Open Documents
December 19, 2021 · View on GitHub
Contents
3-Dimensional Capturing
Computational Geometry
Computational Imaging
Computer Science
Digital Signal Processing
GPGPU Data Structures & Algorithms
Physics & Simulation
3-Dimensional Capturing
-
Full Photogrammetry Guide for 3D Artists
Vlad Kuzmin's extensive guide for efficient photogrammetry captures, hosted by 80.lv. -
Unity Photogrammetry Workflow
Sébastien Lachambre, Sébastien Lagarde, Cyril Jover
This document aims to describe a photogrammetry workflow dedicated to authoring game assets with an affordable budget for a game studio. It goes through image capturing, image processing, point cloud and mesh reconstruction, model clean-up, reduction and retopology, texture transfering, and post-processing. -
Using the RealSense D4xx Depth Sensors in Multi-Camera Configurations
Anders Grunnet-Jepsen, Paul Winer, Aki Takagi, John Sweetser, Kevin Zhao, Tri Khuong, Dan Nie, John Woodfill
Computational Geometry
-
Geometric Algorithms
Kevin Wayne, Princeton University
A good collection of geometry-related data-structures and algorithms -
Geometric Tools Documentation
David Eberly
A very long list of documents explaining advanced mathematical, geometrical and computational concepts and techniques. -
Karl Sims' Reaction Diffusion Tutorial
Karl Sims -
Laplace-Beltrami: The Swiss Army Knife of Geometry Processing
Justin Solomon, Keenan Crane, Etienne Vouga -
OBJ File Format Specification
Martin Reddy
Thorough documentation of every single feature of the .obj file format. -
Princeton Computer Science Courses: Raycasting
Thomas Funkhouser
Professor Funkhouser's notes about Ray-Primitive intersections from the course CS426 (Fall 2000).
Computational Imaging
-
Accelerated Raytracing in One Weekend in CUDA
Roger Allen
Would you like to build a ray tracer that runs on your GPU using CUDA? If so, this post is for you -
Adopting Lessons From Offline Ray-Tracing To Real-Time Ray Tracing For Practical Pipelines
Matt Pharr
Real-time GPU ray-tracing on modern hardware(2018 onwards) explained brilliantly by Matt Phar. -
How to Draw A Black Hole
Ricardo Antonelli
Geodesic raytracing in curved spacetime -
Mechanics of Robust Stencil Shadows
Eric Lengyel
Article presenting the intricacies of the entire stencil shadow algorithm and covering every mathematical detail of its efficient implementation. -
Optimized Stencil Shadow Volumes
Cass Everitt, Mark J. Kilgard
Lecture from GDC 2003 from NVIDIA, explaining the technique of real-time stencil shadow volumes and how to optimize them. -
Raytracing Scientific Data In NVIDIA Optix With GVDB Sparse Volumes
Rama Karl Hoetzlein
NVIDIA -
Realtime Volumetric Rendering
Patapom / Bomb!
"Almost everyone in the demoscene is enjoying ray-marching through a distance field but I haven’t seen much volumetric rendering done with it.So, why not use ray-marching to achieve what it was created for originally: rendering a participating medium?"
Computer Science
-
Bit Twiddling Hacks
Sean Eron Anderson
Extensive, thoroughly tested, and incredibly valuable list of bitwise operation hacks by Stanford University. -
Introduction to Octrees
Slayemin
This article shows you how to create an octree, from concept to code, and how to optimize the performance to be lean on CPU and memory usage. -
Know Your Architecture: Performance Programming for GameDev Students Keith O'Conor (Ubisoft Montreal)
Digital Signal Processing
- Seeing Circles, Sines, and Signals: A Compact Primer On Digital Signal Processing
Jack Schaedler
Probably the most compact and comprehensive primer on Signal Processing, Sine waves, Fourier transform etc that exists.
Physics & Simulation
-
Fast Fixed-Radius Nearest Neighbors: Interactive Million-Particle Fluids
Rama Karl Hoetzlein
NVIDIA -
Fluid Simulation For Dummies
Mike Ash
Simple, step-by-step explanation of real-time 3D Fluid Dynamics. -
Karl Sims' Fluid Flow Tutorial
Karl Sims -
Robust Contact Creation for Physics Simulations
Dirk Gregorious - Valve Software -
Verlet Integration
Saylor.org archives
GPGPU Data Structures & Algorithms
-
Thinking Parallel, Part I: Collision Detection on the GPU
Tero Karras
NVIDIA -
Thinking Parallel, Part II: Tree Traversal on the GPU
Tero Karras
NVIDIA -
Thinking Parallel, Part III: Tree Construction on the GPU
Tero Karras
NVIDIA