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a XR game playground

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2025-04-14
my houdini examples

my houdini examples

Mark: Follow the tutrial, I can not use the same way to exposed nodes to both unity6 and ue5.5, I try to find the reason for weaks but have no idea. I change another way.
2025-03-03

some cool effects

Chapter 1: Wind1.1 Navier-Stokes Wind Simulation$$ \frac{Dv}{Dt} = \frac{\partial v}{\partial t} + (V_i \cdot \nabla)V_i = \mathbf{F} + \frac{\mu}{\rho} \nabla^2 V_i - \frac{1}{\rho}P$$ $
2024-12-16
Custom Toon Shaders by Unity

Custom Toon Shaders by Unity

Custom Toon Shaders in UnityOn process right now…
2024-09-08
Custom PBR Renderer by D3D12

Custom PBR Renderer by D3D12

hybrid rendering(forward + deferred), PBR
2024-08-15
Custom Renderer from Sketch by C

Custom Renderer from Sketch by C

Writing an offline renderer from scratch in C, eventually implementing PBF (position based fluids). Based on Burce Maxwell CS5300 leture.
2024-07-23
Realistic Cloth Rendering by Mitsuba3

Realistic Cloth Rendering by Mitsuba3

Realistic Rendering by Mitsuba3Based on mitsuba3 and Irawan’s cloth model, I add a new pattern of cloth by data drived, which used multi highlights in one yarn, here is the result.
2023-06-20
D3D12 Learning Notes

D3D12 Learning Notes

My learning path of D3D12, aim to develop my own engine.
2023-03-17

my general notes

有感————– 之前电脑进水了,mac没法数据恢复,这页面所有的markdown都是本地hard push上去的,于是我丢失了我所有的笔记,html强扭markdown勉强保留了一些内容—— 我的临阵磨枪总结一些公式1. PBRGGX 分布函数GGX 分布函数主要用于控制表面的微观粗糙度,高光形状如下: $$D_{GGX}(N, H) = \frac{\alpha^2}{\pi ((N
2022-09-06

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