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Title: GitHub - mullore/Game-Programmer-Study-Notes: :anchor: 我的游戏程序员生涯的读书笔记合辑。你可以把它看作一个加强版的Blog。涉及图形学、实时渲染、编程实践、GPU编程、设计模式、软件工程等内容。Keep Reading , Keep Writing , Keep Coding.

Open Graph Title: GitHub - mullore/Game-Programmer-Study-Notes: :anchor: 我的游戏程序员生涯的读书笔记合辑。你可以把它看作一个加强版的Blog。涉及图形学、实时渲染、编程实践、GPU编程、设计模式、软件工程等内容。Keep Reading , Keep Writing , Keep Coding.

X Title: GitHub - mullore/Game-Programmer-Study-Notes: :anchor: 我的游戏程序员生涯的读书笔记合辑。你可以把它看作一个加强版的Blog。涉及图形学、实时渲染、编程实践、GPU编程、设计模式、软件工程等内容。Keep Reading , Keep Writing , Keep Coding.

Description: :anchor: 我的游戏程序员生涯的读书笔记合辑。你可以把它看作一个加强版的Blog。涉及图形学、实时渲染、编程实践、GPU编程、设计模式、软件工程等内容。Keep Reading , Keep Writing , Keep Coding. - mullore/Game-Programmer-Study-Notes

Open Graph Description: :anchor: 我的游戏程序员生涯的读书笔记合辑。你可以把它看作一个加强版的Blog。涉及图形学、实时渲染、编程实践、GPU编程、设计模式、软件工程等内容。Keep Reading , Keep Writing , Keep Coding. - mullore/Game-Programmer-Study-Notes

X Description: :anchor: 我的游戏程序员生涯的读书笔记合辑。你可以把它看作一个加强版的Blog。涉及图形学、实时渲染、编程实践、GPU编程、设计模式、软件工程等内容。Keep Reading , Keep Writing , Keep Coding. - mullore/Game-Programmer-Study-Notes

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https://patch-diff.githubusercontent.com/mullore/Game-Programmer-Study-Notes#壹--渲染与计算机图形学
《Real-Time Rendering 3rd》提炼总结https://github.com/QianMo/Programming-Reading-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/README.md
一 ) 全书知识点总览https://github.com/QianMo/Game-Dev-Study-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/Content/BlogPost01/README.md
二 ) 第二章 · 图形渲染管线 The Graphics Rendering Pipelinehttps://github.com/QianMo/Game-Dev-Study-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/Content/BlogPost02/README.md
三 ) 第三章 · GPU渲染管线与可编程着色器https://github.com/QianMo/Game-Dev-Study-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/Content/BlogPost03/README.md
四 ) 第五章 · 图形渲染与视觉外观 The Visual Appearancehttps://github.com/QianMo/Game-Dev-Study-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/Content/BlogPost04/README.md
五 ) 第六章 · 纹理贴图及相关技术https://github.com/QianMo/Game-Dev-Study-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/Content/BlogPost05/README.md
六 ) 第七章 · 高级着色:BRDF及相关技术https://github.com/QianMo/Game-Dev-Study-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/Content/BlogPost06/README.md
七 ) 第七章续 · 延迟渲染(Deferred Rendering)的前生今世https://github.com/QianMo/Game-Dev-Study-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/Content/BlogPost07/README.md
八 ) 第九章 · 全局光照:光线追踪、路径追踪与GI技术进化编年史https://github.com/QianMo/Game-Dev-Study-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/Content/BlogPost08/README.md
九 ) 第十章 · 游戏开发中基于图像的渲染技术总结https://github.com/QianMo/Game-Dev-Study-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/Content/BlogPost09/README.md
十 ) 第十一章 · 非真实感渲染(NPR)相关技术总结https://github.com/QianMo/Game-Dev-Study-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/Content/BlogPost10/README.md
十一 ) 第十四章 : 游戏开发中的渲染加速算法总结https://github.com/QianMo/Game-Dev-Study-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/Content/BlogPost11/README.md
十二 ) 渲染管线优化方法论:从瓶颈定位到优化策略https://github.com/QianMo/Game-Dev-Study-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/Content/BlogPost12/README.md
《Real-Time Rendering 3rd》知识网络图谱https://github.com/QianMo/Game-Programmer-Study-Notes/tree/master/Content/%E3%80%8AReal-Time%20Rendering%203rd%E3%80%8B%E7%9F%A5%E8%AF%86%E7%BD%91%E7%BB%9C%E5%9B%BE%E8%B0%B1/README.md
《GPU 编程与CG 语言之阳春白雪下里巴人》读书笔记https://github.com/QianMo/Game-Dev-Reading-Notes/tree/master/Content/%E3%80%8AGPU%20%E7%BC%96%E7%A8%8B%E4%B8%8ECG%20%E8%AF%AD%E8%A8%80%E4%B9%8B%E9%98%B3%E6%98%A5%E7%99%BD%E9%9B%AA%E4%B8%8B%E9%87%8C%E5%B7%B4%E4%BA%BA%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/README.md
《GPU Gems 1》全书提炼总结https://github.com/QianMo/Game-Programmer-Study-Notes/tree/master/Content/%E3%80%8AGPU%20Gems%201%E3%80%8B%E5%85%A8%E4%B9%A6%E6%8F%90%E7%82%BC%E6%80%BB%E7%BB%93/README.md
《GPU Gems 2》全书提炼总结 · 上篇https://github.com/QianMo/Game-Programmer-Study-Notes/tree/master/Content/%E3%80%8AGPU%20Gems%202%E3%80%8B%E5%85%A8%E4%B9%A6%E6%8F%90%E7%82%BC%E6%80%BB%E7%BB%93/Part1/README.md
《GPU Gems 2》全书提炼总结 · 下篇https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/Content/%E3%80%8AGPU%20Gems%202%E3%80%8B%E5%85%A8%E4%B9%A6%E6%8F%90%E7%82%BC%E6%80%BB%E7%BB%93/Part2/README.md
《GPU Gems 3》: 真实感皮肤渲染技术总结https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/Content/%E3%80%8AGPU%20Gems%203%E3%80%8B%E5%85%A8%E4%B9%A6%E6%8F%90%E7%82%BC%E6%80%BB%E7%BB%93/Part1/README.md
《GPU Gems 3》全书核心内容提炼总结https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/Content/%E3%80%8AGPU%20Gems%203%E3%80%8B%E5%85%A8%E4%B9%A6%E6%8F%90%E7%82%BC%E6%80%BB%E7%BB%93/Part2/README.md
《GPU Pro 1》全书核心内容提炼总结https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/Content/%E3%80%8AGPU%20Pro%201%E3%80%8B%E5%85%A8%E4%B9%A6%E6%8F%90%E7%82%BC%E6%80%BB%E7%BB%93/README.md
【真实感水体渲染技术总结】https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/Content/%E7%9C%9F%E5%AE%9E%E6%84%9F%E6%B0%B4%E4%BD%93%E6%B8%B2%E6%9F%93%E6%8A%80%E6%9C%AF%E6%80%BB%E7%BB%93/README.md
【实时光线追踪技术:业界发展近况与未来挑战】https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/Content/%E5%AE%9E%E6%97%B6%E5%85%89%E7%BA%BF%E8%BF%BD%E8%B8%AA%E6%8A%80%E6%9C%AF%EF%BC%9A%E4%B8%9A%E7%95%8C%E5%8F%91%E5%B1%95%E8%BF%91%E5%86%B5%E4%B8%8E%E6%9C%AA%E6%9D%A5%E6%8C%91%E6%88%98/README.md
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