﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>C++博客-流逝的时光</title><link>http://www.cppblog.com/zzxhang/</link><description>总有一天我们都会离去

email: zzxhang@gmail.com</description><language>zh-cn</language><lastBuildDate>Sun, 05 Apr 2026 14:14:55 GMT</lastBuildDate><pubDate>Sun, 05 Apr 2026 14:14:55 GMT</pubDate><ttl>60</ttl><item><title>关于A卡和N卡驱动</title><link>http://www.cppblog.com/zzxhang/archive/2010/09/22/127337.html</link><dc:creator>清風</dc:creator><author>清風</author><pubDate>Wed, 22 Sep 2010 05:32:00 GMT</pubDate><guid>http://www.cppblog.com/zzxhang/archive/2010/09/22/127337.html</guid><wfw:comment>http://www.cppblog.com/zzxhang/comments/127337.html</wfw:comment><comments>http://www.cppblog.com/zzxhang/archive/2010/09/22/127337.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cppblog.com/zzxhang/comments/commentRss/127337.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/zzxhang/services/trackbacks/127337.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 图形开发确是一件麻烦事,把效果弄好就不易,还得忍受不同卡不同驱动带来的差异化问题&nbsp;&nbsp;<a href='http://www.cppblog.com/zzxhang/archive/2010/09/22/127337.html'>阅读全文</a><img src ="http://www.cppblog.com/zzxhang/aggbug/127337.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/zzxhang/" target="_blank">清風</a> 2010-09-22 13:32 <a href="http://www.cppblog.com/zzxhang/archive/2010/09/22/127337.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>初步完成多线程设计</title><link>http://www.cppblog.com/zzxhang/archive/2010/06/22/118489.html</link><dc:creator>清風</dc:creator><author>清風</author><pubDate>Tue, 22 Jun 2010 12:36:00 GMT</pubDate><guid>http://www.cppblog.com/zzxhang/archive/2010/06/22/118489.html</guid><wfw:comment>http://www.cppblog.com/zzxhang/comments/118489.html</wfw:comment><comments>http://www.cppblog.com/zzxhang/archive/2010/06/22/118489.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cppblog.com/zzxhang/comments/commentRss/118489.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/zzxhang/services/trackbacks/118489.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;在比较了多种多线程引擎框架后，我最终的设计类似double－buffer方案，把引擎模块划分为3个线程：Io线程，逻辑线程，渲染线程，对于我的引擎的目标平台来说，已经足够，实际上，我针对的是2－3核的CPU，再多的线程一方面会使得处理逻辑更加复杂，另一方面也不会带来效率的提升（甚至会降低），anyway，我已经这么做了，把渲染单独做为一个线程，逻辑线程每帧向渲染线程提交渲染数据上下文，在帧开始前进行一次同步（等待渲染线程完成上一帧的渲染），原理很简单，但真正做起来还是有不少细节需要仔细考虑的。。总的来说还是比较顺利，这要归功于写代码前做了足够多的设计工作，我甚至为此通读了Nebula3引擎的代码，整理了一份PPT并在公司内部讲解过。<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; 下一步工作该是把整个Graphics的高层框架搭好了 
<img src ="http://www.cppblog.com/zzxhang/aggbug/118489.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/zzxhang/" target="_blank">清風</a> 2010-06-22 20:36 <a href="http://www.cppblog.com/zzxhang/archive/2010/06/22/118489.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>start</title><link>http://www.cppblog.com/zzxhang/archive/2010/05/03/114260.html</link><dc:creator>清風</dc:creator><author>清風</author><pubDate>Mon, 03 May 2010 09:59:00 GMT</pubDate><guid>http://www.cppblog.com/zzxhang/archive/2010/05/03/114260.html</guid><wfw:comment>http://www.cppblog.com/zzxhang/comments/114260.html</wfw:comment><comments>http://www.cppblog.com/zzxhang/archive/2010/05/03/114260.html#Feedback</comments><slash:comments>5</slash:comments><wfw:commentRss>http://www.cppblog.com/zzxhang/comments/commentRss/114260.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/zzxhang/services/trackbacks/114260.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 忽然发现好像满世界的人都在自己写3D Engine，搞得我都不好意思说我也在写Engine了- -#。。。这会是个庞大和艰巨的任务，因为我对它的定位是游戏引擎而不是单纯的图形引擎，算下从我刚开始工作到现在的时间也不短了，一直在跟引擎打交道，既参与过自主引擎的开发也用过商业引擎...&nbsp;&nbsp;<a href='http://www.cppblog.com/zzxhang/archive/2010/05/03/114260.html'>阅读全文</a><img src ="http://www.cppblog.com/zzxhang/aggbug/114260.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/zzxhang/" target="_blank">清風</a> 2010-05-03 17:59 <a href="http://www.cppblog.com/zzxhang/archive/2010/05/03/114260.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Gpu terrain</title><link>http://www.cppblog.com/zzxhang/archive/2010/03/19/110103.html</link><dc:creator>清風</dc:creator><author>清風</author><pubDate>Fri, 19 Mar 2010 06:33:00 GMT</pubDate><guid>http://www.cppblog.com/zzxhang/archive/2010/03/19/110103.html</guid><wfw:comment>http://www.cppblog.com/zzxhang/comments/110103.html</wfw:comment><comments>http://www.cppblog.com/zzxhang/archive/2010/03/19/110103.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/zzxhang/comments/commentRss/110103.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/zzxhang/services/trackbacks/110103.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 最近想研究下GPU对地形渲染的性能优化,google到了Gpu gems2的一篇文章: <Terrain Rendering Using GPU-Based Geometry Clipmaps>,链接:http://research.microsoft.com/en-us/um/people/hoppe/gpugcm.pdf,扫了一遍,看懂了大概,把要点记于此:<br>&nbsp;&nbsp;<a href='http://www.cppblog.com/zzxhang/archive/2010/03/19/110103.html'>阅读全文</a><img src ="http://www.cppblog.com/zzxhang/aggbug/110103.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/zzxhang/" target="_blank">清風</a> 2010-03-19 14:33 <a href="http://www.cppblog.com/zzxhang/archive/2010/03/19/110103.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Percentage-Closer Soft Shadows（译）</title><link>http://www.cppblog.com/zzxhang/archive/2009/10/31/99910.html</link><dc:creator>清風</dc:creator><author>清風</author><pubDate>Sat, 31 Oct 2009 11:40:00 GMT</pubDate><guid>http://www.cppblog.com/zzxhang/archive/2009/10/31/99910.html</guid><wfw:comment>http://www.cppblog.com/zzxhang/comments/99910.html</wfw:comment><comments>http://www.cppblog.com/zzxhang/archive/2009/10/31/99910.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cppblog.com/zzxhang/comments/commentRss/99910.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/zzxhang/services/trackbacks/99910.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 自适应实时软阴影的一种实现&nbsp;&nbsp;<a href='http://www.cppblog.com/zzxhang/archive/2009/10/31/99910.html'>阅读全文</a><img src ="http://www.cppblog.com/zzxhang/aggbug/99910.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/zzxhang/" target="_blank">清風</a> 2009-10-31 19:40 <a href="http://www.cppblog.com/zzxhang/archive/2009/10/31/99910.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Variance Shadow Mapping(译)</title><link>http://www.cppblog.com/zzxhang/archive/2009/10/20/99069.html</link><dc:creator>清風</dc:creator><author>清風</author><pubDate>Tue, 20 Oct 2009 14:52:00 GMT</pubDate><guid>http://www.cppblog.com/zzxhang/archive/2009/10/20/99069.html</guid><wfw:comment>http://www.cppblog.com/zzxhang/comments/99069.html</wfw:comment><comments>http://www.cppblog.com/zzxhang/archive/2009/10/20/99069.html#Feedback</comments><slash:comments>8</slash:comments><wfw:commentRss>http://www.cppblog.com/zzxhang/comments/commentRss/99069.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/zzxhang/services/trackbacks/99069.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 翻译只求意思准确，省略了一些不太相关的内容，如有错误烦请指正，原文：http://developer.download.nvidia.com/whitepapers/2007/SDK10/VarianceShadowMapping.pdf&nbsp;&nbsp;<a href='http://www.cppblog.com/zzxhang/archive/2009/10/20/99069.html'>阅读全文</a><img src ="http://www.cppblog.com/zzxhang/aggbug/99069.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/zzxhang/" target="_blank">清風</a> 2009-10-20 22:52 <a href="http://www.cppblog.com/zzxhang/archive/2009/10/20/99069.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>软渲染引擎（有代码有真相）</title><link>http://www.cppblog.com/zzxhang/archive/2009/09/30/97607.html</link><dc:creator>清風</dc:creator><author>清風</author><pubDate>Tue, 29 Sep 2009 17:32:00 GMT</pubDate><guid>http://www.cppblog.com/zzxhang/archive/2009/09/30/97607.html</guid><wfw:comment>http://www.cppblog.com/zzxhang/comments/97607.html</wfw:comment><comments>http://www.cppblog.com/zzxhang/archive/2009/09/30/97607.html#Feedback</comments><slash:comments>14</slash:comments><wfw:commentRss>http://www.cppblog.com/zzxhang/comments/commentRss/97607.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/zzxhang/services/trackbacks/97607.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要:    虽然还有不少问题，但已经不想再写下去了，这两天晚上写了几个简单的demo作为sample，一起发。<br>   <br>   代码在vs2005下编译通过，所有代码仅做学习交流之用，请勿用于其他用途，谢谢！&nbsp;&nbsp;<a href='http://www.cppblog.com/zzxhang/archive/2009/09/30/97607.html'>阅读全文</a><img src ="http://www.cppblog.com/zzxhang/aggbug/97607.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/zzxhang/" target="_blank">清風</a> 2009-09-30 01:32 <a href="http://www.cppblog.com/zzxhang/archive/2009/09/30/97607.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>骨骼动画 + 文字渲染 + alpha混合 + 聚光灯 + 雾效</title><link>http://www.cppblog.com/zzxhang/archive/2009/09/26/97308.html</link><dc:creator>清風</dc:creator><author>清風</author><pubDate>Sat, 26 Sep 2009 12:23:00 GMT</pubDate><guid>http://www.cppblog.com/zzxhang/archive/2009/09/26/97308.html</guid><wfw:comment>http://www.cppblog.com/zzxhang/comments/97308.html</wfw:comment><comments>http://www.cppblog.com/zzxhang/archive/2009/09/26/97308.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/zzxhang/comments/commentRss/97308.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/zzxhang/services/trackbacks/97308.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 光照：<br>    再次修改了公式，把镜面反射的点积值也映射到了0~1的范围内，这样就不会再出现有一团黑的情况了：I = Ia * Ka + Id * Kd * (L dot N + 1.0) * 0.5 + Is * Ks * pow((R dot V + 1.0) * 0.5,n)...&nbsp;&nbsp;<a href='http://www.cppblog.com/zzxhang/archive/2009/09/26/97308.html'>阅读全文</a><img src ="http://www.cppblog.com/zzxhang/aggbug/97308.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/zzxhang/" target="_blank">清風</a> 2009-09-26 20:23 <a href="http://www.cppblog.com/zzxhang/archive/2009/09/26/97308.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>局部光照 + zBuffer + 纹理</title><link>http://www.cppblog.com/zzxhang/archive/2009/09/06/95400.html</link><dc:creator>清風</dc:creator><author>清風</author><pubDate>Sat, 05 Sep 2009 16:23:00 GMT</pubDate><guid>http://www.cppblog.com/zzxhang/archive/2009/09/06/95400.html</guid><wfw:comment>http://www.cppblog.com/zzxhang/comments/95400.html</wfw:comment><comments>http://www.cppblog.com/zzxhang/archive/2009/09/06/95400.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cppblog.com/zzxhang/comments/commentRss/95400.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/zzxhang/services/trackbacks/95400.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 采用了最简单的局部光照模型，用opengl的光照方程：I = Ia * Ka + Id * Kd * (L dot N)  + Is * Ks * pow((R dot V),n)<br>&nbsp;&nbsp;<a href='http://www.cppblog.com/zzxhang/archive/2009/09/06/95400.html'>阅读全文</a><img src ="http://www.cppblog.com/zzxhang/aggbug/95400.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/zzxhang/" target="_blank">清風</a> 2009-09-06 00:23 <a href="http://www.cppblog.com/zzxhang/archive/2009/09/06/95400.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>软渲染</title><link>http://www.cppblog.com/zzxhang/archive/2009/08/23/94159.html</link><dc:creator>清風</dc:creator><author>清風</author><pubDate>Sun, 23 Aug 2009 04:31:00 GMT</pubDate><guid>http://www.cppblog.com/zzxhang/archive/2009/08/23/94159.html</guid><wfw:comment>http://www.cppblog.com/zzxhang/comments/94159.html</wfw:comment><comments>http://www.cppblog.com/zzxhang/archive/2009/08/23/94159.html#Feedback</comments><slash:comments>10</slash:comments><wfw:commentRss>http://www.cppblog.com/zzxhang/comments/commentRss/94159.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/zzxhang/services/trackbacks/94159.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 大约在一个多星期前开始写一个软渲染引擎，类似D3D的一个东西，只不过硬件处理的部分全部换成软件处理，对图形学有点了解的人应该都知道是个什么玩意。同样，这是个业余时间进行的项目，目的是为了总结一些以前学过的很基础的知识。我并没有打算给自己定一个很详细的计划去完成它，主要是不想把它变成一种任务，那样会很累（你有压力，我有压力，没事还是别再给自己增加什么负担了- -）&nbsp;&nbsp;<a href='http://www.cppblog.com/zzxhang/archive/2009/08/23/94159.html'>阅读全文</a><img src ="http://www.cppblog.com/zzxhang/aggbug/94159.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/zzxhang/" target="_blank">清風</a> 2009-08-23 12:31 <a href="http://www.cppblog.com/zzxhang/archive/2009/08/23/94159.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>