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@pauloricardomg
pauloricardomg / cors.nginxconf
Last active March 8, 2024 18:31
Nginx configuration for CORS-enabled HTTPS proxy with origin white-list defined by a simple regex
#
# Acts as a nginx HTTPS proxy server
# enabling CORS only to domains matched by regex
# /https?://.*\.mckinsey\.com(:[0-9]+)?)/
#
# Based on:
# * http://blog.themillhousegroup.com/2013/05/nginx-as-cors-enabled-https-proxy.html
# * http://enable-cors.org/server_nginx.html
#
server {
@Brainiarc7
Brainiarc7 / ffmpeg-livestream-to-streaming-sites-vaapi-nvenc.md
Last active April 21, 2024 04:22
ffmpeg livestreaming to youtube via Nvidia's NVENC and Intel's VAAPI on supported hardware

Streaming your Linux desktop to Youtube and Twitch via Nvidia's NVENC and VAAPI:

Considerations to take when live streaming:

The following best practice observations apply when using a hardware-based encoder for live streaming to any platform:

  1. Set the buffer size (-bufsize:v) equal to the target bitrate (-b:v). You want to ensure that you're encoding in CBR mode.

  2. Set up the encoders as shown:

@shubhamwagh
shubhamwagh / TexturedMeshSteps.md
Last active July 16, 2024 10:02
Steps to create textured mesh from point cloud using Meshlab

Steps to create Textured Mesh from Point Cloud using Meshlab

Get your PointCloud into MeshLab

  • Import the pointcloud file in ".ply" file format in Meshlab. Before importing make sure you do some pre-processing / cleaning on point cloud so as to ease the process of meshing.

Point Cloud Simplification and Normals Computation

  • Next we need to reduce the number of point samples for smooth meshing.
    • So go to Filters -> Point Set -> Point Cloud Simplification. Enter Number of samples circa 5% of original number of points. Make sure Best Sample Heuristic is checked.
  • After point cloud simplification, make sure to select Simplified point cloud in the Show Layer Dialog on the right hand side. If not visible, it can be opened by navigating to View -> Show Layer Dialog. Now we need to compute normals for point set.
  • So go to Filters -> Point Set -> Compute normals for point sets . Enter Neighbour num between 10 - 100. Initially try with 10 and
@kastnerkyle
kastnerkyle / pytorch-glumpy.md
Created March 4, 2020 22:45 — forked from victor-shepardson/pytorch-glumpy.md
using pycuda and glumpy to draw pytorch GPU tensors to the screen without copying to host memory
@mattyellen
mattyellen / UnityAsyncOperationAwaiter.cs
Created July 26, 2020 19:36
Allows the use of async/await (instead of yield) with any Unity AsyncOperation
public static class ExtensionMethods
{
public static TaskAwaiter GetAwaiter(this AsyncOperation asyncOp)
{
var tcs = new TaskCompletionSource<object>();
asyncOp.completed += obj => { tcs.SetResult(null); };
return ((Task)tcs.Task).GetAwaiter();
}
}
@bgolus
bgolus / MatCapTechniques.shader
Created January 29, 2022 00:37
Showing multiple matcap techniques, including a proposed improved method that's no more expensive than the usual fix if you're starting with the world position and world normal.
Shader "Unlit/MatCap Techniques"
{
Properties
{
[NoScaleOffset] _MatCap ("MatCap", 2D) = "white" {}
[KeywordEnum(ViewSpaceNormal, ViewDirectionCross, ViewDirectionAligned)] _MatCapType ("Matcap UV Type", Float) = 2
}
SubShader
{
Tags { "RenderType"="Opaque" }