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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

Skinning Related Tips

  • Skinning
  • Geometric Skinning
  • Interpolating Skinning Weights
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