﻿<?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>IT博客-天人之恋-随笔分类-GPU</title><link>http://www.cnitblog.com/skyman/category/5718.html</link><description>艺术化渲染研究</description><language>zh-cn</language><lastBuildDate>Wed, 28 Sep 2011 03:27:12 GMT</lastBuildDate><pubDate>Wed, 28 Sep 2011 03:27:12 GMT</pubDate><ttl>60</ttl><item><title>HLSL Tips 2：伪随机数生成器</title><link>http://www.cnitblog.com/skyman/archive/2007/07/04/GPURandom.html</link><dc:creator>Skyman</dc:creator><author>Skyman</author><pubDate>Wed, 04 Jul 2007 14:55:00 GMT</pubDate><guid>http://www.cnitblog.com/skyman/archive/2007/07/04/GPURandom.html</guid><wfw:comment>http://www.cnitblog.com/skyman/comments/29473.html</wfw:comment><comments>http://www.cnitblog.com/skyman/archive/2007/07/04/GPURandom.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnitblog.com/skyman/comments/commentRss/29473.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/skyman/services/trackbacks/29473.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 本文介绍了一种用HLSL编写的伪随机数生成器。&nbsp;&nbsp;<a href='http://www.cnitblog.com/skyman/archive/2007/07/04/GPURandom.html'>阅读全文</a><img src ="http://www.cnitblog.com/skyman/aggbug/29473.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/skyman/" target="_blank">Skyman</a> 2007-07-04 22:55 <a href="http://www.cnitblog.com/skyman/archive/2007/07/04/GPURandom.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>HLSL Tips 1：如何把输入映射到输出像素</title><link>http://www.cnitblog.com/skyman/archive/2007/07/04/29472.html</link><dc:creator>Skyman</dc:creator><author>Skyman</author><pubDate>Wed, 04 Jul 2007 14:46:00 GMT</pubDate><guid>http://www.cnitblog.com/skyman/archive/2007/07/04/29472.html</guid><wfw:comment>http://www.cnitblog.com/skyman/comments/29472.html</wfw:comment><comments>http://www.cnitblog.com/skyman/archive/2007/07/04/29472.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnitblog.com/skyman/comments/commentRss/29472.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/skyman/services/trackbacks/29472.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 当使用PS来进行2D图像处理的时候，实际上仍然在做3D成像。我们渲染多边形直接和屏幕对齐，然后覆盖在屏幕上。我们直接把2D Pixel Shader应用到这个表面上。&nbsp;&nbsp;<a href='http://www.cnitblog.com/skyman/archive/2007/07/04/29472.html'>阅读全文</a><img src ="http://www.cnitblog.com/skyman/aggbug/29472.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/skyman/" target="_blank">Skyman</a> 2007-07-04 22:46 <a href="http://www.cnitblog.com/skyman/archive/2007/07/04/29472.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>