• Interactive Poisson Blending on GPU
  • 404 NOT FOUND IN TWO TRIANGLES
    404 NOT FOUND IN TWO TRIANGLES
  • SIMPLEST AND FATEST GLSL EDGE DETECTION USING FWIDTH
    SIMPLEST AND FATEST GLSL EDGE DETECTION USING FWIDTH
  • Comparison: MagicLeap vs. HoloLens vs. Oculus Rift
    Comparison: MagicLeap vs. HoloLens vs. Oculus Rift

Social Street View wins the Best Paper Award in Web3D 2016

I am thrilled to announce that Social Street View has won the Best Paper Award at Web3D 2016, which was held next to SIGGRAPH 2016 in late August! Please visit the project website for more details: http://www.socialstreetview.com I also published my slides and videos.  


Interactive Poisson Blending on GPU

Recently, I implemented two fragment shaders for interactive Poisson Blending (seamless blending).  Here is my real-time demo and code on ShaderToy: Press 1 for normal mode, press 2 for mixed gradients, press space to clear the canvas. Technical Brief I followed a simplified routine of the Poisson Image Editing paper [P. Pérez, M. Gangnet, A….


C++ Code Backup for Render-To-Texture (Mult-pass Rendering)

I have found that many code for multipass rendering is complex and redundant to understand, so I would like to write a post for further reference. The key to multi-pass rendering is, instead of rendering to screen (frame buffer 0), reorient the rendering target to a framebuffer (e.g. frame buffer 1), bind the output of the…


[Summary] Indoor Scene Understanding and Dynamic Scene Modeling

Dr. Yasutaka Furukawa from Washington University in St. Louis presented an excellent talk on Indoor Scene Understanding and Dynamic Scene Modeling today. ABSTRACT I will present our recent 4 projects on indoor scene understanding or dynamic scene modeling: 1) 3D sensing technologies has brought revolutionary improvements to indoor mapping, For example, Matterport is an emerging company, which lets everybody…


Libraries, Textbooks, Courses, Tutorials for WebGL

WebGL (Web Graphics Library) is a JavaScript API for rendering interactive 3D computer graphics and 2D graphics within any compatible web browser without the use of plug-ins. WebGL is a great tool for quick demos and video rendering. In the past year, I have created Social Street View, Video Fields, and VRSurus using WebGL. Additionally,…


[Review] Best Game of the Year – Google Earth VR

Google Earth VR is the best game of the year in my mind. It’s currently available on Steam and HTC Vive. After ten years of advances in GIS, Google has finally take the next step to help the world see the world. Here is my reviews Pro 1: Multi-scale Level of Details The most impressive thing in…


[Translation] MSRA Principle Researcher Xin Tong: In the Long Run, AR is Far More Extensive than VR in Terms of Application Scopes

Disclaimer: I enjoy reading this article, thus I decided to translate this article from Chinese to English for a broader audience. This is for fair use only, the original copyrights are owned by Dr. Tong and MSRA. The original article is at http://blog.sina.com.cn/s/blog_4caedc7a0102wn0l.html  Dr. Tong Xin is currently the Principal Researcher of the Internet Graphics Group at…


[Summary] Point Set Surfaces & Least Square Meshes

What is the problem addressed by the paper? How to represent smooth shapes? How to smooth surfaces? How to process range-scanned meshes? How to improv normal and boundary continuity? image credit Alexa, et al. What is the approach used to resolve the problem? In differential geometry, a smooth surface is characterized by the existence of smooth…


[Summary] The One Hundred Year Study on Artificial Intelligence: An Enduring Study on AI and its Influence on People and Society

Today, technical fellow and director at Microsoft, Dr. Horvitz gave a lecture on The One Hundred Year Study on Artificial Intelligence: An Enduring Study on AI and its Influence on People and Society; I am also fortunate to have a lunch together with Eric. He has presented an update on the One Hundred Year Study on AI, described…


Fisher-Yates Shuffle

The correct way to do a shuffle is to choose a random other index to fill in the current index, which is uniform:

  Also, you may need a uniform random generator in C++:

 


Protected: Optimization Using Sum-to-Product Identities

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