<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>GeekX · 工程、科技与前沿</title><description>一名资深开发工程师对软件工程、AI、科技趋势与优质论文的长期观察。</description><link>https://www.geekx.cn/</link><language>zh-CN</language><item><title>AI在教育方面的发展</title><link>https://www.geekx.cn/articles/2026/ai-teaching-beyond-chat-interface/</link><guid isPermaLink="true">https://www.geekx.cn/articles/2026/ai-teaching-beyond-chat-interface/</guid><description>AI 教育正在从生成答案走向组织学习过程，并进一步进入可交互、可反馈、可持续演进的真实课堂系统。</description><pubDate>Thu, 13 Aug 2026 00:00:00 GMT</pubDate><category>ai</category><category>AI 教育</category><category>智能教学</category><category>个性化学习</category><category>OpenMAIC</category><category>实时课堂</category><category>K12</category><author>Nico</author></item><item><title>3D Gaussian Splatting 入门：从照片到可自由浏览的三维场景</title><link>https://www.geekx.cn/articles/2026/3dgs-beginner-guide/</link><guid isPermaLink="true">https://www.geekx.cn/articles/2026/3dgs-beginner-guide/</guid><description>面向第一次接触 3DGS 的读者，解释它解决什么问题、如何从照片生成场景、与 Mesh、点云和 NeRF 有何不同，以及应如何判断它是否适合真实项目。</description><pubDate>Sun, 09 Aug 2026 00:00:00 GMT</pubDate><category>engineering</category><category>3DGS</category><category>Gaussian Splatting</category><category>NeRF</category><category>三维重建</category><category>计算机图形学</category><author>Nico</author></item><item><title>从 4DGS 到可驱动数字人：动态场景、骨骼与高保真外观层</title><link>https://www.geekx.cn/articles/2026/3dgs-dynamic-scenes-and-avatars/</link><guid isPermaLink="true">https://www.geekx.cn/articles/2026/3dgs-dynamic-scenes-and-avatars/</guid><description>解释动态 Gaussian 的时间表示，以及怎样把 canonical Gaussian 绑定到骨骼或参数化人体，形成可驱动、可合成的高保真数字人外观层。</description><pubDate>Sun, 09 Aug 2026 00:00:00 GMT</pubDate><category>frontier</category><category>4DGS</category><category>Gaussian Avatar</category><category>数字人</category><category>动态场景</category><category>VR</category><category>游戏开发</category><author>Nico</author></item><item><title>从手机视频到 Web 场景：用 Splatfacto 跑通 3DGS</title><link>https://www.geekx.cn/articles/2026/3dgs-hands-on-pipeline/</link><guid isPermaLink="true">https://www.geekx.cn/articles/2026/3dgs-hands-on-pipeline/</guid><description>从采集、COLMAP 位姿求解、Nerfstudio Splatfacto 训练，到 SuperSplat 清理、压缩和 Web 交付，完整说明每一步的输入、输出与排错方法。</description><pubDate>Sun, 09 Aug 2026 00:00:00 GMT</pubDate><category>engineering</category><category>3DGS</category><category>Nerfstudio</category><category>Splatfacto</category><category>SuperSplat</category><category>COLMAP</category><category>WebGPU</category><author>Nico</author></item><item><title>3DGS 进入直播、VR 与 AR：生产架构、落地案例与挑战</title><link>https://www.geekx.cn/articles/2026/3dgs-live-xr-production/</link><guid isPermaLink="true">https://www.geekx.cn/articles/2026/3dgs-live-xr-production/</guid><description>梳理 3DGS/4DGS 在体积直播、远程在场、VR、AR 和元宇宙空间资产中的真实进展，区分预录播放、研究原型、商业试点与规模化生产。</description><pubDate>Sun, 09 Aug 2026 00:00:00 GMT</pubDate><category>technology</category><category>3DGS</category><category>4DGS</category><category>体积视频</category><category>VR</category><category>AR</category><category>WebXR</category><category>实时直播</category><author>Nico</author></item><item><title>3DGS 如何工作：Gaussian、投影、排序与可微训练</title><link>https://www.geekx.cn/articles/2026/3dgs-rendering-principles/</link><guid isPermaLink="true">https://www.geekx.cn/articles/2026/3dgs-rendering-principles/</guid><description>用工程直觉和必要公式拆解 3D Gaussian Splatting 的 primitive、协方差、屏幕投影、球谐颜色、Alpha 合成与密度控制。</description><pubDate>Sun, 09 Aug 2026 00:00:00 GMT</pubDate><category>engineering</category><category>3DGS</category><category>Gaussian Splatting</category><category>可微渲染</category><category>GPU</category><category>计算机图形学</category><author>Nico</author></item><item><title>Mesh + Gaussian 能否驱动？GaMeS RTX 4090 实测与 Avatar 路线</title><link>https://www.geekx.cn/articles/2026/mesh-gaussian-driven-rendering/</link><guid isPermaLink="true">https://www.geekx.cn/articles/2026/mesh-gaussian-driven-rendering/</guid><description>在 RTX 4090 上复现 GaMeS，从 flat Gaussian、伪三角面参数化到驱动动画，并梳理 GoMAvatar、SplattingAvatar、GART 等可动画人体方案。</description><pubDate>Sun, 09 Aug 2026 00:00:00 GMT</pubDate><category>engineering</category><category>3DGS</category><category>GaMeS</category><category>Gaussian Avatar</category><category>Mesh</category><category>骨骼动画</category><category>RTX 4090</category><author>Nico</author></item><item><title>3D Gaussian Splatting 的演进：从实时新视角渲染到可部署的 4D 场景表示</title><link>https://www.geekx.cn/articles/2026/3d-gaussian-splatting-evolution/</link><guid isPermaLink="true">https://www.geekx.cn/articles/2026/3d-gaussian-splatting-evolution/</guid><description>梳理 3D Gaussian Splatting 自 2023 年以来在表示、几何、动态场景、压缩、生成与大规模渲染上的关键突破，并分析它距离工程化还差什么。</description><pubDate>Thu, 06 Aug 2026 00:00:00 GMT</pubDate><category>papers</category><category>3DGS</category><category>Gaussian Splatting</category><category>NeRF</category><category>3D重建</category><category>计算机视觉</category><author>Nico</author></item><item><title>把博客当成代码：一套 AI Native 内容流水线</title><link>https://www.geekx.cn/articles/2026/ai-native-content-pipeline/</link><guid isPermaLink="true">https://www.geekx.cn/articles/2026/ai-native-content-pipeline/</guid><description>当 Codex 和 Claude Code 成为主要编辑者，博客架构应该从后台 CMS 转向可验证的文件协议、上下文工程与静态发布。</description><pubDate>Wed, 05 Aug 2026 00:00:00 GMT</pubDate><category>ai</category><category>AI Agent</category><category>Astro</category><category>内容工程</category><category>Git</category><author>Nico</author></item><item><title>你好，GeekX：在变化抵达共识之前</title><link>https://www.geekx.cn/articles/2026/hello-geekx/</link><guid isPermaLink="true">https://www.geekx.cn/articles/2026/hello-geekx/</guid><description>这是 GeekX 的第一篇文章：解释我为什么重新开始长期技术写作，以及这里会用什么标准讨论工程、AI 与前沿研究。</description><pubDate>Wed, 05 Aug 2026 00:00:00 GMT</pubDate><category>engineering</category><category>工程思维</category><category>技术写作</category><category>长期主义</category><author>Nico</author></item><item><title>工程师读论文，不是为了复述 Abstract</title><link>https://www.geekx.cn/articles/2026/how-engineers-read-papers/</link><guid isPermaLink="true">https://www.geekx.cn/articles/2026/how-engineers-read-papers/</guid><description>一套面向资深开发者的论文阅读方法：从问题、证据和限制出发，判断研究结果能否跨越到真实工程系统。</description><pubDate>Wed, 05 Aug 2026 00:00:00 GMT</pubDate><category>papers</category><category>论文阅读</category><category>研究方法</category><category>工程判断</category><author>Nico</author></item></channel></rss>