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erkaman
searching PlanetScale…
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1.
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by
erkaman
8y ago
Source code is here: https://github.com/Erkaman/fluid_sim this is some flashy fluid simulations made using the techniques described in the article "Fast Fluid Dynamics Simulation on the GPU". The code is mini
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Show HN: I implemented some colorful 2D fluid simulations[video]
(youtube.com)
3 points
by
erkaman
8y ago
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1 comments
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by
erkaman
9y ago
Some months ago, I interviewed for a job as a junior graphics programmer for various game companies, in order to break into the industry. Since computer graphics is a very niche field, there is not very much information out there on what qu
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A list of questions common when interviewing for a job as a Graphics Programmer
(erkaman.github.io)
16 points
by
erkaman
9y ago
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3 comments
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by
erkaman
9y ago
yeah, radial basis functions are awesome :)
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by
erkaman
9y ago
global refinement and unrefinement steps are unnecessary, yes. It just makes the implementation of the demo so much easier. It is possible to only refine the patch, and then fuse the patch with the original mesh, and then global refinement
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by
erkaman
9y ago
Yeah, I think it's heavily inspired by that yes. Many techniques in geometry processing take heavy inspiration by image processing techniques.
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by
erkaman
9y ago
I also appreciate the provided references.
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by
erkaman
9y ago
I agree with you mostly. I just think that this is an interesting usage of variational calculus, which is not that well understood by other programmers, so I wanted to write this article about this, in order to introduce other programmers t
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by
erkaman
9y ago
A blog post from me about smoothly filling holes in a 3D mesh. Small demo application can be found here: https://github.com/Erkaman/hole_fixer
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Show HN: An algorithm for smoothly filling holes in 3D meshes
(erkaman.github.io)
104 points
by
erkaman
9y ago
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18 comments
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by
erkaman
9y ago
you can see more examples in the linked repo: https://github.com/Erkaman/poisson_blend
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by
erkaman
9y ago
yes, the mask is also pretty important. otherwise, you get lots of stuff from the background of your source image in your blended image, which often looks pretty bad.
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by
erkaman
9y ago
since the technique is so simple, it's probably not hard at all to include into GIMP. Wouldn't surprise me if someone had already implemented a plugin for it.
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by
erkaman
9y ago
In this artice, I describe a technique that can be used to seamlessly copy-and-paste one image into another. I also provide source code( https://github.com/Erkaman/poisson_blend ), that demonstrates the concepts in the a
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Show HN: I implemented seamless copy and paste of images, and wrote a tutorial
(erkaman.github.io)
123 points
by
erkaman
9y ago
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11 comments
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by
erkaman
9y ago
Basically because it takes a lot of calculation and time to add them, so I didn't add the feature yet. I am working on making the calculation faster.
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by
erkaman
9y ago
Hi, this is a demo that me and my friend have worked on for some weeks. Note that it takes a while to load the demo In case the demo doesn't run, I have prepared a video of it here( https://www.youtube.com/watch?v=1bykYC
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Show HN: [WebGL Demo] Interactive Mesh Deformation in JavaScript
(mikolalysenko.github.io)
2 points
by
erkaman
9y ago
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3 comments
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by
erkaman
9y ago
Ah, thanks for the tip :-)
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by
erkaman
9y ago
OP here. This is a small code example of how to use Vulkan for compute operations. Only ~400LOC. It's pretty short, and has plenty of comments, so it should be useful for people learning Vulkan, I hope.
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Show HN: A Minimal Code Example of Using Vulkan for Computations on the GPU
(github.com)
68 points
by
erkaman
9y ago
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11 comments
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by
erkaman
9y ago
Hello, I'm the writer of this demo. Because this is WebGL, this demo may or may not run, so here( https://github.com/Erkaman/webgl-rsm ) you can see an image of what it should look like. This is an implementation o
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Show HN: [WebGL Demo] Indirect Lighting Using Reflective Shadow Maps
(erkaman.github.io)
6 points
by
erkaman
9y ago
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1 comments
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by
erkaman
10y ago
I'm the author. The source code is here: https://github.com/Erkaman/cute-deferred-shading This is a cute little implementation of normal deferred shading. The focus of this implementation was readability and brevi
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Show HN: I implemented Deferred Shading
(youtube.com)
4 points
by
erkaman
10y ago
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1 comments
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by
erkaman
10y ago
Hello, I'm the author. Some weeks ago, I posted here a reference implementation of automatic UV-mapping with harmonic mapping( https://github.com/Erkaman/auto_uv_map ). I promised that I would write an article that
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Automatic UV Mapping Using Harmonic Mapping: A Tutorial and Introduction
(erkaman.github.io)
3 points
by
erkaman
10y ago
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1 comments
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by
erkaman
10y ago
This is just a quick experiment where I tried generating clouds using vector graphics.
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Show HN: I tried generating clouds with vector graphics
(github.com)
12 points
by
erkaman
10y ago
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2 comments
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