[Game Engine Architecture 12] 1.the field of physics is vast, and what most of today’s game engines call “physics” is more accurately described as a rigid body dynamics simulation. 现代游戏中的物理,大多指的是 rigid body dynamics(刚体动力学). A rigid body is an idealiz
来源 dilation_rate为一个可选的参数,默认为1,这里我们可以先不管它. 整理一下,对于"VALID",输出的形状计算如下: new_height=new_width=⌈(W–F+1)/S⌉ 对于"SAME",输出的形状计算如下: new_height=new_width=⌈W/S⌉ 其中,W为输入的size,F为filter为size,S为步长,⌈⌉为向上取整符号 总之,TensorFlow 使用如下等式计算 SAME .PADDING SAME Pad