geometry

Circular inversion

After watching the demonstration of Zvezdelina Stankova on how to prove the Ptolemy’s theorem by using inversion of the plane, I could not resist the urge to implement this projection in a shader and play with. About the implementation The implementation of this projection in a shader was much more easy than excepted. The math

when pixar opens its code

it ends up with opensubdiv, running on all desktop platforms! SUPER easy to install and to compile! git clone git@github.com:PixarAnimationStudios/OpenSubdiv.git cd OpenSubdiv/ mkdri bin cd bin cmake -G Xcode -D NO_PTEX=1 -D NO_DOC=1 \ -D NO_OMP=1 -D NO_TBB=1 -D NO_CUDA=1 -D NO_OPENCL=1 -D NO_CLEW=1 \ -D GLFW_LOCATION=”YOUR GLFW INSTALL LOCATION” \ make enter in the

Custom export python script for blender and custom…

Custom export python script for blender and custom import javascript for threejs to enable morphing of vertex normal in morph targets. It might seems a bit technical, but without this, the object loaded in threejs doesn’t react to light correctly: without this export, if faces change direction after deformation, the lack of normal morphing implies