orangeduck / QuaternionAverage
Source code for the article "Quaternion Weighted Average"
☆33Updated 7 months ago
Alternatives and similar repositories for QuaternionAverage:
Users that are interested in QuaternionAverage are comparing it to the libraries listed below
- Source code for the article "Creating Looping Animations from Motion Capture"☆61Updated last year
- Source code for the article "Animation Blend Spaces without Triangulation"☆34Updated last year
- Source code for the article Propagating Velocities through Animation Systems☆37Updated last year
- Source code for the article "Joint Limits"☆82Updated 7 months ago
- An open source, header only, blazing fast mesh processing library; supporting both triangular mesh and tetrahedral mesh.☆35Updated last year
- Dual Quaternion and Dual Quaternion Skinning tutorial☆64Updated 5 years ago
- Library to Compute Centres of Rotation for Optimised Centres of Rotation Skinning by Le and Hodgins 2016 "Real-time Skeletal Skinning wit…☆58Updated last year
- Source code for the article Tags, Ranges and Masks☆19Updated 3 years ago
- ☆25Updated 5 years ago
- ☆63Updated 6 years ago
- An implemetation of lossless, efficient progressive mesh algorithm.☆18Updated last year
- A basic Monte Carlo raytracer in python☆23Updated 6 months ago
- Implementation of the Velocity Skinning algorithm in C++☆15Updated 10 months ago
- Physically Based Rendering Scenes☆12Updated 3 years ago
- Real-time Hair Rendering and Dynamics☆13Updated last year
- GPU Accelerated Rasterizer written in CUDA☆40Updated 7 years ago
- ☆39Updated 2 years ago
- Code for the Siggraph 2023 Paper: Shortest Path to Boundary for Self-Intersecting Meshes☆88Updated last year
- ☆51Updated 4 months ago
- Implementation of the Separable Subsurface Scattering technique from http://www.iryoku.com/separable-sss/ in C++ and Vulkan 1.0☆42Updated 3 years ago
- It's a GPU-based real time cloth simulator and interactive.☆94Updated 3 years ago
- Soft2D: A 2D multi-material continuum physics engine designed for real-time applications.☆52Updated last year
- Keyframe-based motion editing system using numerical optimization [CHI 2018]☆35Updated 2 years ago
- A public domain/MIT header-only marching cube implementation in C++ without anything fancy.☆41Updated last year
- DeepAo: Efficient Screen Space Ambient Occlusion Generation via Deep Network☆12Updated 4 years ago
- Visibility Determination Library: hierarchical frustum and occlusion culling algorithms☆40Updated 4 years ago
- ubisoft / ubisoft-laforge-face-editing-face-editing-using-part-based-optimization-of-the-latent-spaceFace Editing Using Part-Based Optimization of the Latent Space☆25Updated 10 months ago
- Implementation of ‘Yarn-Level Simulation of Woven Cloth’ on Siggraph Asia 2014.☆26Updated 5 years ago
- Simulation tools for animating interacting soft objects☆30Updated 2 months ago
- An experiment on creating an animation system similar to Unreal Engine 4 from scratch.☆46Updated 4 years ago