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随笔分类 -  图形技术

Shadertoy 教程 Part 15 - 通道(Channels),纹理( Textures), 以及缓冲( Buffers )
摘要:Note: This series blog was translated from Nathan Vaughn's Shaders Language Tutorial and has been authorized by the author. If reprinted or reposted, 阅读全文
posted @ 2022-01-10 09:30 chen·yan 阅读(610) 评论(0) 推荐(1) 编辑
编写光晕着色器
摘要:朋友们,你们好,今天我们学习如何在Shadertoy中为物体制作光晕效果。 什么是光晕 在制作光晕效果之前,先来考虑一下是什么原因导致了物体发生光晕现象。生活中的很多物体都会发光:萤火虫,灯管,水母甚至是天上的星星。这些物体能够产生荧光,照亮黑暗的房间或者区域。有些光晕效果可能会比较弱,一段距离后就 阅读全文
posted @ 2022-01-06 11:58 chen·yan 阅读(177) 评论(0) 推荐(1) 编辑
Shadertoy 教程 Part 14 - 使用符号距离场函数
摘要:Note: This series blog was translated from Nathan Vaughn's Shaders Language Tutorial and has been authorized by the author. If reprinted or reposted, 阅读全文
posted @ 2021-12-30 17:34 chen·yan 阅读(729) 评论(0) 推荐(0) 编辑
Shadertoy 教程 Part 13 - 阴影
摘要:Note: This series blog was translated from Nathan Vaughn's Shaders Language Tutorial and has been authorized by the author. If reprinted or reposted, 阅读全文
posted @ 2021-12-27 11:15 chen·yan 阅读(365) 评论(0) 推荐(0) 编辑
Shadertoy 教程 Part 12 - 涅菲尔和边缘光
摘要:Note: This series blog was translated from Nathan Vaughn's Shaders Language Tutorial and has been authorized by the author. If reprinted or reposted, 阅读全文
posted @ 2021-12-27 10:21 chen·yan 阅读(416) 评论(0) 推荐(0) 编辑
Shadertoy 教程 Part 11 - 冯式反射模型
摘要:Note: This series blog was translated from Nathan Vaughn's Shaders Language Tutorial and has been authorized by the author. If reprinted or reposted, 阅读全文
posted @ 2021-12-20 09:45 chen·yan 阅读(391) 评论(0) 推荐(0) 编辑
Shadertoy 教程 Part 10 - 视点相机
摘要:Note: This series blog was translated from Nathan Vaughn's Shaders Language Tutorial and has been authorized by the author. If reprinted or reposted, 阅读全文
posted @ 2021-12-14 10:55 chen·yan 阅读(156) 评论(0) 推荐(0) 编辑
Shadertoy 教程 Part 9 - 相机的运动
摘要:Note: This series blog was translated from Nathan Vaughn's Shaders Language Tutorial and has been authorized by the author. If reprinted or reposted, 阅读全文
posted @ 2021-12-06 09:04 chen·yan 阅读(124) 评论(0) 推荐(0) 编辑
Shadertoy 教程 Part 8 - 3D 旋转
摘要:Note: This series blog was translated from Nathan Vaughn's Shaders Language Tutorial and has been authorized by the author. If reprinted or reposted, 阅读全文
posted @ 2021-11-29 09:27 chen·yan 阅读(156) 评论(0) 推荐(0) 编辑
Shadertoy 教程 Part 7 - 颜色和3D场景下的多物体绘制
摘要:Note: This series blog was translated from Nathan Vaughn's Shaders Language Tutorial and has been authorized by the author. If reprinted or reposted, 阅读全文
posted @ 2021-11-22 09:00 chen·yan 阅读(178) 评论(0) 推荐(0) 编辑
Shadertoy 教程 Part 6 - 使用光线步进算法创建3D场景
摘要:Note: This series blog was translated from Nathan Vaughn's Shaders Language Tutorial and has been authorized by the author. If reprinted or reposted, 阅读全文
posted @ 2021-11-15 09:25 chen·yan 阅读(379) 评论(0) 推荐(0) 编辑
Webgl中的基础模型绘制
摘要:开篇 本篇博文对绘制webgl中基础图形做说明。阅读本文时,你需要对基本的webgl有一定认识,并且熟悉中学的基本数学公式。不过这些公式都非常简单,只要你学过,使用起来就没有问题。本文将持续更新,但是如果你需要绘制复杂的图形,我建议你使用建模软件构建完后导出到webgl中。 基础图元 我们的世界的物 阅读全文
posted @ 2021-11-02 11:47 chen·yan 阅读(1079) 评论(0) 推荐(0) 编辑
图形着色器公式
摘要: 开篇 我在Shadertoy或者WegGL中编写着色器程序时,经常需要用到许多绘制2D或者3D图形学公式。和数学公式一样,这些公式大多数时候是需要记忆的。为了后续方便记忆和查阅,本博文总结了一些我在平时开发绘制图形(尤其是3D图形)时常用的计算公式。这其中大多数 阅读全文
posted @ 2021-11-01 10:07 chen·yan 阅读(531) 评论(0) 推荐(1) 编辑
Shadertoy 教程 Part 4 - 绘制多个2D图形和混入
摘要: Note: This series blog was translated from Nathan Vaughn's Shaders Language Tutorial and has been authorized by the author. If repr 阅读全文
posted @ 2021-11-01 10:00 chen·yan 阅读(243) 评论(0) 推荐(0) 编辑
Shadertoy 教程 Part 3 - 矩形和旋转
摘要: Note: This series blog was translated from Nathan Vaughn's Shaders Language Tutorial and has been authorized by the author. If repr 阅读全文
posted @ 2021-11-01 09:34 chen·yan 阅读(333) 评论(0) 推荐(0) 编辑
Retina 技术
摘要: 问题 有没有遇到这样的一个问题,为什么在某些设备上需要用到2倍图。当你的设计师过来问你的时候,你可能回答她:因为这些设备像素高,需要高清的图片才能显示清楚呢。事实上要搞清楚这个问题,我们需要知道的不仅仅是分辨率这么简单。为了弄清楚为什么要用2倍甚至三倍图这个问题 阅读全文
posted @ 2021-10-31 13:49 chen·yan 阅读(356) 评论(0) 推荐(1) 编辑
Shadertoy 教程 Part 1 - 介绍
摘要:Note: This series blog was translated from Nathan Vaughn's Shaders Language Tutorial and has been authorized by the author. If reprinted or reposted, 阅读全文
posted @ 2021-10-25 08:55 chen·yan 阅读(1308) 评论(0) 推荐(2) 编辑




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