<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Convolution on Feynman's Blog</title><link>/en/tags/convolution/</link><description>Recent content in Convolution on Feynman's Blog</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Sun, 16 Aug 2026 12:00:00 +0800</lastBuildDate><atom:link href="/en/tags/convolution/index.xml" rel="self" type="application/rss+xml"/><item><title>04 | Rasterization (Triangle Discretization and Anti-Aliasing)</title><link>/en/posts/games101-rasterization/</link><pubDate>Sun, 16 Aug 2026 12:00:00 +0800</pubDate><guid>/en/posts/games101-rasterization/</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;&lt;/p&gt;

&lt;/blockquote&gt;
&lt;p&gt;Rasterization is the process of converting vector graphics (geometric descriptions) into pixel images (raster images).&lt;/p&gt;
&lt;p&gt;Rasterization = drawing continuous geometry as discrete pixels. It is the foundational technique of real-time rendering.&lt;/p&gt;








&lt;blockquote class="blockquote-regular"&gt;
 &lt;p&gt;This chapter corresponds to lectures 5-6 (the depth buffer part corresponds to the start of lecture 7).&lt;/p&gt;
&lt;ul&gt;
&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;
&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;
&lt;li&gt;&lt;a href="https://www.bilibili.com/video/BV1X7411F744"&gt;Bilibili video&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;

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