An introduction to what a Mesh, Shader and Material is in Unity, how to set Shader Properties from C#, a brief look at Forward vs Deferred rendering and some information about Material instances and Batching. HLSL | Unity Shader Tutorials, @Cyanilux
In this blog post we will cover some of the basics of the Barnes Hut algorithm. This is completely new to me, it is not an algorithm I’ve used/studied before (and I am by no means an astrophysicist). Nonetheless it has piqued my interest so I have decided to write about it. In this blog I will be talking about 2 dimensions unless otherwise stated, this just makes the resulting code run a little quicker and output easier to visualise. Modifying the 2d code to be 3d (or even higher dimension) requires only minor revisions.
I've recently been learning about how to draw smoother curves that look more appealing. A common technique in professional CAD and font design software is to use a visualisation called a curvature comb to see how sharp or flat a curve is along its path. Here's an example of a curvature comb being used in Fontlab VI to smooth out bumpy spots in a font: To explain how this works, let's explore how Bézier curves work. Cubic Bézier curves Most vector graphics software uses cubic Bézier curves to display curved
This site contains many samples and prototypes that I have developed. All the code for the samples are available on bitbucket and people are free to do with it what they will. Ideally its best if you use the latest version of the Chrome browser, I tend to use the latest available APIs and features as I prototype and learn new subjects.
* 2D Prototypes
* 3D Fungi Prototypes
* SDF / Ray Marching Prototypes
* Three.js Prototypes
* 3D Shader Prototypes
* UI Web Components
These are articles about the techniques I develop and lessons I learnt while toying or working with computer graphics. Most of it is self-taught and there's lots of reinventing the wheel (which I recommend) but also some innovative and new discoveries that often times are not documented anywhere else (and if any of this content becomes part of your paper or the center of your PhD thesis, I feel it'd be fair to mention this website).
Spheres are nice and all, but there comes a time when more complex shapes are needed. One popular algorithm for testing collisions is the Gilbert–Johnson–Keerthi algorithm, or GJK for short. With it we can detect collisions between any two convex polygons.
Check out the full article: https://blog.winter.dev/2020/gjk-algorithm/