01 | Overview & Rasterization
Computer graphics definition, applications, rendering pipeline, graphics vs computer vision
GAMES101 is an introductory computer graphics course taught by Lingqi Yan at UCSB. It systematically covers four core topics: rasterization, geometric representation, ray tracing, and animation/simulation — from fundamental principles to practical applications, building a complete understanding of computer graphics. Prerequisites: C++ programming basics, linear algebra, and basic mathematics. Course website: https://sites.cs.ucsb.edu/~lingqi/teaching/games101.html | Bilibili: https://www.bilibili.com/video/BV1X7411F744
Computer graphics definition, applications, rendering pipeline, graphics vs computer vision
Vector definition and operations, dot product and cross product geometric meaning, matrix operations, homogeneous coordinates
2D affine transforms, homogeneous coordinates, composing transforms, 3D transforms, Euler angles, MVP transform, view and projection transforms
fovY wrap-up, viewport transformation, raster display devices, triangle sampling and anti-aliasing, MSAA/FXAA/TAA/DLSS
Z-buffer depth test, Blinn-Phong reflectance model, shading frequencies, graphics pipeline and shaders, texture mapping, barycentric coordinates, bilinear interpolation, Mipmap and trilinear interpolation, environment mapping, normal mapping, shadow mapping
Implicit and explicit geometry representations, algebraic surfaces, CSG, distance functions, Bezier curves and B-splines, Bezier surfaces, mesh subdivision (Loop/Catmull-Clark), mesh simplification (quadric error metrics), mesh regularization, shadow mapping