#Distance Field   #Geometry   #Graphics   #Japan   #Math   #Maya   #Mesh Deformation   #Misc   #Skinning   #Unreal  

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

Render by Elmar Glaubauf (artstation.com)

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: おはし上手じょうずですね!


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

2d poisson disk


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

2d spline


Implicit Skinning: Real-Time Skin Deformation with Contact Modeling


Dual Quaternions skinning tutorial and C++ codes

日本語版・Japanese version

In this entry I provide [  C++ codes ] to deform a mesh with the famous 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

Compute distance field from point cloud data.


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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