<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>GAMES101 - 现代计算机图形学 on Feynman 的博客</title><link>/series/games101-modern-computer-graphics/</link><description>Recent content in GAMES101 - 现代计算机图形学 on Feynman 的博客</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Wed, 09 Sep 2026 18:00:00 +0800</lastBuildDate><atom:link href="/series/games101-modern-computer-graphics/index.xml" rel="self" type="application/rss+xml"/><item><title>06｜几何（基本表示方法 &amp; 曲线与曲面 &amp; 网格处理）与阴影映射</title><link>/posts/games101-geometry/</link><pubDate>Wed, 09 Sep 2026 18:00:00 +0800</pubDate><guid>/posts/games101-geometry/</guid><description>&lt;blockquote class="blockquote-regular"&gt;
 &lt;p&gt;课程主讲：闫令琪 (Lingqi Yan) | UCSB
B站课程链接：https://www.bilibili.com/video/BV1X7411F744
本章对应课件：&lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_10.pdf"&gt;第 10 讲&lt;/a&gt;（Geometry 1: Introduction）、&lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_11.pdf"&gt;第 11 讲&lt;/a&gt;（Geometry 2: Curves and Surfaces）、&lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_12.pdf"&gt;第 12 讲&lt;/a&gt;（Geometry 3）&lt;/p&gt;</description></item><item><title>05｜着色（光照模型与纹理映射）</title><link>/posts/games101-shading/</link><pubDate>Sun, 30 Aug 2026 18:00:00 +0800</pubDate><guid>/posts/games101-shading/</guid><description>&lt;blockquote class="blockquote-regular"&gt;
 &lt;p&gt;课程主讲：闫令琪 (Lingqi Yan) | UCSB
B站课程链接：https://www.bilibili.com/video/BV1X7411F744
本章对应课件：&lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_07.pdf"&gt;第 7 讲&lt;/a&gt;（Illumination, Shading and Graphics Pipeline）、&lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_08.pdf"&gt;第 8 讲&lt;/a&gt;（Shading, Pipeline and Texture Mapping）、&lt;a href="https://sites.cs.ucsb.edu/~lingqi/teaching/resources/GAMES101_Lecture_09.pdf"&gt;第 9 讲&lt;/a&gt;（Texture Mapping cont.）&lt;/p&gt;</description></item><item><title>04｜光栅化（三角形的离散化与抗锯齿）</title><link>/posts/games101-rasterization/</link><pubDate>Sun, 16 Aug 2026 12:00:00 +0800</pubDate><guid>/posts/games101-rasterization/</guid><description>&lt;blockquote class="blockquote-regular"&gt;
 &lt;p&gt;课程主讲：闫令琪 (Lingqi Yan) | UCSB
B站课程链接：https://www.bilibili.com/video/BV1X7411F744&lt;/p&gt;

&lt;/blockquote&gt;
&lt;p&gt;光栅化 (Rasterization) 是将矢量图形（几何描述）转换为像素图像（光栅图像）的过程。&lt;/p&gt;</description></item><item><title>03｜变换（二维与三维）</title><link>/posts/games101-transformations/</link><pubDate>Sun, 09 Aug 2026 12:00:00 +0800</pubDate><guid>/posts/games101-transformations/</guid><description>&lt;blockquote class="blockquote-regular"&gt;
 &lt;p&gt;课程主讲：闫令琪 (Lingqi Yan) | UCSB
B站课程链接：https://www.bilibili.com/video/BV1X7411F744&lt;/p&gt;

&lt;/blockquote&gt;
&lt;h2 id="1-为什么要学习变换"&gt;1 为什么要学习变换&lt;/h2&gt;
&lt;p&gt;变换在图形学中有两大核心应用：&lt;/p&gt;</description></item><item><title>02｜向量与线性代数</title><link>/posts/games101-vectors-linear-algebra/</link><pubDate>Tue, 21 Jul 2026 12:00:00 +0800</pubDate><guid>/posts/games101-vectors-linear-algebra/</guid><description>&lt;blockquote class="blockquote-regular"&gt;
 &lt;p&gt;课程主讲：闫令琪 (Lingqi Yan) | UCSB
B站课程链接：https://www.bilibili.com/video/BV1X7411F744&lt;/p&gt;

&lt;/blockquote&gt;
&lt;h2 id="1-向量基础"&gt;1 向量基础&lt;/h2&gt;
&lt;h3 id="向量的定义"&gt;向量的定义&lt;/h3&gt;
&lt;p&gt;&lt;img src="/images/2026-07-21_series_games101/02_vectors/chap2_01.png" alt="向量定义"&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;向量有&lt;strong&gt;方向&lt;/strong&gt;和&lt;strong&gt;长度&lt;/strong&gt;，没有绝对起始位置&lt;/li&gt;
&lt;li&gt;通常记为 $\vec{a}$ 或粗体 &lt;strong&gt;a&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;用起止点表示：$\overrightarrow{AB} = B - A$&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="向量归一化-normalization"&gt;向量归一化 (Normalization)&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;向量的模（长度）：$||\vec{a}||$&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;单位向量&lt;/strong&gt;：模为 1 的向量，用于表示方向&lt;/li&gt;
&lt;li&gt;归一化：$\hat{a} = \frac{\vec{a}}{||\vec{a}||}$&lt;/li&gt;
&lt;/ul&gt;
&lt;h3 id="向量加法"&gt;向量加法&lt;/h3&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;几何表示&lt;/strong&gt;：平行四边形法则 &amp;amp; 三角形法则&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;代数计算&lt;/strong&gt;：对应坐标相加&lt;/li&gt;
&lt;/ul&gt;
$$
\vec{a} + \vec{b} = \begin{pmatrix} x_a + x_b \\ y_a + y_b \end{pmatrix}
$$&lt;p&gt;&lt;strong&gt;向量加法的几何图示&lt;/strong&gt;：&lt;/p&gt;</description></item><item><title>01｜概览与光栅化</title><link>/posts/games101-overview-rasterization/</link><pubDate>Mon, 20 Jul 2026 12:00:00 +0800</pubDate><guid>/posts/games101-overview-rasterization/</guid><description>&lt;blockquote class="blockquote-regular"&gt;
 &lt;p&gt;课程主讲：闫令琪 (Lingqi Yan) | UCSB
B站课程链接：https://www.bilibili.com/video/BV1X7411F744&lt;/p&gt;

&lt;/blockquote&gt;
&lt;h2 id="1-什么是计算机图形学"&gt;1 什么是计算机图形学&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;Computer Graphics&lt;/strong&gt;: The use of computers to &lt;strong&gt;synthesize and manipulate&lt;/strong&gt; visual information.&lt;/p&gt;</description></item></channel></rss>