader_Create_01

UnrealUseBugFix

LightFix Untitled

UOBJ

UnrealObjRefrection

Util

AssetBatch_Tool Assetcreation Curvy_Create_Tool CustomizeDetailPanelForPlugin FTickableGameObject SimpleEditorTool

VR_AR_MR

AR

ARCore

ARCore_Pass Cloud_Anchor Cloud_Anchor_QuickUnity Use_anchor_point

MagicLeap

ErrorTrouble

Trouble_In_Remote_01 MagicLeap_01 MagicLeap_Device

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小道笔记

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