<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[dizuo的专栏]]></title><description><![CDATA[天涯浪迹，纵然处处碰壁亦狂放．一颗真心，怎道放诸四海皆不准 无知就无畏，我知故我在]]></description><link>https://blog.csdn.net/dizuo</link><language>zh-cn</language><generator>https://blog.csdn.net/</generator><copyright><![CDATA[Copyright &copy; dizuo]]></copyright><item><title><![CDATA[华为Mate90核心卖点梳理]]></title><link>https://blog.csdn.net/dizuo/article/details/166989918</link><guid>https://blog.csdn.net/dizuo/article/details/166989918</guid><author>dizuo</author><pubDate>Fri, 02 Oct 2026 11:34:54 +0800</pubDate><description><![CDATA[Mate系列的屏幕参数，]]></description><category></category></item><item><title><![CDATA[Android17和WWDC27中的HDR进展分析]]></title><link>https://blog.csdn.net/dizuo/article/details/162408487</link><guid>https://blog.csdn.net/dizuo/article/details/162408487</guid><author>dizuo</author><pubDate>Mon, 29 Jun 2026 10:38:49 +0800</pubDate><description><![CDATA[android17，googleIO 2026, WWDC2026 IOS27中的HDR EDR相关技术分析]]></description><category></category></item><item><title><![CDATA[WWDC26中的高斯泼溅技术洞察]]></title><link>https://blog.csdn.net/dizuo/article/details/162041464</link><guid>https://blog.csdn.net/dizuo/article/details/162041464</guid><author>dizuo</author><pubDate>Tue, 16 Jun 2026 18:01:46 +0800</pubDate><description><![CDATA[wwdc26中关于3d，3dgs的分析调研]]></description><category></category></item><item><title><![CDATA[HDR渲染管线中的像素格式-v1]]></title><link>https://blog.csdn.net/dizuo/article/details/156358652</link><guid>https://blog.csdn.net/dizuo/article/details/156358652</guid><author>dizuo</author><pubDate>Sun, 28 Dec 2025 12:07:12 +0800</pubDate><description><![CDATA[涉及色域&HDR处理的像素格式，选择最合适的保障性能&功耗最优]]></description><category></category></item><item><title><![CDATA[vulkan从小白到专家——YUV处理]]></title><link>https://blog.csdn.net/dizuo/article/details/148380109</link><guid>https://blog.csdn.net/dizuo/article/details/148380109</guid><author>dizuo</author><pubDate>Sun, 27 Jul 2025 18:02:05 +0800</pubDate><description><![CDATA[vulkan中yuv处理的实践]]></description><category></category></item><item><title><![CDATA[HDR相关的图片格式]]></title><link>https://blog.csdn.net/dizuo/article/details/148879420</link><guid>https://blog.csdn.net/dizuo/article/details/148879420</guid><author>dizuo</author><pubDate>Sat, 05 Jul 2025 21:31:51 +0800</pubDate><description><![CDATA[hdr相关的文件格式]]></description><category></category></item><item><title><![CDATA[WWDC25中的HDR技术洞察]]></title><link>https://blog.csdn.net/dizuo/article/details/148654198</link><guid>https://blog.csdn.net/dizuo/article/details/148654198</guid><author>dizuo</author><pubDate>Sat, 14 Jun 2025 16:50:58 +0800</pubDate><description><![CDATA[wwdc25 中看HDR的发展趋势]]></description><category></category></item><item><title><![CDATA[vulkan从小白到专家——ASTC支持HDR压缩纹理调研]]></title><link>https://blog.csdn.net/dizuo/article/details/147687589</link><guid>https://blog.csdn.net/dizuo/article/details/147687589</guid><author>dizuo</author><pubDate>Sun, 04 May 2025 11:02:17 +0800</pubDate><description><![CDATA[astc支持hdr的工具链、图形标准相关情况调研，]]></description><category></category></item><item><title><![CDATA[苹果WWDC24中HDR例子研究]]></title><link>https://blog.csdn.net/dizuo/article/details/147168206</link><guid>https://blog.csdn.net/dizuo/article/details/147168206</guid><author>dizuo</author><pubDate>Sat, 26 Apr 2025 09:30:15 +0800</pubDate><description><![CDATA[HDR（高动态）是Android和IOS最近两年的重点方向。24年WWDC上放出来的例子，]]></description><category></category></item><item><title><![CDATA[渲染&AI中GPU的定点数和浮点数]]></title><link>https://blog.csdn.net/dizuo/article/details/145421227</link><guid>https://blog.csdn.net/dizuo/article/details/145421227</guid><author>dizuo</author><pubDate>Fri, 04 Apr 2025 19:47:59 +0800</pubDate><description><![CDATA[图形渲染、AI计算中的定点和浮点格式类型]]></description><category></category></item><item><title><![CDATA[真实显示——颜色和亮度]]></title><link>https://blog.csdn.net/dizuo/article/details/145653030</link><guid>https://blog.csdn.net/dizuo/article/details/145653030</guid><author>dizuo</author><pubDate>Sun, 02 Mar 2025 19:35:46 +0800</pubDate><description><![CDATA[真实显示，颜色和亮度科普]]></description><category></category></item><item><title><![CDATA[【全网最朴素】渲染色彩知识图谱]]></title><link>https://blog.csdn.net/dizuo/article/details/145600363</link><guid>https://blog.csdn.net/dizuo/article/details/145600363</guid><author>dizuo</author><pubDate>Wed, 12 Feb 2025 22:01:44 +0800</pubDate><description><![CDATA[色彩和高清晰显示的理论和实践]]></description><category></category></item><item><title><![CDATA[skia-macos源码编译]]></title><link>https://blog.csdn.net/dizuo/article/details/145528423</link><guid>https://blog.csdn.net/dizuo/article/details/145528423</guid><author>dizuo</author><pubDate>Sun, 09 Feb 2025 09:46:34 +0800</pubDate><description><![CDATA[打开out下的all xcode工程文件即可编译通过。一定要用这个选项，否则jpeg相关头文件报错。4、生成demo和xcode工程。1、下载git-hub 源码。默认Intel架构，]]></description><category></category></item><item><title><![CDATA[vulkan从小白到专家——RenderPass&Framebuffer]]></title><link>https://blog.csdn.net/dizuo/article/details/145382764</link><guid>https://blog.csdn.net/dizuo/article/details/145382764</guid><author>dizuo</author><pubDate>Fri, 31 Jan 2025 12:24:45 +0800</pubDate><description><![CDATA[渲染最重要的就是每帧的执行逻辑，一帧包含多个renderPass。如果pipeline跟drawcall对应，那么renderPass是包含了一组pipeline。RenderPass定义了vulkan渲染过程中要使用到的三种Object的细节，分别是。]]></description><category></category></item><item><title><![CDATA[vulkan从小白到专家——VulkanSwapChain]]></title><link>https://blog.csdn.net/dizuo/article/details/144896841</link><guid>https://blog.csdn.net/dizuo/article/details/144896841</guid><author>dizuo</author><pubDate>Sat, 04 Jan 2025 16:19:16 +0800</pubDate><description><![CDATA[Vulkan交换链相关的配置和含义说明，]]></description><category></category></item><item><title><![CDATA[vulkan从小白到专家——VulkanDevice]]></title><link>https://blog.csdn.net/dizuo/article/details/144869623</link><guid>https://blog.csdn.net/dizuo/article/details/144869623</guid><author>dizuo</author><pubDate>Wed, 01 Jan 2025 19:42:12 +0800</pubDate><description><![CDATA[vulkan device的概念和创建过程]]></description><category></category></item><item><title><![CDATA[【译】软件行业中如何成为一名高效的独立贡献者]]></title><link>https://blog.csdn.net/dizuo/article/details/144446078</link><guid>https://blog.csdn.net/dizuo/article/details/144446078</guid><author>dizuo</author><pubDate>Sat, 14 Dec 2024 16:02:43 +0800</pubDate><description><![CDATA[软件行业中成为高效个人贡献者的方法论]]></description><category></category></item><item><title><![CDATA[不靠谱的GLES-PBO技术]]></title><link>https://blog.csdn.net/dizuo/article/details/143888007</link><guid>https://blog.csdn.net/dizuo/article/details/143888007</guid><author>dizuo</author><pubDate>Tue, 19 Nov 2024 17:23:04 +0800</pubDate><description><![CDATA[移动端pbo实现像素下载的理论分析和实测对比]]></description><category></category></item><item><title><![CDATA[STL Map的使用和性能issue]]></title><link>https://blog.csdn.net/dizuo/article/details/140682706</link><guid>https://blog.csdn.net/dizuo/article/details/140682706</guid><author>dizuo</author><pubDate>Thu, 25 Jul 2024 10:56:50 +0800</pubDate><description><![CDATA[C++ STL map使用避坑]]></description><category></category></item><item><title><![CDATA[代码重构 —— 化繁为简]]></title><link>https://blog.csdn.net/dizuo/article/details/135660038</link><guid>https://blog.csdn.net/dizuo/article/details/135660038</guid><author>dizuo</author><pubDate>Wed, 17 Jan 2024 21:01:27 +0800</pubDate><description><![CDATA[kiss原则，]]></description><category></category></item></channel></rss>