- deep dive into the inner workings of the OpenMesh mesh creation logic
- explains the process of adding new faces to an existing mesh
- details the algorithm and optimizations used to maintain a valid topological graph
- introduces Positional Encoding Projected Sampling (PEPS), a framework that treats coordinate projections at different frequencies as discrete “points of interest”
- uses the unique motion of these points across frequencies as a basis for learned positional encoding inside grid-based representations
- includes an aggregation strategy that leverages signal power spectral density to reduce input noise and parameter counts
- proposes a deferred software rasterization pipeline for efficient strand-based hair rendering
- combines deferred shading with a strand filtering and reconstruction step to improve performance
- introduces a level-of-detail (LOD) scheme that adapts shading complexity based on screen-space coverage
- demonstrates that projected textures are mathematically similar to shadow mapping
- shows how to use projected coordinates to index into a color texture via a virtual projector matrix
- provides a practical implementation guide for projecting images onto arbitrary geometry
- explains rotations as rotors formed from the product of two reflections in geometric algebra
- discusses how rotors provide a more intuitive foundation than quaternions and avoid gimbal lock
- illustrates the use of the sandwich product to rotate vectors in any number of dimensions
- technical guide on implementing manual mipmap generation in Vulkan using vkCmdBlitImage
- covers calculating mip counts, handling layout transitions, and performing the blit loop
- details required updates for image views, texture samplers, and memory barriers to support multiple LODs
Thanks to Eric Haines for support of this series.
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