- Physics calculations on CPU vs on GPU
- Fast float -> 1010102 converter
- Find a cartesian line from distance of 4 points
- Algorithm for UV cubemap warping to a sphere
- is it possible to calculate which vertices of a model are inside another model?
- How to render human 3d model using the kinect 3d points in OPENGL viewport
- LOD level determination by using varying FOV?
- Fast Adjacent Triangle Identification
- To study mathematics for CAD(Computer-Aided Design), What book can i read?
- Voxel GI
- How can a 3D box with unequal sides fill a picture window, no matter its orientation?
- Mesh decimation
- How to capture android camera to 2 screen views and stream over wifi
- Convert normalmap to object space
- loading .obj file: how to triangularize polygons ?
- Confusions with skeletal animations
- Mesh-ray intersection test issues
- Problem with shadow mapping (fragment depth)
- How do I get the forward vector or my camera?
- How do I get a 3x3 Normal Matrix of a model using row major Matrices?
- Trying to understand the this one line of code used for brightness
- How to get a hit point vector from a OBB Raycast Test
- How do I correctly move a camera towards the direction its looking at?
- What's the best way to detect collision in lvls and keep the players in between walls
- Best algorithm generate texture from 3D dimensional metrology (apply to 3D CAD model)
- Projection of the camera depth into the light space
- Collada Animation - Need help with getting it correct.
- How to get camera place to see all
- I can't understand how to use gluLookAt with glm. Can anybody help me?
- How to calculate Normal for 3D Triangle
- Early exit strategy for SSAO?
- Calculating normals in vertex shader
- Tile-able Bezier Surfaces
- Is there a way to summarize a simulation into a simpler rough simulation?
- History of Super-Sampling - when was it first used in commercial hardware?
- Maths Pre-Requisites for OpenGL
- Orbital Mechanics, Vector Equation
- Problem with z axis rotation projected orthografically
- Lighting during rotation of object
- Efficient Shadow Volume Calculation Algorithms?
- problem de-rotating a model
- Lighting algorithm question
- Array Texture Data Manager lib ?
- Triangle: Circumscribed Circle
- skinning with quaternion + position
- Efficient way to return all boxes hit by a ray.
- Can't get my FPS Camera working. WebGL demo and code included.
- How would I load a collada file's skinning information?
- Assimp: skeletal animation: How to
- How to convert screen coordinate to 3D world coordinate
- Shadows map implementation for directional lights
- Skeleton Animation Retargeting, Orientation only, same skeleton.
- Camera lens distortion simulation
- Quaternion object rotation
- Efficiency of Using Inverse Matrices to Calculate World Coordinates
- Could someone please explain post/pre multiplication of matrices?
- A Simple Example of Projection Matrix
- Rotate a vector to align with another vector(but keep the same up direction)
- How do I do "soft" bends with a mesh
- Transformation: keep scale vector in the chain ?
- Model matrix transformation and a work algorithm in the scene. Organization data.
- mat4 transformation chain
- How to get disatnce from one point to Line in 3D space using openGL math library glm?
- ABS value in plane-line equation?
- Convert heightmap to triangles
- computing glm::quat() from "forward" and "up"
- Mark rendered area
- amount of inofrmation from one system to the other
- vector "type"?
- Laplacian, eigen-values and eigen-vectors
- minus swap on sin fx matrix creates working code
- Camera and Cube Overlapping
- Happy to introduce new 3d math library for C