Branchless Antipodality Handling
1 minute read.
Branchless antipodality handling with dual quaternion skinning.
1 minute read.
Branchless antipodality handling with dual quaternion skinning.
2 minute read.
Solutions to an obscure syntax error
4 minute read.
During my bachelor’s thesis about view culling for VR using cones as view volumes, I meditated on different intersection algorithms. Find my last blog post on this topic here: Axis-Aligned Bounding Box - Cone Intersection.
As celebration that the blog post got accepted into the table of static object intersection …
4 minute read.
Back in the days I thought it was required to rerender 20-60 times per second on any graphics application. That may be true for most games, but many applications do not!
Vladimír showed me differently: the Magnum Primitives Example only renders after mouse interaction changed the rotation of the object …
~ 4 Minute Read.
This is the third post in a series about the virtual reality escape room project I did together with Daniel Bogenrieder and Roxanne Low at the University of Konstanz.
~ 1 Minute Read.
One of the most requested changes for WebVR Pong was transparent paddles. While I argued for a while that having to guess where the ball is adds to the game’s difficulty, I quickly gave in, especially with Florian pushing for it as well.
And they were …
~ 4 Minute Read.
During my bachelor’s thesis about view culling using cone view volumes, I had to figure out whether an axis-aligned bounding box overlaps a cone.
And when I say figure out, I mean that I didn’t find any resources online (even the comprehensive table on realtimerendering …
~ 6 Minute Read.
I once had this idea that plagued me for quite a while until I implemented it in my bachelor’s thesis: isn’t the human view volume more cone-shaped than frustum-shaped? Also: lenses of virtual reality headsets are round as well and so should be the portion …