- Gazzo.vrv
- thoughts from the red planet
- Riot Games Enginning
- Petr Zemek - C++
- Olve Maudal - C/C++
- HIGHLY SCALABLE BLOG
- How does delete[] “know” the size of the operand array?
- FastMM
- What Every Programmer Should Know About Memory
- Deoptimizing a C++ program
- Practical Guide to Bare Metal C++
- IT Hare on Soft.ware
- Stability in Numerical Programming: An Introduction - Robert P. Goddard, Ph.D.
- Understanding and Tracing Numerical Errors in C++(GDC19) - Gino van den Bergen
- Designing the Framework of a Parallel Game Engine
- Multi-threaded game (engine) design resources?
- Multi-Threading for Game Development
- Parallelizing the Naughty Dog engine using fibers - Christian Gyrling, Lead Programmer, Naughty Dog [pptx] [pdf] [video]
- Introducing a C++ multicore task library
- FiberTaskingLib(*****)
- A Fiber Class (and Friends)
- Multithreaded job queue manager
- ConcurrentFiberJobSystem
- Data-Oriented Design Now And In The Future
- Molecular Musings
- Culling the Battlefield Data Oriented Design in Practice
- What is Data-Oriented Game Engine Design?
- Data-Oriented Design - Links and Thoughts
- Martin de LasaGoogle Scholar
- Daniele Panozzo
- Matthias Nießner
- Keenan Crane
- Stelian Coros
- Rodolphe Vaillant - Mesh deformations, Real-time character animation and skinning
- Ladislav Kavan(Youtube) - Deformation modeling, applied geometry
- Dynamic 2D/3D Registration
- State of Art in Surface Reconstruction from Point Clouds
- Point-based Graphics Resource
- Point Based Graphics - State of the Art and Recent Advances, SIG'09
- Survey of Methods in Computer Graphics
- Real-time 3D Reconstruction at Scale using Voxel Hashing, SIGA'13
- Combining Inertial Navigation and ICP for Real-time 3D Surface Reconstruction, EG'14
- Matthias Nießner
- Heat Map
- Automatic Rigging and Animation of 3D Characters (2007) by Ilya Baran, Jovan Popovi´
- Bounded Biharmonic Weights for Real-Time Deformation(2011) by Alec Jacobson, Ilya Baran, Jovan Popovic´ and Olga Sorkine
- Efficient elasticity for character skinning with contact and collisions(2011)
- Fast Simulation of Skeleton-Driven Deformable Body Characters(2011)
- Physically-Based Character Skinning (2013) by Crispin Deul and Jan Bender
- Geodesic Voxel Binding for Production Character Meshes (2013) by Olivier Dionne, Martin de Lasa
- Implicit Skinning: Real-Time Skin Deformation with Contact Modeling (2013) by Rodolphe Vaillant
- Elastic Implicit Skinning: a Robust Iso-Surface Tracking for Interactive Character Skinning (2014) by Rodolphe Vaillant1, Gaël Guennebaud
- Computational Bodybuilding: Anatomically-based Modeling of Human Bodies (2015) by Shunsuke Saito, Zi-Ye Zhou and Ladislav Kavan
- An Automatic Modeling of Human Bodies from Sizing Parameters (2003) by Hyewon Seo and Nadia Magnenat-Thalmann
- Constrainable Multigrid for Cloth
- A Deformation Transformer for Real-Time Cloth Animation
- Delta mush: smoothing deformations while preserving detail()
- Fast 3D Triangle-Box Overlap Testing (2011) by Tomas Akenine-M¨oller
- Generate 2D cross-section polygon from 3D mesh
- intersectPlaneMesh
- the Journal ofComputer Graphics Techniques
- Skinning: Real-time Shape Deformation
- Adaptive Walking Animation
- Locomotion Skills for Simulated Quadrupeds(Voideo)
- Locomotion for crowd animation
- Automated Animation of Quadrupeds Using Procedural Programming Technique