<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Graphics on Feynman's Blog</title><link>https://blog.deltastudio.space/en/categories/graphics/</link><description>Recent content in Graphics on Feynman's Blog</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Sat, 03 Oct 2026 15:00:00 +0800</lastBuildDate><atom:link href="https://blog.deltastudio.space/en/categories/graphics/index.xml" rel="self" type="application/rss+xml"/><item><title>11 | Light Fields, Color and Perception</title><link>https://blog.deltastudio.space/en/posts/games101-light-fields-and-color/</link><pubDate>Sat, 03 Oct 2026 15:00:00 +0800</pubDate><guid>https://blog.deltastudio.space/en/posts/games101-light-fields-and-color/</guid><description>&lt;ul&gt;&#10;&lt;li&gt;Instructor: Lingqi Yan | UCSB&lt;/li&gt;&#10;&lt;li&gt;Bilibili: &lt;a href="https://www.bilibili.com/video/BV1X7411F744"&gt;https://www.bilibili.com/video/BV1X7411F744&lt;/a&gt;&lt;/li&gt;&#10;&lt;li&gt;Lectures covered: &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_20.pdf"&gt;Lecture 20&lt;/a&gt; (Light Field / Lumigraph, Color and Perception)&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&lt;blockquote class="blockquote-regular"&gt;&#10; &lt;p&gt;Note: these are two topics that step outside geometry. The light field asks how much information a scene actually carries visually; colour asks why that information turns into colour once it enters the human eye. They look unrelated but point at the same conclusion: &lt;strong&gt;the &amp;ldquo;image&amp;rdquo; and the &amp;ldquo;colour&amp;rdquo; we perceive are only low-dimensional projections of the physical world onto human senses&lt;/strong&gt; — the light field squeezes the 7D plenoptic function down to 4D, and colour squeezes an infinite-dimensional spectrum down to 3D. It is precisely because this compression exists that image capture and colour reproduction are possible at all.&lt;/p&gt;</description></item><item><title>12 | Animation and Simulation</title><link>https://blog.deltastudio.space/en/posts/games101-animation-and-simulation/</link><pubDate>Sat, 03 Oct 2026 15:00:00 +0800</pubDate><guid>https://blog.deltastudio.space/en/posts/games101-animation-and-simulation/</guid><description>&lt;ul&gt;&#10;&lt;li&gt;Instructor: Lingqi Yan | UCSB&lt;/li&gt;&#10;&lt;li&gt;Bilibili: &lt;a href="https://www.bilibili.com/video/BV1X7411F744"&gt;https://www.bilibili.com/video/BV1X7411F744&lt;/a&gt;&lt;/li&gt;&#10;&lt;li&gt;Lectures covered: &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_21.pdf"&gt;Lecture 21&lt;/a&gt; (Animation 1: Basic Concepts, Mass-Spring Systems, Kinematics, Rigging / Blend Shapes / Motion Capture), &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_22.pdf"&gt;Lecture 22&lt;/a&gt; (Animation Cont.: Solving ODEs, Rigid Body and Fluids)&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&lt;blockquote class="blockquote-regular"&gt;&#10; &lt;p&gt;Note: the previous eleven posts all dealt with the &amp;ldquo;static&amp;rdquo; problem — a scene sits there, and we care about how to compute and draw it. This one changes the dimension: making the scene move over time. Animation and simulation both look like they &amp;ldquo;generate motion&amp;rdquo;, but they take two fundamentally different routes: &lt;strong&gt;animation describes motion&lt;/strong&gt; (a human supplies keyframes or joint angles and the computer interpolates), while &lt;strong&gt;simulation derives motion&lt;/strong&gt; (a human supplies the laws of physics and the computer integrates). In practice the two roads meet in the same place — both end up solving differential equations numerically, and both can blow up because of discretisation.&lt;/p&gt;</description></item><item><title>10 | Cameras and Lenses</title><link>https://blog.deltastudio.space/en/posts/games101-cameras-and-lenses/</link><pubDate>Sat, 03 Oct 2026 14:00:00 +0800</pubDate><guid>https://blog.deltastudio.space/en/posts/games101-cameras-and-lenses/</guid><description>&lt;ul&gt;&#10;&lt;li&gt;Instructor: Lingqi Yan | UCSB&lt;/li&gt;&#10;&lt;li&gt;Bilibili: &lt;a href="https://www.bilibili.com/video/BV1X7411F744"&gt;https://www.bilibili.com/video/BV1X7411F744&lt;/a&gt;&lt;/li&gt;&#10;&lt;li&gt;Lectures covered: &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_19.pdf"&gt;Lecture 19&lt;/a&gt; (Cameras, Lenses and Light Fields)&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&lt;blockquote class="blockquote-regular"&gt;&#10; &lt;p&gt;Note: the previous nine posts kept answering &amp;ldquo;how do we draw a model into an image&amp;rdquo; — that is &lt;strong&gt;synthesis&lt;/strong&gt;. This one turns around and asks how an image gets &lt;strong&gt;captured&lt;/strong&gt;. Nearly every part of a camera — lens, aperture, shutter, sensor — maps onto a parameter in a renderer, and effects like depth of field, defocus blur and exposure finally get a physical model.&lt;/p&gt;</description></item><item><title>07 | Ray Tracing (Whitted-Style, Radiometry and Path Tracing)</title><link>https://blog.deltastudio.space/en/posts/games101-ray-tracing/</link><pubDate>Thu, 01 Oct 2026 18:00:00 +0800</pubDate><guid>https://blog.deltastudio.space/en/posts/games101-ray-tracing/</guid><description>&lt;ul&gt;&#10;&lt;li&gt;Instructor: Lingqi Yan | UCSB&lt;/li&gt;&#10;&lt;li&gt;Bilibili: &lt;a href="https://www.bilibili.com/video/BV1X7411F744"&gt;https://www.bilibili.com/video/BV1X7411F744&lt;/a&gt;&lt;/li&gt;&#10;&lt;li&gt;Lectures covered: &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_13.pdf"&gt;Lecture 13&lt;/a&gt; (Ray Tracing 1: Whitted-Style Ray Tracing), &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_14.pdf"&gt;Lecture 14&lt;/a&gt; (Ray Tracing 2: Acceleration &amp;amp; Radiometry), &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_15.pdf"&gt;Lecture 15&lt;/a&gt; (Light Transport &amp;amp; Global Illumination), &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_16.pdf"&gt;Lecture 16&lt;/a&gt; (Ray Tracing 4: Monte Carlo, Path Tracing)&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&lt;blockquote class="blockquote-regular"&gt;&#10; &lt;p&gt;Note: ray tracing is the longest block in GAMES101, spanning lectures 13-18. This post covers lectures 13-16 — from Whitted-style ray tracing, intersection tests and acceleration structures, through radiometry and the rendering equation, to path tracing. Materials and appearances (Lecture 17) and advanced rendering topics (Lecture 18) get their own posts.&lt;/p&gt;</description></item><item><title>08 | Materials and Appearances</title><link>https://blog.deltastudio.space/en/posts/games101-materials-and-appearances/</link><pubDate>Thu, 01 Oct 2026 18:00:00 +0800</pubDate><guid>https://blog.deltastudio.space/en/posts/games101-materials-and-appearances/</guid><description>&lt;ul&gt;&#10;&lt;li&gt;Instructor: Lingqi Yan | UCSB&lt;/li&gt;&#10;&lt;li&gt;Bilibili: &lt;a href="https://www.bilibili.com/video/BV1X7411F744"&gt;https://www.bilibili.com/video/BV1X7411F744&lt;/a&gt;&lt;/li&gt;&#10;&lt;li&gt;Lectures covered: &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_17.pdf"&gt;Lecture 17&lt;/a&gt; (Materials and Appearances)&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&lt;blockquote class="blockquote-regular"&gt;&#10; &lt;p&gt;Note: the previous post (#7) drove all the way to path tracing and solved the rendering equation. This one turns around and stares at the one term in that equation that is &amp;ldquo;known&amp;rdquo; yet endlessly complicated — $f_r$, the BRDF. Materials, appearances, glossiness, Fresnel, microfacets: they all answer the same question. When light hits this surface, how much energy goes where? The advanced rendering topics of Lecture 18 (BDPT, MLT, photon mapping, VCM, plus non-surface models such as participating media and hair) get their own post.&lt;/p&gt;</description></item><item><title>09 | Advanced Light Transport and Complex Appearance Modeling</title><link>https://blog.deltastudio.space/en/posts/games101-advanced-rendering/</link><pubDate>Thu, 01 Oct 2026 18:00:00 +0800</pubDate><guid>https://blog.deltastudio.space/en/posts/games101-advanced-rendering/</guid><description>&lt;ul&gt;&#10;&lt;li&gt;Instructor: Lingqi Yan | UCSB&lt;/li&gt;&#10;&lt;li&gt;Bilibili: &lt;a href="https://www.bilibili.com/video/BV1X7411F744"&gt;https://www.bilibili.com/video/BV1X7411F744&lt;/a&gt;&lt;/li&gt;&#10;&lt;li&gt;Lectures covered: &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_18.pdf"&gt;Lecture 18&lt;/a&gt; (Advanced Topics in Rendering)&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&lt;blockquote class="blockquote-regular"&gt;&#10; &lt;p&gt;Note: this closes out the rendering block. We walked from the rendering equation all the way to path tracing and got the basic framework standing. This post derives no new equation — it spreads out sideways instead. First, what &lt;em&gt;other&lt;/em&gt; light transport algorithms exist (BDPT, MLT, photon mapping, VCM, instant radiosity); then, what to do when the &amp;ldquo;surface + BRDF&amp;rdquo; assumption stops being enough, and we have to model participating media, hair, skin and cloth.&lt;/p&gt;</description></item><item><title>06 | Geometry (Basic Representations &amp; Curves and Surfaces &amp; Mesh Processing) and Shadow Mapping</title><link>https://blog.deltastudio.space/en/posts/games101-geometry/</link><pubDate>Wed, 09 Sep 2026 18:00:00 +0800</pubDate><guid>https://blog.deltastudio.space/en/posts/games101-geometry/</guid><description>&lt;ul&gt;&#10;&lt;li&gt;Instructor: Lingqi Yan | UCSB&lt;/li&gt;&#10;&lt;li&gt;Bilibili: &lt;a href="https://www.bilibili.com/video/BV1X7411F744"&gt;https://www.bilibili.com/video/BV1X7411F744&lt;/a&gt;&lt;/li&gt;&#10;&lt;li&gt;Lectures covered: &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_10.pdf"&gt;Lecture 10&lt;/a&gt; (Geometry 1: Introduction), &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_11.pdf"&gt;Lecture 11&lt;/a&gt; (Geometry 2: Curves and Surfaces), &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_12.pdf"&gt;Lecture 12&lt;/a&gt; (Geometry 3)&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;Geometry is an extremely important yet difficult topic in computer graphics. This post covers various ways to represent geometry (implicit and explicit), curves and surfaces (Bezier curves, B-splines, Bezier surfaces), mesh processing (subdivision, simplification, regularization) as well as the shadow mapping technique.&lt;/p&gt;&#10;&lt;p&gt;&lt;img src="https://blog.deltastudio.space/images/2026-07-21_series_games101/06_geometry/chap6_01.png" alt="Various geometric examples (glass, car, engine internals, silk, water drops, outdoors, hair, microscopic world, trees)"&gt;&lt;/p&gt;</description></item><item><title>05 | Shading (Illumination Models and Texture Mapping)</title><link>https://blog.deltastudio.space/en/posts/games101-shading/</link><pubDate>Sun, 30 Aug 2026 18:00:00 +0800</pubDate><guid>https://blog.deltastudio.space/en/posts/games101-shading/</guid><description>&lt;ul&gt;&#10;&lt;li&gt;Instructor: Lingqi Yan | UCSB&lt;/li&gt;&#10;&lt;li&gt;Bilibili: &lt;a href="https://www.bilibili.com/video/BV1X7411F744"&gt;https://www.bilibili.com/video/BV1X7411F744&lt;/a&gt;&lt;/li&gt;&#10;&lt;li&gt;Lectures covered: &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_07.pdf"&gt;Lecture 7&lt;/a&gt; (Illumination, Shading and Graphics Pipeline), &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_08.pdf"&gt;Lecture 8&lt;/a&gt; (Shading, Pipeline and Texture Mapping), &lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_09.pdf"&gt;Lecture 9&lt;/a&gt; (Texture Mapping cont.)&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&lt;blockquote class="blockquote-regular"&gt;&#10; &lt;p&gt;Note: In the official condensed slides, texture applications (environment maps, bump/normal/displacement maps, 3D textures) appear in Lecture 10 and shadow mapping in Lecture 12; following the full Bilibili course structure, they are grouped under the shading topic here.&lt;/p&gt;&#10;&#10;&lt;/blockquote&gt;&#10;&lt;p&gt;Shading is the process of applying material properties to objects, which determines their color and appearance under different lighting conditions. This post covers the depth buffer (visibility/occlusion), the Blinn-Phong reflectance model, shading frequencies, the graphics pipeline, texture mapping and related techniques.&lt;/p&gt;</description></item><item><title>04 | Rasterization (Triangle Discretization and Anti-Aliasing)</title><link>https://blog.deltastudio.space/en/posts/games101-rasterization/</link><pubDate>Sun, 16 Aug 2026 12:00:00 +0800</pubDate><guid>https://blog.deltastudio.space/en/posts/games101-rasterization/</guid><description>&lt;ul&gt;&#10;&lt;li&gt;Instructor: Lingqi Yan | UCSB&lt;/li&gt;&#10;&lt;li&gt;Bilibili: &lt;a href="https://www.bilibili.com/video/BV1X7411F744"&gt;https://www.bilibili.com/video/BV1X7411F744&lt;/a&gt;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;p&gt;Rasterization is the process of converting vector graphics (geometric descriptions) into pixel images (raster images).&lt;/p&gt;&#10;&lt;p&gt;Rasterization = drawing continuous geometry as discrete pixels. It is the foundational technique of real-time rendering.&lt;/p&gt;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&#10;&lt;blockquote class="blockquote-regular"&gt;&#10; &lt;p&gt;This chapter corresponds to lectures 5-6 (the depth buffer part corresponds to the start of lecture 7).&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_05.pdf"&gt;Lecture 05 slides (PDF)&lt;/a&gt;&lt;/li&gt;&#10;&lt;li&gt;&lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_06.pdf"&gt;Lecture 06 slides (PDF)&lt;/a&gt;&lt;/li&gt;&#10;&lt;li&gt;&lt;a href="https://www.bilibili.com/video/BV1X7411F744"&gt;Bilibili video&lt;/a&gt;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&#10;&lt;/blockquote&gt;&#10;&lt;h2 id="1-perspective-projection-wrap-up-fovy-and-aspect-ratio"&gt;1 Perspective Projection Wrap-Up: fovY and Aspect Ratio&lt;/h2&gt;&#10;&lt;p&gt;In the MVP transform, the perspective projection frustum is defined by $l, r, b, t$ (left, right, bottom, top bounds of the near clip plane), but in practice developers prefer &lt;strong&gt;vertical field of view (fovY)&lt;/strong&gt; and &lt;strong&gt;aspect ratio&lt;/strong&gt; (assuming symmetry, i.e. $l = -r$, $b = -t$):&lt;/p&gt;</description></item><item><title>03 | Transformations (2D and 3D)</title><link>https://blog.deltastudio.space/en/posts/games101-transformations/</link><pubDate>Sun, 09 Aug 2026 12:00:00 +0800</pubDate><guid>https://blog.deltastudio.space/en/posts/games101-transformations/</guid><description>&lt;ul&gt;&#10;&lt;li&gt;Instructor: Lingqi Yan | UCSB&lt;/li&gt;&#10;&lt;li&gt;Bilibili: &lt;a href="https://www.bilibili.com/video/BV1X7411F744"&gt;https://www.bilibili.com/video/BV1X7411F744&lt;/a&gt;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;h2 id="1-why-study-transformations"&gt;1 Why Study Transformations&lt;/h2&gt;&#10;&lt;p&gt;Transformations have two core applications in graphics:&lt;/p&gt;&#10;&lt;table&gt;&#10;&#9;&lt;thead&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;th style="text-align: center"&gt;Application&lt;/th&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;th style="text-align: left"&gt;Description&lt;/th&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;th style="text-align: left"&gt;Example&lt;/th&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&lt;/thead&gt;&#10;&#9;&lt;tbody&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: center"&gt;&lt;strong&gt;Modeling&lt;/strong&gt;&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Place objects in a scene&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Translate, rotate, scale objects&lt;/td&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: center"&gt;&lt;strong&gt;Viewing&lt;/strong&gt;&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Project 3D scene onto a 2D image&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Camera transform, projection transform&lt;/td&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&lt;/tbody&gt;&#10;&lt;/table&gt;&#10;&lt;hr&gt;&#10;&lt;h2 id="2-2d-transformations"&gt;2 2D Transformations&lt;/h2&gt;&#10;&lt;h3 id="scale"&gt;Scale&lt;/h3&gt;&#10;&lt;p&gt;&lt;strong&gt;Uniform scale&lt;/strong&gt; (all directions scaled equally):&lt;/p&gt;&#10;&lt;p&gt;&lt;img src="https://blog.deltastudio.space/images/2026-07-21_series_games101/03_transforms/chap3_01.png" alt="Uniform Scale"&gt;&lt;/p&gt;&#10;&lt;p&gt;$x' = sx \qquad y' = sy$&lt;/p&gt;&#10;$$&#10;\begin{pmatrix} x' \\ y' \end{pmatrix} = \begin{pmatrix} s &amp; 0 \\ 0 &amp; s \end{pmatrix} \begin{pmatrix} x \\ y \end{pmatrix}&#10;$$&lt;p&gt;For example: $x = 2, \; y = 2, \; s = 0.5$&lt;/p&gt;</description></item><item><title>02 | Vectors and Linear Algebra</title><link>https://blog.deltastudio.space/en/posts/games101-vectors-linear-algebra/</link><pubDate>Tue, 21 Jul 2026 12:00:00 +0800</pubDate><guid>https://blog.deltastudio.space/en/posts/games101-vectors-linear-algebra/</guid><description>&lt;ul&gt;&#10;&lt;li&gt;Instructor: Lingqi Yan | UCSB&lt;/li&gt;&#10;&lt;li&gt;Bilibili: &lt;a href="https://www.bilibili.com/video/BV1X7411F744"&gt;https://www.bilibili.com/video/BV1X7411F744&lt;/a&gt;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;h2 id="1-vector-basics"&gt;1 Vector Basics&lt;/h2&gt;&#10;&lt;h3 id="definition-of-vectors"&gt;Definition of Vectors&lt;/h3&gt;&#10;&lt;p&gt;&lt;img src="https://blog.deltastudio.space/images/2026-07-21_series_games101/02_vectors/chap2_01.png" alt="Vector Definition"&gt;&lt;/p&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;Vectors have &lt;strong&gt;direction&lt;/strong&gt; and &lt;strong&gt;length&lt;/strong&gt;, but no absolute starting position&lt;/li&gt;&#10;&lt;li&gt;Commonly denoted as $\vec{a}$ or bold &lt;strong&gt;a&lt;/strong&gt;&lt;/li&gt;&#10;&lt;li&gt;Represented by start and end points: $\overrightarrow{AB} = B - A$&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;h3 id="vector-normalization"&gt;Vector Normalization&lt;/h3&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;Magnitude (length) of a vector: $||\vec{a}||$&lt;/li&gt;&#10;&lt;li&gt;&lt;strong&gt;Unit vector&lt;/strong&gt;: A vector with magnitude 1, used to represent direction&lt;/li&gt;&#10;&lt;li&gt;Normalization: $\hat{a} = \frac{\vec{a}}{||\vec{a}||}$&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;h3 id="vector-addition"&gt;Vector Addition&lt;/h3&gt;&#10;&lt;ul&gt;&#10;&lt;li&gt;&lt;strong&gt;Geometric representation&lt;/strong&gt;: Parallelogram law &amp;amp; triangle law&lt;/li&gt;&#10;&lt;li&gt;&lt;strong&gt;Algebraic calculation&lt;/strong&gt;: Add corresponding coordinates&lt;/li&gt;&#10;&lt;/ul&gt;&#10;$$&#10;\vec{a} + \vec{b} = \begin{pmatrix} x_a + x_b \\ y_a + y_b \end{pmatrix}&#10;$$&lt;p&gt;&lt;strong&gt;Geometric representation of vector addition&lt;/strong&gt;:&lt;/p&gt;</description></item><item><title>01 | Overview &amp; Rasterization</title><link>https://blog.deltastudio.space/en/posts/games101-overview-rasterization/</link><pubDate>Mon, 20 Jul 2026 12:00:00 +0800</pubDate><guid>https://blog.deltastudio.space/en/posts/games101-overview-rasterization/</guid><description>&lt;ul&gt;&#10;&lt;li&gt;Instructor: Lingqi Yan | UCSB&lt;/li&gt;&#10;&lt;li&gt;Course Link: &lt;a href="https://www.bilibili.com/video/BV1X7411F744"&gt;https://www.bilibili.com/video/BV1X7411F744&lt;/a&gt;&lt;/li&gt;&#10;&lt;/ul&gt;&#10;&lt;h2 id="1-what-is-computer-graphics"&gt;1 What is Computer Graphics&lt;/h2&gt;&#10;&lt;p&gt;&lt;strong&gt;Computer Graphics&lt;/strong&gt;: The use of computers to &lt;strong&gt;synthesize and manipulate&lt;/strong&gt; visual information.&lt;/p&gt;&#10;&lt;p&gt;The core task of computer graphics is to &lt;strong&gt;represent, process, render, and display&lt;/strong&gt; graphics and images in computers.&lt;/p&gt;&#10;&lt;h3 id="application-areas"&gt;Application Areas&lt;/h3&gt;&#10;&lt;table&gt;&#10;&#9;&lt;thead&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;th style="text-align: left"&gt;Area&lt;/th&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;th style="text-align: left"&gt;Examples&lt;/th&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&lt;/thead&gt;&#10;&#9;&lt;tbody&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Video Games&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Real-time rendering, 3D scenes&lt;/td&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Film VFX&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Offline rendering, visual effects&lt;/td&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Animation&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;CG animation like &lt;em&gt;Frozen&lt;/em&gt;, &lt;em&gt;Zootopia&lt;/em&gt;&lt;/td&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Design &amp;amp; CAD&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Industrial design, architectural visualization&lt;/td&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Data Visualization&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Scientific, engineering, medical data&lt;/td&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Virtual Reality&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Immersive virtual environments&lt;/td&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Augmented Reality&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Real-virtual fusion (AR navigation)&lt;/td&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&#9;&#9;&lt;tr&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Simulation&lt;/td&gt;&#10;&#9;&#9;&#9;&#9;&#9;&lt;td style="text-align: left"&gt;Physics, weather, black hole visualization&lt;/td&gt;&#10;&#9;&#9;&#9;&lt;/tr&gt;&#10;&#9;&lt;/tbody&gt;&#10;&lt;/table&gt;&#10;&lt;h2 id="2-four-core-topics"&gt;2 Four Core Topics&lt;/h2&gt;&#10;&lt;p&gt;GAMES101 covers four core topics in modern computer graphics:&lt;/p&gt;</description></item></channel></rss>