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M. Cihan ÖZER

Teapot in the Stadium

  • I am
    • About Me
      • Formal Definition
      • Informal Definition
    • Awards
    • Curriculum Vitae
    • Art
    • Contact
  • Portfolio
    • C++
      • Computer Graphics
        • Thesis
          • Introduction
          • Clustered Manifold Harmonic Bases
          • Mesh Smoothing with Manifold Harmonics
          • Ambient Occlusion for Animated Characters Implementation
          • Precomputed Ambient Occlusion for Animated Meshes
          • Results and Experiments
            • 4D Laplacian Experiment
            • Realistic Ambient Occlusion Approximation for Skinned Characters Results
            • SVD Experiment
        • Hands-on Game AI Development and SDLinator5000
        • Enginator5000
        • Shadertoy
          • Grayscale shader
        • SpectralAO
        • Assimpinator5000
        • Nori Based Path Tracer
        • Model Rendering and Precomputed Ambient Occlusion for Static Meshes
        • Learning Simple String Motifs for Sketching
        • Simple Ray Tracer
      • Games
        • Head Ball 2
        • 2D Shooter Game
        • A Simple Tile-matching Game
    • Unity Games
      • Tap Nations
      • Fun Race
      • A Tile-based Game
      • Sınav
    • Flash Games
      • Ruhi the Loopy
      • Staying Alive
      • Do Something
      • To the Out of Hell
    • Java
      • Computer Graphics
        • Java Ray Tracer
        • Transform Hierarchy for Animated Characters, Perspective Projection Frustums, and Anaglyphs
        • Mesh Simplification
      • Android Apps
        • Yorıt
      • Billiardinator5000
  • Development Blog
    • Computer Graphics
      • Math Related Tips
        • Algebra Basics
        • Singular Value Decomposition
        • Linear Regularization
      • Rendering Related Tips
        • Delta Time
        • Matrix Major Orders
        • Camera Basis Vectors and Perspective Projection Matrix
        • Frustum Culling
      • Mesh Related Tips
        • Curvature
        • Working with OBJ Files
        • Mesh Subdivision and Interpolation
      • Skinning Related Tips
        • Skinning
        • Geometric Skinning
        • Interpolating Skinning Weights
      • Collision Detection Related
        • The Basics
        • Uniform Grid Based
    • Design Patterns
      • Model-View-Controller (MVC)
      • So, singletons are evil; what to do then?
      • Template Method Pattern
      • Null Object Pattern
    • Artificial Intelligence
      • Introduction to Game AI
      • Finite State Machine (FSM) Based Agent
      • Graphs
        • Graph Basics
    • Parallel Programming
      • Introduction to Parallel Programming
      • Key Concepts
      • TBB Basics
      • Pipeline in TBB
    • C/C++
      • Buffer Overrun and String Usage in C++
      • Callbacks and Messaging System (Event-driven programming)
      • Calculating Delta Time
    • Unity
      • Debugging a Unity Project on an Android Device via Visual Studio
      • Base Game Object Class and GameManager: MusicMaker Example
    • C#
    • Setting Up Libraries
      • Setting Up GLEW for Visual Studio
      • Setting Up GLFW for Visual Studio
      • Working with Embree
      • Settin up Libigl for VS
    • Appreciations
  • Contact

I am

People of Earth!

This link goes to About Me page.

Using this, you can get my CV, LinkedIn, or GitHub.

There are my portfolio and development blog.

Here, some awards and art.

And this is for contacting with me.

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