<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>图形学 on VisualGMQ的博客</title><link>https://visualgmq.github.io/tags/%E5%9B%BE%E5%BD%A2%E5%AD%A6/</link><description>Recent content in 图形学 on VisualGMQ的博客</description><generator>Hugo -- gohugo.io</generator><language>zh-cn</language><managingEditor>visualgmq@outlook.com (VisualGMQ)</managingEditor><webMaster>visualgmq@outlook.com (VisualGMQ)</webMaster><copyright>© 2026 VisualGMQ</copyright><lastBuildDate>Sat, 12 Aug 2023 23:21:25 +0800</lastBuildDate><atom:link href="https://visualgmq.github.io/tags/%E5%9B%BE%E5%BD%A2%E5%AD%A6/index.xml" rel="self" type="application/rss+xml"/><item><title>Raylib的BatchRendering</title><link>https://visualgmq.github.io/posts/raylib%E7%9A%84batchrendering/</link><pubDate>Sat, 12 Aug 2023 23:21:25 +0800</pubDate><author>visualgmq@outlook.com (VisualGMQ)</author><guid>https://visualgmq.github.io/posts/raylib%E7%9A%84batchrendering/</guid><description>&lt;p&gt;本文分析了&lt;a href="https://www.raylib.com/" target="_blank" rel="noreferrer"&gt;开源游戏框架Raylib&lt;/a&gt; v4.5.0中的batch rendering实现。&lt;/p&gt;</description></item><item><title>切线空间详解</title><link>https://visualgmq.github.io/posts/%E5%88%87%E7%BA%BF%E7%A9%BA%E9%97%B4%E8%AF%A6%E8%A7%A3/</link><pubDate>Wed, 16 Mar 2022 12:58:21 +0000</pubDate><author>visualgmq@outlook.com (VisualGMQ)</author><guid>https://visualgmq.github.io/posts/%E5%88%87%E7%BA%BF%E7%A9%BA%E9%97%B4%E8%AF%A6%E8%A7%A3/</guid><description>&lt;p&gt;本文解释了TBN矩阵的推导和在顶点着色器中对切线空间变换的推导。&lt;/p&gt;</description></item><item><title>3D空间中的旋转</title><link>https://visualgmq.github.io/posts/3d%E7%A9%BA%E9%97%B4%E4%B8%AD%E7%9A%84%E6%97%8B%E8%BD%AC/</link><pubDate>Fri, 11 Mar 2022 21:24:40 +0000</pubDate><author>visualgmq@outlook.com (VisualGMQ)</author><guid>https://visualgmq.github.io/posts/3d%E7%A9%BA%E9%97%B4%E4%B8%AD%E7%9A%84%E6%97%8B%E8%BD%AC/</guid><description>&lt;p&gt;本文描述了3D空间中的旋转，包括使用欧拉角旋转，四元数旋转，绕坐标轴轴旋转，绕旋转轴旋转以及四元数插值。&lt;/p&gt;</description></item><item><title>从0开始制作软渲染器（四）</title><link>https://visualgmq.github.io/posts/%E4%BB%8E0%E5%BC%80%E5%A7%8B%E5%88%B6%E4%BD%9C%E8%BD%AF%E6%B8%B2%E6%9F%93%E5%99%A8%E5%9B%9B/</link><pubDate>Wed, 09 Mar 2022 21:29:25 +0000</pubDate><author>visualgmq@outlook.com (VisualGMQ)</author><guid>https://visualgmq.github.io/posts/%E4%BB%8E0%E5%BC%80%E5%A7%8B%E5%88%B6%E4%BD%9C%E8%BD%AF%E6%B8%B2%E6%9F%93%E5%99%A8%E5%9B%9B/</guid><description>&lt;p&gt;本文说明了纹理映射。&lt;/p&gt;</description></item><item><title>从0开始制作软渲染器（三）</title><link>https://visualgmq.github.io/posts/%E4%BB%8E0%E5%BC%80%E5%A7%8B%E5%88%B6%E4%BD%9C%E8%BD%AF%E6%B8%B2%E6%9F%93%E5%99%A8%E4%B8%89/</link><pubDate>Tue, 08 Mar 2022 16:36:58 +0000</pubDate><author>visualgmq@outlook.com (VisualGMQ)</author><guid>https://visualgmq.github.io/posts/%E4%BB%8E0%E5%BC%80%E5%A7%8B%E5%88%B6%E4%BD%9C%E8%BD%AF%E6%B8%B2%E6%9F%93%E5%99%A8%E4%B8%89/</guid><description>&lt;p&gt;本文开始编写渲染器的代码。&lt;/p&gt;
&lt;p&gt;本着色器很大程度上参考了&lt;a href="https://github.com/skywind3000/RenderHelp" target="_blank" rel="noreferrer"&gt;韦易笑大神的RenderHelp渲染器&lt;/a&gt;。我的渲染器的理论是跟着&lt;a href="https://www.bilibili.com/video/BV1X7411F744?share_source=copy_web" target="_blank" rel="noreferrer"&gt;Games101&lt;/a&gt;和《Fundamentals of Computer Graphics, Fourth Edition》这本书来的，和韦大神渲染器中的方程不太一样（尤其是透视投影，深度测试的地方），所以如果要跟着我这系列博客学习，请务必从头看到尾，以避免公式和细节不一致的情况出现。&lt;/p&gt;
&lt;p&gt;最后的渲染器项目在&lt;a href="https://github.com/VisualGMQ/SoftRenderer" target="_blank" rel="noreferrer"&gt;这里&lt;/a&gt;，gitee上也有同名镜像。&lt;/p&gt;</description></item><item><title>从0开始制作软渲染器（零）</title><link>https://visualgmq.github.io/posts/%E4%BB%8E0%E5%BC%80%E5%A7%8B%E5%88%B6%E4%BD%9C%E8%BD%AF%E6%B8%B2%E6%9F%93%E5%99%A8%E9%9B%B6/</link><pubDate>Sun, 06 Mar 2022 14:11:23 +0000</pubDate><author>visualgmq@outlook.com (VisualGMQ)</author><guid>https://visualgmq.github.io/posts/%E4%BB%8E0%E5%BC%80%E5%A7%8B%E5%88%B6%E4%BD%9C%E8%BD%AF%E6%B8%B2%E6%9F%93%E5%99%A8%E9%9B%B6/</guid><description>&lt;p&gt;本文介绍了基本的渲染管线知识。&lt;/p&gt;</description></item><item><title>从0开始制作软渲染器（二）</title><link>https://visualgmq.github.io/posts/%E4%BB%8E0%E5%BC%80%E5%A7%8B%E5%88%B6%E4%BD%9C%E8%BD%AF%E6%B8%B2%E6%9F%93%E5%99%A8%E4%BA%8C/</link><pubDate>Tue, 01 Mar 2022 22:33:19 +0000</pubDate><author>visualgmq@outlook.com (VisualGMQ)</author><guid>https://visualgmq.github.io/posts/%E4%BB%8E0%E5%BC%80%E5%A7%8B%E5%88%B6%E4%BD%9C%E8%BD%AF%E6%B8%B2%E6%9F%93%E5%99%A8%E4%BA%8C/</guid><description>&lt;p&gt;本文说了有关光栅化的事情&lt;/p&gt;</description></item><item><title>从0开始制作软渲染器（一）</title><link>https://visualgmq.github.io/posts/%E4%BB%8E0%E5%BC%80%E5%A7%8B%E5%88%B6%E4%BD%9C%E8%BD%AF%E6%B8%B2%E6%9F%93%E5%99%A8%E4%B8%80/</link><pubDate>Tue, 01 Mar 2022 20:43:35 +0000</pubDate><author>visualgmq@outlook.com (VisualGMQ)</author><guid>https://visualgmq.github.io/posts/%E4%BB%8E0%E5%BC%80%E5%A7%8B%E5%88%B6%E4%BD%9C%E8%BD%AF%E6%B8%B2%E6%9F%93%E5%99%A8%E4%B8%80/</guid><description>&lt;p&gt;本文讲述了MVP矩阵的意义,投影变换（透视投影和平行投影）矩阵的推导以及视口变换&lt;/p&gt;</description></item></channel></rss>