this is some flashy fluid simulations made using the techniques described in the article "Fast Fluid Dynamics Simulation on the GPU".
The code is minimalistic and is written in only ~1000LOC of C++, and uses only OpenGL and no frameworks whatsoever, so the code should be pretty readable.
Finally, note that the primary focus was on making flashy simulations, and not on physical realism.
Some months ago, I interviewed for a job as a junior graphics programmer for various game companies, in order to break into the industry. Since computer graphics is a very niche field, there is not very much information out there on what questions are common during an interview for such a job. So I decided to compile this little list of common questions, and to write some general advice about how you can prepare for the interview. Hope someone finds this useful. :)
global refinement and unrefinement steps are unnecessary, yes. It just makes the implementation of the demo so much easier. It is possible to only refine the patch, and then fuse the patch with the original mesh, and then global refinement is not necessary. But this is actually surprisingly tricky to robustly implement in practice, and did not implement it mostly due to time restrictions, and to keep the demo code short and readable.
I agree with you mostly. I just think that this is an interesting usage of variational calculus, which is not that well understood by other programmers, so I wanted to write this article about this, in order to introduce other programmers to the topic.
And also because I thought the literature about this out there wasn't really that readable, and I always think there is value in writing expository texts like this.
Yea I really liked your post because of that focus. I use variation all calculus quite a lot for non-programming stuff and it’s really allowed me to understand things like NNs way better and I think so many other programmers could benefit from a small bit of it.
In this artice, I describe a technique that can be used to
seamlessly copy-and-paste one image into another. I also provide source code(https://github.com/Erkaman/poisson_blend), that
demonstrates the concepts in the article.
yes, the mask is also pretty important. otherwise, you get lots of stuff from the background of your source image in your blended image, which often looks pretty bad.
since the technique is so simple, it's probably not hard at all to include into GIMP. Wouldn't surprise me if someone had already implemented a plugin for it.
this is some flashy fluid simulations made using the techniques described in the article "Fast Fluid Dynamics Simulation on the GPU".
The code is minimalistic and is written in only ~1000LOC of C++, and uses only OpenGL and no frameworks whatsoever, so the code should be pretty readable.
Finally, note that the primary focus was on making flashy simulations, and not on physical realism.