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graphics
Cross-platform graphics theory and rendering engineering: shader math, optical physics, light transport, BRDF/BSDF models, Monte Carlo sampling, PBR, coordinate systems, numerical stability, neural rendering (3DGS, NeRF), ReSTIR/DDGI real-time GI, spectral rendering, differentiable rendering (Mitsuba 3), GPU compute advances (mesh shaders, work graphs, bindless), volumetric rendering, advanced sampling (blue noise, path guiding), color science (ACEScg, Oklab, AgX, HDR), temporal techniques (DLSS/FSR/XeSS), and WebGPU. Use when working on rendering math, cross-platform shader code (Vulkan, WebGPU, GLSL, HLSL, WGSL), validating physical correctness, solving graphics math problems, implementing neural rendering pipelines, or optimizing GPU-driven rendering. For Apple Metal specifically, use the metal skill.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。