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Jeffrey Zhuang Ginurx

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Ginurx / image_comp_svd.m
Last active November 21, 2023 04:23
a Matlab code snippet to compress a RGB image to a two-component image, two basis vectors and an offset.
orignalImage = im2double(imread('grass.tif'));
m = size(orignalImage, 1);
n = size(orignalImage, 2);
piexelNum = m * n;
X = reshape(orignalImage, [piexelNum, 3]);
avg = mean(X);
X2 = X - avg;
Umbra3 Occlusion Culling
https://www.gamasutra.com/view/feature/164660/sponsored_feature_next_generation_.php?print=1
https://umbra3d.com/blog/occlusion-culling-solving-the-visibility-problem-part-ii/
https://support.umbra3d.com/hc/en-us/articles/213354709-Latest-Version-3-4-12
UnrealEngine Culling
http://timhobsonue4.snappages.com/culling-visibilityculling.htm
https://api.unrealengine.com/udk/Three/VisibilityCulling.html
http://timhobsonue4.snappages.com/culling-precomputed-visibility-volumes
Intel Software Occlusion Culling
https://software.intel.com/en-us/articles/software-occlusion-culling
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Ginurx / pbr.txt
Last active August 22, 2023 02:01
PBR Online Resources
A Basic Introduction to BRDF-Based Lighting [RECOMMANED]
https://www.cs.princeton.edu/courses/archive/fall06/cos526/tmp/wynn.pdf
A Reflectance Model for Computer Graphics
http://www.graphics.cornell.edu/~westin/consortium-home/cook-tog.pdf
SIGGRAPH 2012 Course: Practical Physically Based Shading in Film and Game Production
http://blog.selfshadow.com/publications/s2012-shading-course/#course_content
SIGGRAPH 2013 Course: Physically Based Shading in Theory and Practice