🎮 3D图形开发 - GLSL

共 48 道题目

#1 初级

什么是GLSL?它在图形渲染管线中的作用是什么?

What is GLSL? What role does it play in the graphics rendering pipeline?

**What is GLSL? What role does it play in the graphics rendering pipeline?**

*考察点:GLSL基础概念。*
#2 初级

GLSL的版本有哪些?不同版本之间有什么主要区别?

What are the versions of GLSL? What are the main differences between different versions?

**What are the versions of GLSL? What are the main differences between different versions?**

*考察点:GLSL版本演进。*
#3 初级

GLSL程序的基本结构是什么?如何编写一个最简单的着色器?

What is the basic structure of a GLSL program? How to write the simplest shader?

**What is the basic structure of a GLSL program? How to write the simplest shader?**

*考察点:着色器程序结构。*
#4 初级

GLSL中的编译和链接过程是怎样的?

What is the compilation and linking process in GLSL?

**What is the compilation and linking process in GLSL?**

*考察点:着色器编译机制。*
#5 初级

GLSL中有哪些基本数据类型?它们的特点是什么?

What are the basic data types in GLSL? What are their characteristics?

**What are the basic data types in GLSL? What are their characteristics?**

*考察点:基础数据类型。*
#6 初级

GLSL中的向量类型有哪些?如何使用向量的分量访问?

What are the vector types in GLSL? How to access vector components?

**What are the vector types in GLSL? How to access vector components?**

*考察点:向量类型和swizzle操作。*
#7 初级

什么是uniform、attribute和varying变量?它们有什么区别?

What are uniform, attribute, and varying variables? What are their differences?

**What are uniform, attribute, and varying variables? What are their differences?**

*考察点:变量限定符理解。*
#8 初级

GLSL中的矩阵类型如何使用?常见的矩阵运算有哪些?

How to use matrix types in GLSL? What are the common matrix operations?

**How to use matrix types in GLSL? What are the common matrix operations?**

*考察点:矩阵类型应用。*
#9 初级

GLSL中的采样器(Sampler)是什么?有哪些类型?

What is a Sampler in GLSL? What types are there?

**What is a Sampler in GLSL? What types are there?**

*考察点:纹理采样器。*
#10 初级

顶点着色器的作用是什么?它在渲染管线中的位置?

What is the role of vertex shaders? Where are they in the rendering pipeline?

**What is the role of vertex shaders? Where are they in the rendering pipeline?**

*考察点:顶点着色器概念。*
#11 初级

gl_Position是什么?如何使用它?

What is gl_Position? How to use it?

**What is gl_Position? How to use it?**

*考察点:内置输出变量。*
#12 初级

如何在顶点着色器中进行坐标变换?

How to perform coordinate transformations in vertex shaders?

**How to perform coordinate transformations in vertex shaders?**

*考察点:MVP变换。*
#13 初级

顶点着色器中有哪些常用的内置变量?

What are the commonly used built-in variables in vertex shaders?

**What are the commonly used built-in variables in vertex shaders?**

*考察点:内置变量使用。*
#14 初级

如何在顶点着色器中传递数据到片段着色器?

How to pass data from vertex shader to fragment shader?

**How to pass data from vertex shader to fragment shader?**

*考察点:varying变量传递。*
#15 初级

片段着色器的作用是什么?它处理的是什么数据?

What is the role of fragment shaders? What data does it process?

**What is the role of fragment shaders? What data does it process?**

*考察点:片段着色器概念。*
#16 初级

gl_FragColor和gl_FragData有什么区别?

What is the difference between gl_FragColor and gl_FragData?

**What is the difference between gl_FragColor and gl_FragData?**

*考察点:颜色输出变量。*
#17 初级

如何在片段着色器中进行纹理采样?

How to perform texture sampling in fragment shaders?

**How to perform texture sampling in fragment shaders?**

*考察点:纹理采样基础。*
#18 初级

片段着色器中如何实现简单的颜色混合?

How to implement simple color blending in fragment shaders?

**How to implement simple color blending in fragment shaders?**

*考察点:颜色计算基础。*
#1 中级

GLSL中常用的数学函数有哪些?各自的应用场景是什么?

What are the commonly used mathematical functions in GLSL? What are their application scenarios?

**What are the commonly used mathematical functions in GLSL? What are their application scenarios?**

*考察点:数学函数应用。*
#2 中级

GLSL中的向量和矩阵运算函数有哪些?

What are the vector and matrix operation functions in GLSL?

**What are the vector and matrix operation functions in GLSL?**

*考察点:向量矩阵函数。*
#3 中级

GLSL中的纹理查找函数有哪些?它们的区别是什么?

What are the texture lookup functions in GLSL? What are their differences?

**What are the texture lookup functions in GLSL? What are their differences?**

*考察点:纹理函数对比。*
#4 中级

如何使用GLSL的几何函数(length、distance、dot、cross等)?

How to use GLSL geometric functions (length, distance, dot, cross, etc.)?

**How to use GLSL geometric functions (length, distance, dot, cross, etc.)?**

*考察点:几何计算函数。*
#5 中级

GLSL中的插值函数(mix、smoothstep、step等)如何使用?

How to use interpolation functions (mix, smoothstep, step, etc.) in GLSL?

**How to use interpolation functions (mix, smoothstep, step, etc.) in GLSL?**

*考察点:插值函数应用。*
#6 中级

如何在着色器中实现Lambert漫反射光照模型?

How to implement Lambert diffuse lighting model in shaders?

**How to implement Lambert diffuse lighting model in shaders?**

*考察点:漫反射计算。*
#7 中级

如何在片段着色器中实现Phong高光效果?

How to implement Phong specular effect in fragment shaders?

**How to implement Phong specular effect in fragment shaders?**

*考察点:镜面反射计算。*
#8 中级

法线贴图(Normal Mapping)在着色器中如何实现?

How to implement Normal Mapping in shaders?

**How to implement Normal Mapping in shaders?**

*考察点:法线贴图技术。*
#9 中级

如何在着色器中处理多个光源的光照计算?

How to handle lighting calculations for multiple light sources in shaders?

**How to handle lighting calculations for multiple light sources in shaders?**

*考察点:多光源处理。*
#10 中级

GLSL中如何实现纹理的多级渐远(Mipmapping)?

How to implement texture Mipmapping in GLSL?

**How to implement texture Mipmapping in GLSL?**

*考察点:Mipmap技术。*
#11 中级

如何在着色器中实现立方体贴图(Cubemap)采样?

How to implement Cubemap sampling in shaders?

**How to implement Cubemap sampling in shaders?**

*考察点:立方体纹理。*
#12 中级

纹理坐标的wrap模式在着色器中如何体现?

How are texture coordinate wrap modes reflected in shaders?

**How are texture coordinate wrap modes reflected in shaders?**

*考察点:纹理寻址模式。*
#13 中级

如何在WebGL中创建和使用自定义着色器?

How to create and use custom shaders in WebGL?

**How to create and use custom shaders in WebGL?**

*考察点:WebGL着色器集成。*
#14 中级

Three.js中的ShaderMaterial如何使用?

How to use ShaderMaterial in Three.js?

**How to use ShaderMaterial in Three.js?**

*考察点:Three.js着色器材质。*
#15 中级

如何在着色器中使用WebGL的attribute和uniform?

How to use WebGL attributes and uniforms in shaders?

**How to use WebGL attributes and uniforms in shaders?**

*考察点:数据传递机制。*
#16 中级

如何调试GLSL着色器代码?常用的调试方法有哪些?

How to debug GLSL shader code? What are the common debugging methods?

**How to debug GLSL shader code? What are the common debugging methods?**

*考察点:着色器调试技巧。*
#1 高级

如何在着色器中实现基于物理的渲染(PBR)?

How to implement Physically Based Rendering (PBR) in shaders?

**How to implement Physically Based Rendering (PBR) in shaders?**

*考察点:PBR渲染实现。*
#2 高级

如何使用着色器实现屏幕空间反射(SSR)?

How to implement Screen Space Reflection (SSR) using shaders?

**How to implement Screen Space Reflection (SSR) using shaders?**

*考察点:SSR技术。*
#3 高级

延迟渲染(Deferred Rendering)中着色器如何组织?

How are shaders organized in Deferred Rendering?

**How are shaders organized in Deferred Rendering?**

*考察点:延迟渲染架构。*
#4 高级

如何在着色器中实现体积光(Volumetric Lighting)效果?

How to implement Volumetric Lighting effects in shaders?

**How to implement Volumetric Lighting effects in shaders?**

*考察点:体积光实现。*
#5 高级

阴影贴图(Shadow Mapping)在着色器中的实现原理是什么?

What is the implementation principle of Shadow Mapping in shaders?

**What is the implementation principle of Shadow Mapping in shaders?**

*考察点:阴影映射技术。*
#6 高级

如何使用着色器实现水面效果?需要考虑哪些因素?

How to implement water surface effects using shaders? What factors need to be considered?

**How to implement water surface effects using shaders? What factors need to be considered?**

*考察点:水面渲染。*
#7 高级

如何在着色器中实现粒子系统的渲染?

How to implement particle system rendering in shaders?

**How to implement particle system rendering in shaders?**

*考察点:粒子着色器。*
#8 高级

如何使用着色器实现后期处理效果(如Bloom、模糊)?

How to implement post-processing effects (such as Bloom, blur) using shaders?

**How to implement post-processing effects (such as Bloom, blur) using shaders?**

*考察点:后期处理技术。*
#9 高级

如何在着色器中实现程序化纹理生成?

How to implement procedural texture generation in shaders?

**How to implement procedural texture generation in shaders?**

*考察点:程序化纹理。*
#10 高级

GLSL着色器的性能优化策略有哪些?

What are the performance optimization strategies for GLSL shaders?

**What are the performance optimization strategies for GLSL shaders?**

*考察点:着色器优化。*
#11 高级

如何减少着色器中的分支和循环对性能的影响?

How to reduce the performance impact of branches and loops in shaders?

**How to reduce the performance impact of branches and loops in shaders?**

*考察点:分支优化。*
#12 高级

着色器精度(precision)对性能和效果的影响是什么?

What is the impact of shader precision on performance and quality?

**What is the impact of shader precision on performance and quality?**

*考察点:精度控制。*
#13 高级

如何实现GPU计算(GPGPU)?着色器在其中的作用是什么?

How to implement GPU computing (GPGPU)? What is the role of shaders in it?

**How to implement GPU computing (GPGPU)? What is the role of shaders in it?**

*考察点:GPGPU应用。*
#14 高级

如何设计可复用的着色器库?模块化着色器的最佳实践是什么?

How to design reusable shader libraries? What are the best practices for modular shaders?

**How to design reusable shader libraries? What are the best practices for modular shaders?**

*考察点:着色器架构设计。*