<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>图形学渲染笔记 on Noviorlu</title><link>https://noviorlu.github.io/series/%E5%9B%BE%E5%BD%A2%E5%AD%A6%E6%B8%B2%E6%9F%93%E7%AC%94%E8%AE%B0/</link><description>Recent content in 图形学渲染笔记 on Noviorlu</description><generator>Hugo -- gohugo.io</generator><language>zh-CN</language><copyright>© 2026 Noviorlu喵</copyright><lastBuildDate>Sun, 01 Dec 2024 00:00:00 +0000</lastBuildDate><atom:link href="https://noviorlu.github.io/series/%E5%9B%BE%E5%BD%A2%E5%AD%A6%E6%B8%B2%E6%9F%93%E7%AC%94%E8%AE%B0/index.xml" rel="self" type="application/rss+xml"/><item><title>图形学渲染笔记 - Differentiable Rendering</title><link>https://noviorlu.github.io/blog/differentiable-rendering/</link><pubDate>Sun, 01 Dec 2024 00:00:00 +0000</pubDate><guid>https://noviorlu.github.io/blog/differentiable-rendering/</guid><description>&lt;p&gt;内容均来自于 &lt;a href="https://cseweb.ucsd.edu/~tzli/cse272/wi2024/" target="_blank" rel="noreferrer"&gt;UCSD CSE272&lt;/a&gt;。本来还打算写一些3DGS和NeRF相关的内容但是看了看这个长度，还是之后再开一篇写吧。&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;原文发布于 &lt;a href="https://zhuanlan.zhihu.com/p/14286173298" target="_blank" rel="noreferrer"&gt;知乎&lt;/a&gt;（182赞）&lt;/p&gt;
&lt;/blockquote&gt;&lt;p&gt;&lt;em&gt;内容迁移中&amp;hellip;&lt;/em&gt;&lt;/p&gt;</description><media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://noviorlu.github.io/blog/differentiable-rendering/featured.jpg"/></item><item><title>图形学渲染笔记 - Volumetric Rendering理论</title><link>https://noviorlu.github.io/blog/volumetric-rendering-theory/</link><pubDate>Fri, 01 Nov 2024 00:00:00 +0000</pubDate><guid>https://noviorlu.github.io/blog/volumetric-rendering-theory/</guid><description>&lt;p&gt;1989年学术界将path tracing研究透，15年前影视行业采纳了path tracing并广泛运用在离线渲染中，现在游戏行业正尝试将path tracing落地。那么Volumetric Rendering呢？&lt;/p&gt;</description><media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://noviorlu.github.io/blog/volumetric-rendering-theory/featured.jpg"/></item><item><title>图形学渲染笔记 - Whitted Style Rendering</title><link>https://noviorlu.github.io/blog/whitted-style-rendering/</link><pubDate>Sun, 01 Sep 2024 00:00:00 +0000</pubDate><guid>https://noviorlu.github.io/blog/whitted-style-rendering/</guid><description>&lt;p&gt;这篇文章是我在深入探索图形学渲染中最简单也是最原始的算法（梦开始的地方 🙂），Whitted Style Path Tracing 时所记录的随笔。&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;原文发布于 &lt;a href="https://zhuanlan.zhihu.com/p/715597422" target="_blank" rel="noreferrer"&gt;知乎&lt;/a&gt;（118赞）&lt;/p&gt;
&lt;/blockquote&gt;&lt;p&gt;&lt;em&gt;内容迁移中&amp;hellip;&lt;/em&gt;&lt;/p&gt;</description><media:content xmlns:media="http://search.yahoo.com/mrss/" url="https://noviorlu.github.io/blog/whitted-style-rendering/featured.jpg"/></item></channel></rss>