# Polar decomposition of a 3x3 matrix

Leaving [  C++ code ] to decompose a 3x3 matrix into rotation and scale/shear with polar decomposition.

# [Maya C++ API] Set skinning weight attributes

Some C++ Maya API code to set skin weights (multi attributes) of a skin cluster node.

# Bulge free Dual Quaternion Skinning (Trick)

Left: standard DQS. Right DQS bulge correction (both use same automatic skin weight: "smooth bind" inside Maya).

# Laplacian smoothing (C++ code to smooth a mesh)

Dropping a procedure to compute the Laplacian smoothing of a 3D mesh (with cotangent weights).

# Voro++.0.4.5 with cmake for easy compilation under windows

Dropping my code of the . It helped me to compile the voro++ library under windows with cmake.

# Singular value decomposition of a 2x2 matrix (C++ code)

Dropping some [ code here] to do a singular value decomposition (SVD) of a 2 by 2 real matrix.

# 3D viewer for Hermite Radial Basis Function

This is a simple demonstrator of the HRBF technique presented and explained here. You can visualize and edit the implicit surface generated with HRBF.

# C++ code to emulate openGL old direct mode drawing

glBegin(GL_TRIANGLES);
glVertex3f(1.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
glVertex3f(0.0f, 0.0f, 1.0f);
glEnd();


[  compact version ] | [  modular version ]

Remember the old days when you were able to simply draw a few primitives with GL_POINTS, GL_LINES or GL_QUADS within a pair of good old begin() end(). Well I'm providing a C++ class which will enable you to do this again under OpenGL 3.1 or higher.

# C code for 4x4 matrix inversion

Just leaving some code here to invert either column or row major 4x4 matrices.

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