<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Shadow-Mapping on Feynman's Blog</title><link>/en/tags/shadow-mapping/</link><description>Recent content in Shadow-Mapping 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/shadow-mapping/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>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>