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Trevor Wilkin proslijedio/la je Tweet
Happy first of January everyone. I am starting the year with a study of "The Polygons of Another World" (http://fabiensanglard.net/another_world_polygons/index.html …).pic.twitter.com/fOAG8ca9xp
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Trevor Wilkin proslijedio/la je Tweet
Paged Out! is a new experimental free magazine about programming (especially programming tricks), hacking, security hacking, retro computers, modern computers, electronics, demoscene, and other similar topics https://pagedout.institute/
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Trevor Wilkin proslijedio/la je Tweet
Chapter 15 of Computer Graphics: Principles and Practice is free online: http://dept.cs.williams.edu/~morgan/cgpp/file/cgpp3e_ch15.pdf … This is a deep dive (64 pages with code!) on the differences and enough information to implement each in software from scratch.pic.twitter.com/hJikZ0feat
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Trevor Wilkin proslijedio/la je Tweet
The new Intel Open Image Denoise Library is an
#opensource#gamedev tool that can save you precious time and boost the quality of your game. https://intel.ly/2CWYCsi pic.twitter.com/LKgkzESH8D
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Trevor Wilkin proslijedio/la je Tweet
A fast and simple inverse kinematics algorithm that supports joint limits and requires no dependencies. https://zalo.github.io/blog/inverse-kinematics/ …pic.twitter.com/DlyYu17LDm
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Trevor Wilkin proslijedio/la je Tweet
A (very) short intro to Constraints, which are fundamental to a variety of algorithms ranging from filtering and inverse kinematics to physical simulation https://zalo.github.io/blog/constraints/ …pic.twitter.com/2G4iF2kXIY
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Trevor Wilkin proslijedio/la je Tweet
New blog post! "Small, fast, web" (pick, uh, two?) in which we look at WebAssembly geometry decoders from meshoptimizer and how they got smaller and faster over the last few months.https://zeuxcg.org/2019/03/11/small-fast-web/ …
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Trevor Wilkin proslijedio/la je Tweet
I've updated my sun/sky code at https://github.com/andrewwillmott/sun-sky … with the Hosek model, a higher-quality replacement for Preetham. Both models contain extensions for overcast conditions and dusk/dawn. (I.e., they handle the sun going below the horizon!)pic.twitter.com/XFmwonF43d
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Trevor Wilkin proslijedio/la je Tweet
Programming tricks in Shadertoy / GLSLhttps://shadertoyunofficial.wordpress.com/2019/01/02/programming-tricks-in-shadertoy-glsl/ …
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Trevor Wilkin proslijedio/la je Tweet
#shaders#unitytips Super neat trick. You sample the same noise three times. Once just the noise, then with an offset and the third offsets the function which shifts between sample one and two. Look at@catlikecoding water tut for more info. Code: https://pastebin.com/rX0KLVGH pic.twitter.com/Ju2I0LzatlHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Trevor Wilkin proslijedio/la je Tweet
xatlas is a cleanup of the popular mesh parameterizer theka_atlas. New features include an easier build system, more input geometry validation, and configurable atlas parameters. https://github.com/jpcy/xatlas pic.twitter.com/1fFa81FqB8
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Trevor Wilkin proslijedio/la je Tweet
EOY 2018 API stats: https://gist.github.com/zeux/e2952fd3c6570616ab618d88b5b557e2 … (this is before Christmas which usually changes distribution a bit - sweet Xmas presents - but it's fair since "EOY 2017" data was also from Dec 17). D3D9 and ES2 are still with us, and will definitely stay around in 2019
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Trevor Wilkin proslijedio/la je Tweet
Tactile is a modern reimplementation of my PhD code for manipulating isohedral tilings, now available as open-source libraries in C++ and Javascript. I've also created a few fun web-based apps for playing with tilings.http://isohedral.ca/the-tactile-libraries/ …
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Trevor Wilkin proslijedio/la je Tweet
"Microsoft “Shader Conductor” for cross-compiling HLSL to GLSL or SPIR-V in OpenGL/ES, Vulkan" https://www.phoronix.com/scan.php?page=news_item&px=Microsoft-Shader-Conductor …
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Trevor Wilkin proslijedio/la je Tweet
After two months of blood, sweat & tears, this is my new blog post that I hope will be useful to people... "A simple method to construct isotropic quasirandom blue noise infinite point sequences" https://bit.ly/2JZPntz pic.twitter.com/8F0mMMK1uC
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Trevor Wilkin proslijedio/la je Tweet
A simple GLSL implementation of
@TechSparx's "A simple method to construct isotropic quasirandom blue noise infinite point sequences": https://www.shadertoy.com/view/MtVBRw pic.twitter.com/PX8kdEEhm2
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Trevor Wilkin proslijedio/la je Tweet
Zucker and Higashi, Cube-to-sphere projections for procedural texturing and beyond. http://www.jcgt.org/published/0007/02/01/ …pic.twitter.com/EZQS3q97xL
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Trevor Wilkin proslijedio/la je Tweet
RT
@RealtimeVFXMike: This is a genious tool for sure! Love it it! What really blows my mind: it's free! http://www.boundingboxsoftware.com/materialize/#madewithunity#unity3d#gameart#gamedev#shaders#indiedevHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Trevor Wilkin proslijedio/la je Tweet
Opened my HLSL spherical harmonics repo that can be used as a submodule: https://github.com/sebh/HLSL-Spherical-Harmonics … (for instance used for cloud directional ambient occlusion in https://twitter.com/SebHillaire/status/1054358976043892736 … ) Could not find any small&ready to use before:it has convolution, phase func, triplep, etc.(1/2)
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A great overview of dithering in Obra Dinn and how to keep it stable under motion. Could see this being useful in A2C-like situations or blending/transitioning opaque materials.
#graphicsprogramminghttps://twitter.com/render_hub/status/1055126556773888000 …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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