Game-Programmer-Study-Notes

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说明:  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.
(A collection of reading notes from my career as a game programmer. You can think of it as an enhanced version of a blog. It involves graphics, real-time rendering, programming practice, GPU programming, design patterns, software engineering, and other content. Keep Reading, Keep Writing, Keep Coding)

文件列表:
Content (0, 2021-10-16)
Content\《Effective C# 第二版》读书笔记 (0, 2021-10-16)
Content\《GPU Gems 1》全书提炼总结 (0, 2021-10-16)
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![](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/Media/cover.jpg) # Game-Programmer-Study-Notes :anchor: 我的游戏程序员生涯的读书笔记合辑。 涉及游戏开发中的图形学、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. # 目录 ## 壹 · 渲染与计算机图形学 - [《Real-Time Rendering 3rd》提炼总结](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/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) -《Real-Time Rendering 3rd》可谓图形学界“九阴真经总纲”一般的存在,当世武功的心法口诀,尽数记载。此读书笔记是对这本神作一个系统而有特色的总结提炼。 * [一 ) 全书知识点总览](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/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 Pipeline](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/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/BlogPost02/README.md) * [三 ) 第三章 · GPU渲染管线与可编程着色器](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/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 Appearance](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/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/BlogPost04/README.md) * [五 ) 第六章 · 纹理贴图及相关技术](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/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-Programmer-Study-Notes/blob/master/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-Programmer-Study-Notes/blob/master/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-Programmer-Study-Notes/blob/master/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-Programmer-Study-Notes/blob/master/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-Programmer-Study-Notes/blob/master/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-Programmer-Study-Notes/blob/master/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-Programmer-Study-Notes/blob/master/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/blob/master/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-Programmer-Study-Notes/blob/master/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%***%B3%E6%***%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 编程与Shader、CG编程的入门良书。 - [《GPU Gems 1》全书提炼总结](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/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) - 计算机图形学与渲染进阶的饕餮盛宴“GPU精粹三部曲”的第一本书。 - [《GPU Gems 2》全书提炼总结 · 上篇](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/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) - 计算机图形学与渲染进阶的饕餮盛宴“GPU精粹三部曲”的第二本书。虚幻引擎之父Tim Sweeney作序。 - [《GPU Gems 2》全书提炼总结 · 下篇](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/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) - 关于真实感水体渲染,以及真实感头发渲染、通用的折射模拟、改进的Perlin噪声等内容。 - [《GPU Gems 3》: 真实感皮肤渲染技术总结](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/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) - 对真实感皮肤渲染技术,进行了一个系统的总结和提炼。 - [《GPU Gems 3》全书核心内容提炼总结](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/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) - 盘点、提炼和总结了《GPU Gems 3》全书总计28章的核心内容。 - [《GPU Pro 1》全书核心内容提炼总结](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/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) - 盘点、提炼和总结了《GPU Pro 1 》全书总计22章的核心内容。 - [【真实感水体渲染技术总结】](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/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) - 文章对游戏以及电影业界的真实感水体渲染技术从发展史、知识体系、波形模拟技术以及着色技术等多个方面进行了较为系统的总结,文末也对业界优秀的水体实时渲染开源库进行了盘点。 - [【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/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%***/README.md) - 文章对实时光线追踪技术的发展近况,当前业界面对的挑战,以及未来的研究方向进行了盘点。 - [【高品质后处理:十种图像模糊算法的总结与实现】](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/Content/%E9%AB%***%E5%93%81%E8%B4%A8%E5%90%8E%E5%A4%84%E7%90%86%EF%BC%9A%E5%8D%81%E7%A7%8D%E5%9B%BE%E5%83%8F%E6%A8%A1%E7%B3%8A%E7%AE%97%E6%B3%95%E7%9A%84%E6%80%BB%E7%BB%93%E4%B8%8E%E5%AE%9E%E7%8E%B0/README.md) - 文章对后处理管线中会使用到的十种模糊算法进行了总结、对比与盘点,以及提供了这十种模糊算法对应的Unity Post Processing Stack v2版本的实现 - [【高品质后处理:十种故障艺术(Glitch Art)算法的总结与实现】](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/Content/%E9%AB%***%E5%93%81%E8%B4%A8%E5%90%8E%E5%A4%84%E7%90%86%EF%BC%9A%E5%8D%81%E7%A7%8D%E6%95%85%E9%9A%9C%E8%89%BA%E6%9C%AF%EF%BC%88Glitch%20Art%EF%BC%89%E7%AE%97%E6%B3%95%E7%9A%84%E6%80%BB%E7%BB%93%E4%B8%8E%E5%AE%9E%E7%8E%B0/README.md) - 本文对十种主流故障艺术(Glitch Art)系列后处理算法的原理和实现方式进行了总结,对故障艺术风格的算法实现要点进行了提炼,并提供了对应算法在Unity引擎下的一个或多个版本的实现源码。 - [【两件 Big Thing:天美跨平台3A大作全球招聘令 & RTR4中译版出版时间预告】](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/https://github.com/QianMo/Game-Programmer-Study-Notes/tree/master/Content/%E5%A4%A9%E7%BE%8E%E8%B7%A8%E5%B9%B3%E5%8F%B03A%E5%A4%A7%E4%BD%9C%E5%85%A8%E7%90%83%E6%8B%9B%E8%81%***%E4%BB%A4%E4%B8%8ERTR4%E4%B8%AD%E8%AF%91%E7%89%88%E5%87%BA%E7%89%88%E6%97%B6%E9%97%B4%E9%A2%84%E5%91%8A/README.md) - 这篇文章聊到了两件Big Thing:天美战略级跨平台3A大作全球招聘令 ,以及《Real-Time Rendering 4th》中译版预计将在2022年出版 - [【在“绝世武功的目录”RTR4中译版出版前,先奉上“绝世武功秘籍的本体”】](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/https://github.com/QianMo/Game-Programmer-Study-Notes/tree/master/Content/%E5%9C%A8%E2%80%9C%E7%BB%9D%E4%B8%96%E6%AD%A6%E5%8A%9F%E7%9A%84%E7%9B%AE%E5%BD%95%E2%80%9DRTR4%E4%B8%AD%E8%AF%91%E7%89%88%E5%87%BA%E7%89%88%E5%89%8D%EF%BC%8C%E5%85%88%E5%A5%89%E4%B8%8A%E2%80%9C%E7%BB%9D%E4%B8%96%E6%AD%A6%E5%8A%9F%E7%A7%***%E7%B1%8D%E7%9A%84%E6%9C%AC%E4%BD%93%E2%80%9D) - 这篇文章提供了图形学全网学习资料的“半壁江山”——《Real-Time Rendering 4th》2000多份参考文献合集的开源Github Repo地址,以及更新了RTR4中译版的预期出版时间。
## 贰 · 游戏设计模式、软件架构与编程实践 - [《游戏编程模式》读书笔记](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/https://github.com/QianMo/Reading-Notes/tree/master/Content/%E3%80%8A%E6%B8%B8%E6%88%8F%E7%BC%96%E7%A8%8B%E6%A8%A1%E5%BC%8F%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/README.md) -一篇超过万字读书笔记,总结了《游戏编程模式》一书中所有章节与内容的知识梗概。 - [《代码整洁之道(Clean Code)》读书笔记](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/https://github.com/QianMo/Reading-Notes/tree/master/Content/%E3%80%8A%E4%BB%A3%E7%A0%81%E6%95%B4%E6%B4%81%E4%B9%8B%E9%81%93%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/README.md) -代码的整洁之道。 - [《Effective C# 第二版》读书笔记](https://github.com/QianMo/Game-Programmer-Study-Notes/blob/master/https://github.com/QianMo/Reading-Notes/tree/master/Content/%E3%80%8AEffective%20C%23%20%E7%AC%AC%E4%BA%8C%E7%89%88%E3%80%8B%E8%AF%BB%E4%B9%A6%E7%AC%94%E8%AE%B0/README.md) -更好的使用C#。

:anchor: Keep Reading , Keep Writing , Keep Coding.

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