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@aras-p
aras-p / rgbm.c
Created September 7, 2011 04:50
Encoding to RGBM
// in our case,
const float kRGBMMaxRange = 8.0f;
const float kOneOverRGBMMaxRange = 1.0f / kRGBMMaxRange;
// encode to RGBM, c = ARGB colors in 0..1 floats
float r = c[1] * kOneOverRGBMMaxRange;
float g = c[2] * kOneOverRGBMMaxRange;
float b = c[3] * kOneOverRGBMMaxRange;
@dergachev
dergachev / GIF-Screencast-OSX.md
Last active July 17, 2024 14:20
OS X Screencast to animated GIF

OS X Screencast to animated GIF

This gist shows how to create a GIF screencast using only free OS X tools: QuickTime, ffmpeg, and gifsicle.

Screencapture GIF

Instructions

To capture the video (filesize: 19MB), using the free "QuickTime Player" application:

@aras-p
aras-p / preprocessor_fun.h
Last active July 16, 2024 02:50
Things to commit just before leaving your job
// Just before switching jobs:
// Add one of these.
// Preferably into the same commit where you do a large merge.
//
// This started as a tweet with a joke of "C++ pro-tip: #define private public",
// and then it quickly escalated into more and more evil suggestions.
// I've tried to capture interesting suggestions here.
//
// Contributors: @r2d2rigo, @joeldevahl, @msinilo, @_Humus_,
// @YuriyODonnell, @rygorous, @cmuratori, @mike_acton, @grumpygiant,
@phrawzty
phrawzty / 2serv.py
Last active July 22, 2024 13:51
simple python http server to dump request headers
#!/usr/bin/env python2
import SimpleHTTPServer
import SocketServer
import logging
PORT = 8000
class GetHandler(SimpleHTTPServer.SimpleHTTPRequestHandler):
@jringrose
jringrose / FindProjectReferences.cs
Last active June 17, 2022 21:34
Unity editor extension that uses spotlight on OSX for lightning fast project reference searches. Asset serialization mode should be set to "Force Text" in the editor settings.
/*
MIT License
Copyright (c) 2016 Jesse Ringrose
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
@loganvolkers
loganvolkers / Byte Formatting for Google Sheets.md
Last active June 21, 2024 21:59
Byte formatting for Google Sheets
@aras-p
aras-p / CreateOneMeshFromWholeScene.cs
Last active December 26, 2023 05:41
Mesh.MeshData example
using System.Collections.Generic;
using System.Diagnostics;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using Unity.Profiling;
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering;
@FreyaHolmer
FreyaHolmer / FlyCamera.cs
Last active May 31, 2024 14:38
A camera controller for easily flying around a scene in Unity smoothly. WASD for lateral movement, Space & Ctrl for vertical movement, Shift to move faster. Add this script to an existing camera, or an empty game object, hit play, and you're ready to go~
using UnityEngine;
[RequireComponent( typeof(Camera) )]
public class FlyCamera : MonoBehaviour {
public float acceleration = 50; // how fast you accelerate
public float accSprintMultiplier = 4; // how much faster you go when "sprinting"
public float lookSensitivity = 1; // mouse look sensitivity
public float dampingCoefficient = 5; // how quickly you break to a halt after you stop your input
public bool focusOnEnable = true; // whether or not to focus and lock cursor immediately on enable
@h3r2tic
h3r2tic / restir-meets-surfel-lighting-breakdown.md
Created November 23, 2021 02:15
A quick breakdown of lighting in the `restir-meets-surfel` branch of my renderer

A quick breakdown of lighting in the restir-meets-surfel branch of my renderer, where I revive some olde surfel experiments, and generously sprinkle ReSTIR on top.

General remarks

Please note that this is all based on work-in-progress experimental software, and represents a single snapshot in development history. Things will certainly change 😛

Due to how I'm capturing this, there's frame-to-frame variability, e.g. different rays being shot, TAA shimmering slightly. Some of the images come from a dedicated visualization pass, and are anti-aliased, and some show internal buffers which are not anti-aliased.

Final images