# General Leibniz rule Explained

# Visualizing the inverse theorem

# Maxima cheat sheet

# Unreal Engine C++: Skeletal Mesh doc sheet

# Unreal Engine C++: FMatrix doc sheet

# Unreal Engine C++: TMap doc sheet

# Unreal Engine C++: TArray doc sheet

# A geometric interpretation of the cross product

# Learning Japanese: resources I use

# Maya C++ API: create a progress window

# Tensor basic definition

# Introduction to Jiggle physics and related mesh deformation

# Maya C++ API: write a custom Linear Blending Skinning node

# Maya: look up array attribute connections

# .MDD file exporter / importer source code (C / C++)

# デュアルクォータニオン スキニング チュートリアル・解説 C++

# Anki: add syntax highlighting with javascript (highlight.js)

# Find a tetrahedron circumcenter

# Parking space in Tokyo / Japan

# Mistakes to avoid when buying a car in Tokyo / Japan

# COM and DirectX

# Getting started with DirectX 11

# Unreal Engine C++: Event, Dispatch, Delegates etc.

An alternative explanation to the obscure unreal doc. (first draft, some parts missing)

# Curvature of a Distance field / Implicit surface

# Curvature of a parametric curve

# [Maya C++] add control curve/spline attribute

Allow user to customize a 2D curve (spline etc.) to control some parameters such as color, grading and more.

# Cyclic Coordonate Descent Inverse Kynematic (CCD IK)

# SPI personality test - SPI性格検査・SPI模擬テスト・SPI問題集

Sample questions for the SPI personality test which is very popular in Job interviews (questions related to logic, language etc. are not present)

# Efficient Maya development environment

How to setup your IDE so that clicking 'build' allows you to test and run your Maya plugin without extra steps or application restart.

# Avoid SVD to compute optimal rotation between point sets

Draft note

# Definition: Laplacian Matrix for triangle meshes

# [Maya C++ API] paint weights with MPxDeformerNode

# Distributing Maya plugins

I will discuss various ways you can ship a Maya plugin to users.

# Polar decomposition of a 3x3 matrix

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

# Diffusing / smoothing weight map over a triangular mesh.

Showcasing simple procedures with C++ code to smooth / diffuse per vertex weights over a triangle mesh.

# Inspiration

# Normal to an implicit surface

# Implicit surface a.k.a (signed) distance field: definition

If I say "implicit surface" you may think of metaballs and marching cube, I'll show you there is more to it!

# Phong illumination model (cheat sheet)

I summarize the Phong illumination model with the above equation and explain all the terms one by one.

# Anki tip, inserting furigana (pop up on mouse hover)

Here is how you can make furigana appear above kanjis in your anki flash cards like this: お箸上手ですね！

# Learning japanese: a life's journey

Learning a language is quite a challenge, here I will gather some resources and thoughts about learning Japanese.

# MAYA_SHELF_PATH not working, empty Maya shelves

# [Maya C++ API] Get selected vertices of a mesh

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

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

# Dual Quaternion Skinning with scale

**DQS **with scale applied on the second to last joint. Left, globally propagates until the last bone, right, scale localized to each joint.

# Skeletal animation, forward kinematic

# Maya MEL commands and procedures

# Transforming implicit surface (distance field) and their gradient

# [Maya C++ API] Save MPxData attribute on file

# [Maya C++ API] Unable to unload plugin in Maya

# Bulge free Dual Quaternion Skinning (Trick)

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

# [Maya C++ API] Per vertex color update in MPxDeformerNode

Code snippet in C++ to be able to update the color of a mesh with Maya API on a per vertex basis.

# MAYA MEL wait for idle events/evalDeferred to finish

A trick to pause the script until evalDeferred / scriptJob / idle are executed.

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

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

# C++ code for cotangent weights over a triangular mesh

# Transform normals given a deformation map

# Blender 2.5 - 2.7 tutorial to animate a cylinder

# Maya summary

Summary of elementary Maya feature.

# Gradient rules

Cheat sheet to differentiate expressions with the \( \nabla \) operator to compute gradients of various functions.

# Design of a simple sphere deformer to displace a mesh model

# Elastic Implicit Skinning: a Robust Iso-Surface Tracking for Interactive Character Skinning

# 2D biharmonic stencil a.k.a bilaplacian operator

Draft / notes / memo

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

Dropping my code of the [ cmake version of voro++0.4.5 ]. It helped me to compile the voro++ library under windows with cmake.

# Harmonic function: definitions and properties

This is the second part of my tutorial series on bounded harmonic functions. For a quick introduction and examples of use of harmonic functions read the first part. In this part I define harmonic functions and their properties. This is the hard part with a lot of mathematics. But it's a mandatory step to understand how harmonic functions work. This will allow you to apply them in a broader context and understand many scientific papers relying on these. In addition this will be my entry point to introduce Finite Element Method in future posts. So hang on it's worth it!

# AnkiDroid: How to solve "Syncing error, type: 409, message: Conflict" problem

I ran into the infamous message "Syncing error, type: 409, message: Conflict" while syncing my AnkiDroid with AnkiWeb on my Nexus 4. Here is the solution:

# Contour lines

# How to generate bounded harmonic weights on a regular grid

# 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.

# Source code for poisson disk sampling of a triangle mesh

# 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.

# Curvature of a triangle mesh, definition and computation.

Defining and giving the formula to compute the curvature over a triangle mesh at some vertices.

# C++ code for spline curves

# Implicit Skinning: Real-Time Skin Deformation with Contact Modeling

# Dual Quaternions skinning tutorial and C++ codes

*Dual Quaternion Skinning*(

**DQS**) deformer.

# Convert implicit surface defined with global support to compact support

# Trackball C++ code without quaternions

# Compute Harmonic weights on a triangular mesh

Here I describe the discreet Laplace-Beltrami operator for a triangle mesh and how to derive the Laplacian matrix for that mesh. Then I provide [ C++ code ] to compute harmonic weights over a triangular mesh by solving the Laplace equation.

# Building a new culture of teaching and learning

Theories around alternative systems for teaching and learning

# Recipe for implicit surface reconstruction 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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