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lmj01 committed Jul 24, 2023
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9 changes: 9 additions & 0 deletions articles/2023/daily.md
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## 2023-7-19

后台Java使用分布式ID,**雪花算法SnowFlake**,生成的是一个非常大的整数,在前端是没法直接使用这个数的,超出Number表示的精度范围

## 2023-7-7

给一个STL模型,对其数据进行连通区域的分割,分割成多个模型

前端渲染可,是把数据传给GPU,要做编辑就需要缓存拓扑结构,这个与渲染的缓存数据的是有差异的,等他们的结果

2023-7-21
别人写出算法来了,起始就是我心中有些知识没有打通,会阻碍我前进的想法。

## 2023-6-16
**布什内尔定律**,是游戏公司Atari的创始人,他提出,游戏的操作应该简单,一看就会,但是玩法应该保持挑战性,后人总结为“易于学习,难以精通”

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10 changes: 9 additions & 1 deletion dev-note/cmake.md
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# CMake

# VS-cmake
## cmd-tool

cmake


## VS-cmake

MSBuild命令行, 每个开关都有两种形式:-switch 和 /switch

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MSBuild.exe INSTALL.vcxproj /p:Configuration=release
```

## 参考
- [cmake常用命令](https://zhuanlan.zhihu.com/p/315768216)
45 changes: 42 additions & 3 deletions math/transform.html
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Expand Up @@ -15,6 +15,9 @@ <h1>transform in render detail</h1>
<li>
<a href="#section0">Coordinate System</a>
<ol>
<li><a href="#section0e">Object Space</a></li>
<li><a href="#section0d">World Space</a></li>
<li><a href="#section0f">Camera Space</a></li>
<li><a href="#section0a">Screen Space</a></li>
<li><a href="#section0b">NDC(Normalized Device Coordinate) space</a></li>
<li><a href="#section0c">Raster Space</a></li>
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<h4></h4>
<div class="my-3">
<h4 id="section0">Coordinate System</h4>
<div>
<h5 id="section0e">Object Space</h5>
<p>
This is the coordinate system in which geometric primitives are defined.
For example, spheres in pbrt are defined to be centered at the origin of their object space
</p>
</div>
<div>
<h5 id="section0d">World Space</h5>
<p>
While each primitive may have its own object space, all objects in the scene are placed in relation to a single world space.
Each primitive has an object-to-world transformation that determines where it is located in world space.
World space is the standard frame that all other spaces are defined in terms of.
</p>
</div>
<div>
<h5 id="section0f">Camera Space</h5>
<p>
A camera is placed in the scene at some world space point with a particular viewing direction and orientation.
This camera defines a new coordinate system with its origin at the camera’s location.
The \(Z\) axis of this coordinate system is mapped to the viewing direction, and the \(y\) axis is mapped to the up direction.
This is a handy space for reasoning about which objects are potentially visible to the camera.
For example, if an object’s camera space bounding box is entirely behind the \(Z=0\) plane (and the camera doesn’t have a field of view wider than 180 degrees),
the object will not be visible to the camera.
</p>
</div>
<div>
<h5 id="section0a">Screen Space</h5>
<p>Screen space is defined on the film plane. The camera projects objects in camera space onto the film plane; the parts inside the screen window are visible in the image that is generated. Depth values in screen space range from 0 to 1, corresponding to points at the near and far clipping planes, respectively. Note that, although this is called “screen” space, it is still a 3D coordinate system, since values are meaningful.</p>
<p>
Screen space is defined on the film plane. The camera projects objects in camera space onto the film plane;
the parts inside the screen window are visible in the image that is generated.
Depth values in screen space range from 0 to 1, corresponding to points at the near and far clipping planes, respectively.
Note that, although this is called “screen” space, it is still a 3D coordinate system, since values are meaningful.
</p>
</div>
<div>
<h5 id="section0b">NDC(Normalized Device Coordinate) space</h5>
<p>This is the coordinate system for the actual image being rendered. In x and y, this space ranges from (0,0) to (1,1) , with (0,0) being the upper-left corner of the image. Depth values are the same as in screen space, and a linear transformation converts from screen to NDC space.</p>
<p>
This is the coordinate system for the actual image being rendered. In \(x\) and \(y\), this space ranges from \((0,0)\) to \((1,1)\) ,
with \((0,0)\) being the upper-left corner of the image. Depth values are the same as in screen space, and a linear transformation converts from screen to NDC space.
</p>
</div>
<div>
<h5 id="section0c">Raster Space</h5>
<p>This is almost the same as NDC space, except the and coordinates range from to.</p>
<p>
This is almost the same as NDC space, except the \(x\) and \(y\) coordinates range from \((0,0)\) to \((resolution.x,resolution.y)\).
</p>
</div>
</div>
<div>
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