<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Geometry on Feynman's Blog</title><link>/en/tags/geometry/</link><description>Recent content in Geometry on Feynman's Blog</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Wed, 09 Sep 2026 18:00:00 +0800</lastBuildDate><atom:link href="/en/tags/geometry/index.xml" rel="self" type="application/rss+xml"/><item><title>06 | Geometry (Basic Representations &amp; Curves and Surfaces &amp; Mesh Processing) and Shadow Mapping</title><link>/en/posts/games101-geometry/</link><pubDate>Wed, 09 Sep 2026 18:00:00 +0800</pubDate><guid>/en/posts/games101-geometry/</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_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;/p&gt;

&lt;/blockquote&gt;
&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;
&lt;p&gt;&lt;img src="/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>02 | Geometry and Primitives</title><link>/en/posts/threejs-primitives/</link><pubDate>Fri, 10 Jul 2026 10:00:00 +0800</pubDate><guid>/en/posts/threejs-primitives/</guid><description>&lt;blockquote class="blockquote-regular"&gt;
 &lt;p&gt;Geometry is the building block of the 3D world. Master 5 basic primitives and you can combine almost any shape.&lt;/p&gt;

&lt;/blockquote&gt;
&lt;h2 id="01-learning-objectives"&gt;01 Learning Objectives&lt;/h2&gt;
&lt;p&gt;This lesson focuses on Three.js built-in geometries:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Master the constructors and parameters of 5 basic geometries&lt;/li&gt;
&lt;li&gt;Understand the relationship between segments and vertex count&lt;/li&gt;
&lt;li&gt;Learn to combine multiple primitives into complex objects&lt;/li&gt;
&lt;li&gt;Understand Wireframe visualization principles&lt;/li&gt;
&lt;li&gt;Learn procedural texture generation (Canvas)&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="02-the-nature-of-geometries"&gt;02 The Nature of Geometries&lt;/h2&gt;
&lt;p&gt;Three.js geometries are essentially &lt;strong&gt;collections of vertex data&lt;/strong&gt;:&lt;/p&gt;</description></item></channel></rss>