# OpenGL 2.1 course

# Maya math node summary

# How to derive the formula of the curvature of a curve

# 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 Mel/Python] look up array attribute connections

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

# Starcraft 1998 - Japanese transcript (Terran campaign)

# 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)

# [Maya] 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

# Compute Bi-harmonic weights over a triangular mesh

# Definition: Laplacian Matrix for triangle meshes

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

# Distributing Maya plugins

# How to compute accurate vertex normals on irregular triangle meshes

# 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)

How to 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

# 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

# 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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