- the post explains how to generate a procedural mesh
- describes how to approach the development of an algorithm, provides a list of common mistakes
- lists advice on how to debug procedural mesh generation issues
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- Vulkan survey to gather information about user experience, platform support, and future developments
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- a Unity video tutorial that shows how to implement a water ripple effect
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- the article presents how to resolve issues with movement widget logic
- starts with an explanation of the problematic cases
- shows how extra debug visualization helps to understand the 3D problems to simplify debugging
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- overview of technical papers that will be presented at SIGGRAPH Asia 2020
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- the paper presents an energy normalization derivation of the Phong lighting model
- provides a C++ implementation of the technique
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- collection of resources by Eric Lengyel covering geometric algebra (this includes Grassmann algebra)
- mathematical model incorporates many common concepts (including homogeneous coordinates, quaternions) into a consistent model
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- the article explains how to use a compute shader to render moving cubes
- explains the basics of compute shaders and presents
- presents how to use the Unity profiler to validate the performance
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- the blog post presents an overview of the development progress of Zink(OpenGL on Vulkan layer)
- able to achieve 95% performance of native OpenGL in the Unigine Heaven
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Thanks to Marius Horga for support of this series.
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