**Jumble of Thoughts**: here I give myself the liberty to freely write down anything, without caring about correctness, completeness, formatting or relevance. Those draft may be incomplete, incorrect, or just plain wrong. I may convert those notes into a proper article later on, or not.

# Mean curvature of a parametric surface s(u, v)

# Mean curvature of a 2D function graph z = f(x, y)

# Gaussian curvature of a 2D function graph z = f(x, y)

# Gaussian curvature of a parametric surface s(u, v)

# Curvature k of a 1D function graph y = f(x)

# [Maya] Fbx import breaks / corrupts skincluster

# [Maya] get adjacent vertices to a vertex

# [Maya] Edit a mesh after skinning

# Definitions for linear, affine transformations etc

# [Maya] Create UVPin with MEL

# Maya parsing command arguments sample code

# 2D harmonic stencil a.k.a Laplace operator

# Maya: create hair follicules with MEL script

# Definition of a Positive Definite Matrix

# First derivative of a Bézier curve (full development)

# Unreal Engine Slate UI examples

# Display skin weights in Unreal Engine (Skeletal Mesh Editor)

# Delta Mush in Unreal Engine with the Deformer Graph

# Simple animation smoothing algorithm

# Unreal Engine C++: how to add custom nodes to the deformer graph

# Summary: Permutation Arrangement Combination

# C++ code for 2x2 and 3x3 Eigen decomposition

# MEL how to specify the skin weight value of a joint

# Handling types with Python

# How to clear out (set to 0) the rotation of a joint in Maya

# MEL and Python code to change / reset the bind pose of a skinned mesh in Maya

# MEL and Python code to restore joint positions to their bind pose based on skincluster's .bindPreMatrix

# MEL and Python procedure to invert a 4x4 matrix in Maya

# Bi-harmonic diffusion to smooth weight maps over meshes.

# Skin weight optimization (lagrange) (4)

# Skin weight optimization (matrix form) (3)

### Matrix form second attempt

# Skin weight optimization (matrix form) (2)

### (Matrix form first attempt)

# Skin weight optimization (main)

# Compute barycentric coordinates of a tetrahedron

# C code for 4x4 matrix inversion

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

# Upgrade to CUDA 5.0: cudaMemcpyToSymbol invalid device symbol error

You have just upgraded to CUDA 5.0 and the function cudaMemcpyToSymbol() throws you the infamous "invalid device symbol" error. Here is what to do.

# CUDA constant memory, namespace, and weird bugs

Edit: the usage of `cudaMemcpyToSymbol`

describded below is deprecated since CUDA 4.1 (See also my new entry Upgrade to CUDA 5.0: cudaMemcpyToSymbol invalid device symbol error)

Today I want to discuss some issues I had with CUDA constant memory and share some workarounds.

# Drag and drop not working in QTDesigner or QTCreator designer

This has upset me for some time and I finally found a forum entry solving this problem.

The problem: I wasn't able to drag&drop in QTDesigner any widgets from the widgets list to the form I was editing.

Solution found here: qtforum.org

You only need to add this entry to your `/etc/X11/xorg.conf`

:

Section "Module"

Load "extmod"

EndSection

# Broken F4 shortcut in Qtcreator for cuda files ".cu"

Well I'm using QtCreator to code my CUDA project and there has been a lot of things bothering me. Among them is this `F4`

shortcut which doesn't work. The shortcut enables switching between the header and source file but apparently the extension `.cu`

is not recognized as a C++ source file. Here is how to fix it.

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