<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>GAMES101 on 榎aaaa的个人主页</title><link>https://jiat-t.github.io/tags/games101/</link><description>Recent content in GAMES101 on 榎aaaa的个人主页</description><image><title>榎aaaa的个人主页</title><url>https://jiat-t.github.io/images/avatar.jpg</url><link>https://jiat-t.github.io/images/avatar.jpg</link></image><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Thu, 26 Mar 2026 08:38:15 +0000</lastBuildDate><atom:link href="https://jiat-t.github.io/tags/games101/index.xml" rel="self" type="application/rss+xml"/><item><title>GAMES101 作业 5：基础光线追踪</title><link>https://jiat-t.github.io/graphics/games101-assignment-5/</link><pubDate>Thu, 26 Mar 2026 07:38:19 +0000</pubDate><guid>https://jiat-t.github.io/graphics/games101-assignment-5/</guid><description>整理从像素坐标生成相机光线的空间变换流程，以及三角形求交的基础实现。</description></item><item><title>GAMES101 作业 4：Bézier 曲线</title><link>https://jiat-t.github.io/graphics/games101-assignment-4/</link><pubDate>Sun, 22 Mar 2026 06:46:41 +0000</pubDate><guid>https://jiat-t.github.io/graphics/games101-assignment-4/</guid><description>记录 De Casteljau 递归插值绘制 Bézier 曲线的方法，以及采样步长与曲线绘制代码。</description></item><item><title>GAMES101 作业 2：三角形光栅化</title><link>https://jiat-t.github.io/graphics/games101-assignment-2/</link><pubDate>Thu, 19 Mar 2026 06:55:49 +0000</pubDate><guid>https://jiat-t.github.io/graphics/games101-assignment-2/</guid><description>记录三角形内部判断、包围盒遍历、重心坐标与深度测试的光栅化实现。</description></item></channel></rss>