-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
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[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
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// This file is a "Hello, world!" in C++ language by GCC for wandbox. | |
#include <iostream> | |
#include <cstdlib> | |
#include <memory> | |
#include <utility> | |
using namespace std; | |
template<class T> | |
struct Node | |
{ | |
T data; |
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// A simple quickref for Eigen. Add anything that's missing. | |
// Main author: Keir Mierle | |
#include <Eigen/Dense> | |
Matrix<double, 3, 3> A; // Fixed rows and cols. Same as Matrix3d. | |
Matrix<double, 3, Dynamic> B; // Fixed rows, dynamic cols. | |
Matrix<double, Dynamic, Dynamic> C; // Full dynamic. Same as MatrixXd. | |
Matrix<double, 3, 3, RowMajor> E; // Row major; default is column-major. | |
Matrix3f P, Q, R; // 3x3 float matrix. |
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#include<iostream> | |
using namespace std; | |
int | |
main() | |
{ | |
return 0; | |
} |
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#include<iostream> | |
using namespace std; | |
void intersection_between_plane_line_segment() | |
{ | |
Point_3 p1(1,2,3),p2(-1,2,3),p4(-2,-2,4); | |
Point_3 l1(5,6,7),l2(-1,2,-2); | |
CGAL::Origin o; | |
Plane_3 p3(p1,p2,p4); | |
Vector_3 v0 =Vector_3(o,p1); | |
std::cout<< "vector 0 "<<v0 <<std::endl; |
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void distance_from_a_point_to_a_line(const Vector_3& vector_to_a_line,Point_3& p,Point_3& q) | |
{ | |
Vector_3 Perpendicular_vector=CGAL::cross_product(Vector_3(p,q),vector_to_a_line); | |
std::cout<<"distance_from_a_point_to_a_line"<<std::sqrt(Perpendicular_vector.squared_length()/vector_to_a_line.squared_length())<<std::endl; | |
} |
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//two lines lie in different plane given by equations | |
//1) p1+t1*v1 | |
//2) p2+t2*v2 | |
//for these parametric equations we need to find the closest distance between two lines assume that the closest distance is given by the line | |
//perpendicular to both these vector v1,v2. | |
//[(p2+t2*v2-p1-t1*v1)*v1=0] | |
//[(p2+t2*v2-p1-t1*v1)*v2=0] | |
//calculating t1 and t2 we just have to d=eq(2)-eq(1); | |
//m11=v1*v1 m21=-v1*v2 | |
//m12=v1*v2 m22=-v2*v2 |
- Emil Persson @Humus
- Matt Pettineo @mynameismjp
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1) symmetry : f(r,thetha)==f(r,-thetha) then a curve is symmetrical about thetha i.e. theta = PI/2 or PI or ZERO. | |
curve is symmetrical about f(r,thetha)==f(-r,thetha) then curve is symmetrical about pole. | |
2) tangent to pole : a curve passing though pole is called tangent to pole. | |
r=a(1+cos(theta)). | |
putting r=0 whether the theta exixts if not then curve does not exists at r=0 else exists. | |
3) curve tracing : means for calcutes values of theta you have to trace the curve . | |
thetha= ZERO,PI/6,PI/4,PI/2,PI. | |
4) Asymptote: for which values of theta r becomes infinite. | |
5) tangent to the curve: tan(phai) = r / derivative(r,theta); | |
calculates the values of PHAI to evalutes . |
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working on discrete signals | |
================================== | |
operations on discreate signals | |
1) Fllipping F[n] =F[-n] | |
2) Scaling F[n]=F[2*n] // samples are lost in | |
3) shifting a signal X[n-n0]= X[n-1] //start the signal with one usnit late or early | |
Shift , Flip and Scale | |
==================== | |
4) X[-2n+3] |
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