<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Bilinear-Interpolation on Feynman's Blog</title><link>/en/tags/bilinear-interpolation/</link><description>Recent content in Bilinear-Interpolation on Feynman's Blog</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Sun, 30 Aug 2026 18:00:00 +0800</lastBuildDate><atom:link href="/en/tags/bilinear-interpolation/index.xml" rel="self" type="application/rss+xml"/><item><title>05 | Shading (Illumination Models and Texture Mapping)</title><link>/en/posts/games101-shading/</link><pubDate>Sun, 30 Aug 2026 18:00:00 +0800</pubDate><guid>/en/posts/games101-shading/</guid><description>&lt;blockquote class="blockquote-regular"&gt;
 &lt;p&gt;Instructor: Lingqi Yan | UCSB
Bilibili: &lt;a href="https://www.bilibili.com/video/BV1X7411F744"&gt;https://www.bilibili.com/video/BV1X7411F744&lt;/a&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;/p&gt;
&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;

&lt;/blockquote&gt;
&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></channel></rss>