MATH
http://www.catalinzima.com/2012/12/a-word-on-matrices/
http://geomalgorithms.com/index.html
http://timothylottes.blogspot.cz/2014/07/infinite-projection-matrix-notes.html
http://www.filmicworlds.com/2014/07/02/simple-and-fast-spherical-harmonic-rotation/ source : http://www.filmicworlds.com/downloads/sh-rotation/ShRotation.zip Memo in Japanese SH の次数が 0,1,2 次のときに SH を回転するための計算の最適化の話…
http://randomascii.wordpress.com/2014/06/26/please-calculate-this-circles-circumference/
http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/polygon-triangulation-r3334
Reference http://www.cse.ust.hk/~huamin/cgi03.pdf http://sirkan.iit.bme.hu/~szirmay/egdisfinal3.pdf "Linear approximation of planes for ray hit" d1 = q1 - p1 (>0) d2 = q2 - p2 (<0) "Binary search for ray hit" "Secant method"
https://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf
https://en.wikipedia.org/wiki/Solid_spherical_harmonics Solid SH Functions: 3D point x=Polar(r,d); The fn H_n()=r^n*Y_n(d) extends SH into 3D density fields
https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h About A shader math library for optimized approximate transcendental functions. Optimized and tested on AMD GCN architecture.
http://the-witness.net/news/2014/05/caseys-witness-wednesday-on-interpolation/?utm_source=rss&utm_medium=rss&utm_campaign=caseys-witness-wednesday-on-interpolation
http://tavianator.com/2014/05/a-beautiful-raytriangle-intersection-method/ Möller–Trumbore intersection algorithm https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
https://github.com/fogleman/Quads
http://fgiesen.wordpress.com/2010/10/21/finish-your-derivations-please/
http://c0de517e.blogspot.ca/2014/04/smoothen-your-functions.html
http://mathproofs.blogspot.jp/2005/07/mapping-cube-to-sphere.html Memo in Japanese キューブをスフィアに対してマッピングする数式についてです.
http://allenchou.net/2014/04/game-math-interpolating-quaternions-with-circular-blending/ Memo in Japanese クォータニオンの球面補間についての記事です.
OpenGL Projection Matrix http://www.songho.ca/opengl/gl_projectionmatrix.html UNDERSTANDING OPENGL’S MATRICES http://www.learnopengles.com/understanding-opengls-matrices/
http://www.terathon.com/gdc07_lengyel.pdf
http://kriscg.blogspot.jp/2014/04/octahedron-normal-vector-encoding.html Memo in Japanese 8 面体を使った 法線のエンコードのテクニックです.
https://github.com/andrewwillmott/sh-lib Notes : http://www.andrewwillmott.com/tech-notes#TOC-Spherical-Harmonics Memo in Japanese SimCity (PC版)で AO Volume とかを実装していた Andrew Willmott さんが作った Spherical/zonal harmonics のライ…
http://mathematica.stackexchange.com/questions/45800/symbolic-scalar-by-matrix-derivative?atw=1
http://cubic-bezier.com/#0,.53,.9,.46
http://www.nathanwest.us/sdr/2013/11/16/atan/ Memo in Japanese ベクトル演算で arc tangent を求める話です.
http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
http://www.essentialmath.com/GDC2014/GDC14_frames.pdf
http://www.dtecta.com/files/GDC14_VanDenBergen_Gino_Math_Tut.pdf
http://www.slideshare.net/ManchorKo/dictionary-learningingames-kodraft7gdc14mathforgames
http://www.reedbeta.com/blog/2013/12/28/on-vector-math-libraries/
MSDN DirectXMath Programming Guide (English) http://msdn.microsoft.com/en-us/library/windows/desktop/ee415571(v=vs.85).aspx MSDN DirectXMath Programming Reference (English) http://msdn.microsoft.com/en-us/library/windows/desktop/ee415574(v…