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    <title>专业领域 on ✏VictorHong&#39;s Blog</title>
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    <managingEditor>wujiahong2013@gmail.com (VictorHong)</managingEditor>
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    <copyright>©2021-2026 | VictorHong</copyright>
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      <item>
        <title>极化码-编码</title>
        <link>https://hugo.jiahongw.com/20210629/polar-code-encode/</link>
        <pubDate>Tue, 29 Jun 2021 13:01:45 +0800</pubDate>
        <author>wujiahong2013@gmail.com (VictorHong)</author>
        <atom:modified>Tue, 29 Jun 2021 13:01:45 +0800</atom:modified>
        <guid>https://hugo.jiahongw.com/20210629/polar-code-encode/</guid>
        <description>极化编码的基本思想是：只在$Z\left( W_{N}^{\left( i \right)} \right)$近于0的坐标信道$W_{N}^{\left( i \right)}$上发送数据比</description>
        
        <dc:creator>VictorHong</dc:creator>
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              <category>极化码</category>
            
          
        
        
          
            
              <category>专业领域</category>
            
          
        
        
          
            
              <category>极化码原理</category>
            
          
        
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      <item>
        <title>极化码-基本原理</title>
        <link>https://hugo.jiahongw.com/20210629/polar-code-fundamentals/</link>
        <pubDate>Tue, 29 Jun 2021 12:48:45 +0800</pubDate>
        <author>wujiahong2013@gmail.com (VictorHong)</author>
        <atom:modified>Tue, 29 Jun 2021 12:48:45 +0800</atom:modified>
        <guid>https://hugo.jiahongw.com/20210629/polar-code-fundamentals/</guid>
        <description>基本概念 信噪比 信噪比，英文名称叫做SNR（SIGNAL-NOISE RATIO )，是指一个电子设备或者电子系统中信号与噪声的比例。信噪比的计算可以为有</description>
        
        <dc:creator>Victor</dc:creator>
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              <category>极化码</category>
            
          
        
        
          
            
              <category>专业领域</category>
            
          
        
        
          
            
              <category>极化码原理</category>
            
          
        
      </item>
      
      <item>
        <title>极化码-信道模型</title>
        <link>https://hugo.jiahongw.com/20210624/polar-code-channel-model/</link>
        <pubDate>Thu, 24 Jun 2021 21:19:45 +0800</pubDate>
        <author>wujiahong2013@gmail.com (VictorHong)</author>
        <atom:modified>Thu, 24 Jun 2021 21:19:45 +0800</atom:modified>
        <guid>https://hugo.jiahongw.com/20210624/polar-code-channel-model/</guid>
        <description>在通信过程中，物理层传输的就是电信号，假如我们只用0和1传输信号，并且这些信道互相都没有关系，我们称为二进制离散无记忆信道。信道模型是研究信</description>
        
        <dc:creator>VictorHong</dc:creator>
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              <category>极化码</category>
            
          
            
              <category>信道模型</category>
            
          
        
        
          
            
              <category>专业领域</category>
            
          
        
        
          
            
              <category>极化码原理</category>
            
          
        
      </item>
      
      <item>
        <title>极化码-译码</title>
        <link>https://hugo.jiahongw.com/20210624/polar-code-decode/</link>
        <pubDate>Thu, 24 Jun 2021 14:04:45 +0800</pubDate>
        <author>wujiahong2013@gmail.com (VictorHong)</author>
        <atom:modified>Thu, 24 Jun 2021 14:04:45 +0800</atom:modified>
        <guid>https://hugo.jiahongw.com/20210624/polar-code-decode/</guid>
        <description>Arıkan教授在文献[1]提出了串行抵消SC译码算法。SC译码算法类似一个深度优先搜索的算法，其根据两个判决函数进行迭代计算最大似然对数比</description>
        
        <dc:creator>VictorHong</dc:creator>
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              <category>极化码</category>
            
          
        
        
          
            
              <category>专业领域</category>
            
          
        
        
          
            
              <category>极化码原理</category>
            
          
        
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        <title>5G下的极化码</title>
        <link>https://hugo.jiahongw.com/20210518/polar-code-intro/</link>
        <pubDate>Tue, 18 May 2021 14:01:12 +0800</pubDate>
        <author>wujiahong2013@gmail.com (VictorHong)</author>
        <atom:modified>Tue, 18 May 2021 14:01:12 +0800</atom:modified>
        <guid>https://hugo.jiahongw.com/20210518/polar-code-intro/</guid>
        <description>5G下的极化码 这个专栏介绍极化码的相关原理，一方面是因为我目前的毕业设计是关于5G极化码方向的，另一方面我想将自己所学的一些知识记录或者分享</description>
        
        <dc:creator>VictorHong</dc:creator>
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              <category>PolarCode</category>
            
          
        
        
          
            
              <category>专业领域</category>
            
          
        
        
          
            
              <category>极化码原理</category>
            
          
        
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        <title>UE编辑器下模拟使用HitProxy</title>
        <link>https://hugo.jiahongw.com/20200615/ue-hitproxy/</link>
        <pubDate>Mon, 15 Jun 2020 09:43:11 +0800</pubDate>
        <author>wujiahong2013@gmail.com (VictorHong)</author>
        <atom:modified>Mon, 15 Jun 2020 09:43:11 +0800</atom:modified>
        <guid>https://hugo.jiahongw.com/20200615/ue-hitproxy/</guid>
        <description>需要从 UGameViewportClient 类继承 修改返回值为true,路径：\Source\Runtime\Engine\Private\GameViewportClient</description>
        
        <dc:creator>VictorHong</dc:creator>
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              <category>c&#43;&#43;</category>
            
          
            
              <category>UE4</category>
            
          
            
              <category>游戏引擎</category>
            
          
        
        
          
            
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        <title>UE4获取深度值</title>
        <link>https://hugo.jiahongw.com/20200615/ue-depth/</link>
        <pubDate>Mon, 15 Jun 2020 09:42:11 +0800</pubDate>
        <author>wujiahong2013@gmail.com (VictorHong)</author>
        <atom:modified>Mon, 15 Jun 2020 09:42:11 +0800</atom:modified>
        <guid>https://hugo.jiahongw.com/20200615/ue-depth/</guid>
        <description>&lt;p&gt;在UE4中获取深度缓存，调用渲染命令读取。&lt;/p&gt;</description>
        
        <dc:creator>VictorHong</dc:creator>
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              <category>c&#43;&#43;</category>
            
          
            
              <category>UE4</category>
            
          
            
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        <title>UE游戏、渲染线程</title>
        <link>https://hugo.jiahongw.com/20200603/ue-game-render/</link>
        <pubDate>Wed, 03 Jun 2020 09:42:11 +0800</pubDate>
        <author>wujiahong2013@gmail.com (VictorHong)</author>
        <atom:modified>Wed, 03 Jun 2020 09:42:11 +0800</atom:modified>
        <guid>https://hugo.jiahongw.com/20200603/ue-game-render/</guid>
        <description>&lt;p&gt;探索UE4游戏线程的进入&lt;/p&gt;</description>
        
        <dc:creator>VictorHong</dc:creator>
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              <category>c&#43;&#43;</category>
            
          
            
              <category>UE4</category>
            
          
            
              <category>游戏引擎</category>
            
          
        
        
          
            
              <category>专业领域</category>
            
          
        
        
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      <item>
        <title>UE4渲染过程</title>
        <link>https://hugo.jiahongw.com/20200529/ue4-render/</link>
        <pubDate>Fri, 29 May 2020 09:42:11 +0800</pubDate>
        <author>wujiahong2013@gmail.com (VictorHong)</author>
        <atom:modified>Fri, 29 May 2020 09:42:11 +0800</atom:modified>
        <guid>https://hugo.jiahongw.com/20200529/ue4-render/</guid>
        <description>&lt;p&gt;大概介绍以下UE4的主要渲染过程。&lt;/p&gt;</description>
        
        <dc:creator>VictorHong</dc:creator>
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              <category>c&#43;&#43;</category>
            
          
            
              <category>UE4</category>
            
          
            
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