Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
nosferalatu123
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
5 ms
·
1.
▲
by
nosferalatu123
2y ago
It's using the three.js library and a bit of javascript I wrote.
2.
▲
by
nosferalatu123
2y ago
Yep!
3.
▲
by
nosferalatu123
2y ago
(author here) Be careful because (ignoring scale for to keep things simple) a transformation T can be decomposed into a translation and rotation, such that T=Rotation * Translation, but that translation is not along the axis of rotation. Yo
4.
▲
Derivatives and Logarithms of 3D Transforms
(nosferalatu.com)
105 points
by
nosferalatu123
2y ago
|
12 comments
5.
▲
by
nosferalatu123
2y ago
(author here) That's correct. The algorithm preserves topology because no new vertices or indices are created. It can result in self intersecting meshes, but one way that this can be used is what Substance Modeler does, which is contin
6.
▲
Laplacian Mesh Smoothing by Throwing Vertices
(nosferalatu.com)
42 points
by
nosferalatu123
2y ago
|
10 comments
7.
▲
Laplacian Mesh Smoothing by Throwing Vertices
(nosferalatu.com)
2 points
by
nosferalatu123
2y ago
|
0 comments
8.
▲
by
nosferalatu123
2y ago
A lot of the myth that "branches are slow on GPUs" is because, way back on the PlayStation 3, they were quite slow. NVIDIA's RSX GPU was on the PS3; it was documented that it was six cycles IIRC, but it always measured slower
9.
▲
by
nosferalatu123
3y ago
Author here. My background is game development. Now I work on 3D modeling software. I wouldn't say I know "higher level math", because that seems like a very deep well... What would be the best way to define "transform&q
10.
▲
by
nosferalatu123
3y ago
I meant a "transform" as a linear map. I'm using the word as it is used in computer graphics (my background), so it's something that translates, rotates, scales, etc. other things (such as points). That is often a 3x3 or
11.
▲
Higher Order Derivatives of Transforms
(nosferalatu.com)
87 points
by
nosferalatu123
3y ago
|
24 comments