<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><title type="text">博客园_Shadow Seeker Home</title><subtitle type="text">Novice ShaderMan's Home</subtitle><id>http://feed.cnblogs.com/blog/u/10940/rss</id><updated>2007-05-15T02:58:38Z</updated><author><name>王大牛的幸福生活</name><uri>http://www.cnblogs.com/wangdaniu/</uri></author><generator>CNBlogs BlogServer</generator><link rel="alternate" type="text/html" href="http://www.cnblogs.com/wangdaniu/"/><link rel="self" type="application/atom+xml" href="http://feed.cnblogs.com/blog/u/10940/rss"/><entry><id>http://www.cnblogs.com/wangdaniu/archive/2007/05/15/746831.html</id><title type="text">AMD R600 Architecture and GPU Analysis (zz from beyond3D)</title><summary type="text">AMD R600 Architecture and GPU AnalysisPublished on 14th May 2007, written by Rys for Consumer Graphics - Last updated: 14th May 2007 Introduction Given everything surrounding the current graphics worl...</summary><published>2007-05-15T02:37:00Z</published><updated>2007-05-15T02:37:00Z</updated><author><name>王大牛的幸福生活</name><uri>http://www.cnblogs.com/wangdaniu/</uri></author><link rel="alternate" href="http://www.cnblogs.com/wangdaniu/archive/2007/05/15/746831.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/wangdaniu/archive/2007/05/15/746831.html"/></entry><entry><id>http://www.cnblogs.com/wangdaniu/archive/2007/02/28/659014.html</id><title type="text">Introducing CUDA(zz from beyond3d)</title><summary type="text">IntroductionBack in early 2004, NVIDIA released their book on graphics programming: GPU Gems. While most of the various contributors focused on techniques aimed at next-generation 3D games, some were ...</summary><published>2007-02-28T01:39:00Z</published><updated>2007-02-28T01:39:00Z</updated><author><name>王大牛的幸福生活</name><uri>http://www.cnblogs.com/wangdaniu/</uri></author><link rel="alternate" href="http://www.cnblogs.com/wangdaniu/archive/2007/02/28/659014.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/wangdaniu/archive/2007/02/28/659014.html"/></entry><entry><id>http://www.cnblogs.com/wangdaniu/archive/2007/02/25/655737.html</id><title type="text">DirectX Installation for Game Developers翻译</title><summary type="text">DirectX Installation for Game DevelopersJason Sandlin, Software Development LeadChuck Walbourn, Software Design EngineerMicrosoft Game Technology GroupDecember 2006This article is intended to address ...</summary><published>2007-02-25T03:12:00Z</published><updated>2007-02-25T03:12:00Z</updated><author><name>王大牛的幸福生活</name><uri>http://www.cnblogs.com/wangdaniu/</uri></author><link rel="alternate" href="http://www.cnblogs.com/wangdaniu/archive/2007/02/25/655737.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/wangdaniu/archive/2007/02/25/655737.html"/></entry><entry><id>http://www.cnblogs.com/wangdaniu/archive/2007/02/25/655732.html</id><title type="text">最近好忙……</title><summary type="text">好久没来更新了。</summary><published>2007-02-25T03:11:00Z</published><updated>2007-02-25T03:11:00Z</updated><author><name>王大牛的幸福生活</name><uri>http://www.cnblogs.com/wangdaniu/</uri></author><link rel="alternate" href="http://www.cnblogs.com/wangdaniu/archive/2007/02/25/655732.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/wangdaniu/archive/2007/02/25/655732.html"/></entry><entry><id>http://www.cnblogs.com/wangdaniu/archive/2006/11/09/555004.html</id><title type="text">NVIDIA G80: Architecture and GPU Analysis(zz from Beyond3D)</title><summary type="text">We might as well take these first words in our look at NVIDIA's G80 graphics processor, the first GPU from any consumer graphics vendor that supports Windows Vista's Direct3D 10 (D3D10) component, to ...</summary><published>2006-11-09T02:48:00Z</published><updated>2006-11-09T02:48:00Z</updated><author><name>王大牛的幸福生活</name><uri>http://www.cnblogs.com/wangdaniu/</uri></author><link rel="alternate" href="http://www.cnblogs.com/wangdaniu/archive/2006/11/09/555004.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/wangdaniu/archive/2006/11/09/555004.html"/></entry><entry><id>http://www.cnblogs.com/wangdaniu/archive/2006/09/25/514334.html</id><title type="text">DirectX FAQ 翻译（Graphics 部分）</title><summary type="text">DirectX Frequently Asked QuestionsMicrosoft CorporationAugust 2005IntroductionThis is a collection of Frequently Asked Questions (FAQ) about Microsoft DirectX.Contents: General DirectX Development Iss...</summary><published>2006-09-25T09:09:00Z</published><updated>2006-09-25T09:09:00Z</updated><author><name>王大牛的幸福生活</name><uri>http://www.cnblogs.com/wangdaniu/</uri></author><link rel="alternate" href="http://www.cnblogs.com/wangdaniu/archive/2006/09/25/514334.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/wangdaniu/archive/2006/09/25/514334.html"/></entry><entry><id>http://www.cnblogs.com/wangdaniu/archive/2006/08/25/486258.html</id><title type="text">Graphics APIs in Windows Vista</title><summary type="text">Graphics APIs in Windows VistaBy Chuck Walbourn, Software Design EngineerMicrosoft Game Technology GroupWindowsVista includes support for an entirely new display driver model that represents a major r...</summary><published>2006-08-25T07:31:00Z</published><updated>2006-08-25T07:31:00Z</updated><author><name>王大牛的幸福生活</name><uri>http://www.cnblogs.com/wangdaniu/</uri></author><link rel="alternate" href="http://www.cnblogs.com/wangdaniu/archive/2006/08/25/486258.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/wangdaniu/archive/2006/08/25/486258.html"/></entry><entry><id>http://www.cnblogs.com/wangdaniu/archive/2006/08/22/482983.html</id><title type="text">PPU时代来临——AGEIA物理加速卡全面解析(zz</title><summary type="text">[3D加速后又一全新理念]3D显卡的诞生令人们可以通过显示设备领略到&amp;#8220;十分真实&amp;#8221;的画面，在1996年，几乎所有市面上出现的显卡产品都宣称拥有一定的3D处理能力，不过当时它们大多只是通过显卡芯片完成常规画面渲染工作，而3D场景模型构建和光照效果运算都是通过专门的软件算法由CPU来处理。包括当时的API也没有统一的标准，实际的3D效果可谓十分有限。不过1997年，随着第一块3D...</summary><published>2006-08-22T01:34:00Z</published><updated>2006-08-22T01:34:00Z</updated><author><name>王大牛的幸福生活</name><uri>http://www.cnblogs.com/wangdaniu/</uri></author><link rel="alternate" href="http://www.cnblogs.com/wangdaniu/archive/2006/08/22/482983.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/wangdaniu/archive/2006/08/22/482983.html"/></entry><entry><id>http://www.cnblogs.com/wangdaniu/archive/2006/08/16/478199.html</id><title type="text">Introduction to Debugging (zz, By Richard "superpig" Fine )</title><summary type="text">As much as we may wish to deny it, human beings are not perfect. We make mistakes. Programmers are not exempt from this and, frequently, the mistakes we make are in the programs we create; such mistak...</summary><published>2006-08-16T02:40:00Z</published><updated>2006-08-16T02:40:00Z</updated><author><name>王大牛的幸福生活</name><uri>http://www.cnblogs.com/wangdaniu/</uri></author><link rel="alternate" href="http://www.cnblogs.com/wangdaniu/archive/2006/08/16/478199.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/wangdaniu/archive/2006/08/16/478199.html"/></entry><entry><id>http://www.cnblogs.com/wangdaniu/archive/2006/07/31/464238.html</id><title type="text">DirectX10 Preview Sample New 翻译</title><summary type="text">DisplacementMapping10 SampleThis sample implements displacement mapping by ray tracing through geometry extruded from a base mesh. The sample uses Direct3D 10 and the geometry shader to extrude prisms...</summary><published>2006-07-31T09:38:00Z</published><updated>2006-07-31T09:38:00Z</updated><author><name>王大牛的幸福生活</name><uri>http://www.cnblogs.com/wangdaniu/</uri></author><link rel="alternate" href="http://www.cnblogs.com/wangdaniu/archive/2006/07/31/464238.html"/><link rel="alternate" type="text/html" href="http://www.cnblogs.com/wangdaniu/archive/2006/07/31/464238.html"/></entry></feed>
