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3d-content-creation

3D modelling and animation suite

Blender, Maya

SystemTechniques · 8Primitives · 32 3d-content-creation Path tracinggraphics · medium: Monte Carlo light transport with BSDF sampling and next-event estimationSkeletal animation skinninggraphics · medium: Bone hierarchies and linear/dual-quaternion skinningSubdivision surfacesgraphics · medium: Catmull-Clark/Loop subdivision for smooth surfacesUv unwrappinggraphics · medium: Mesh parameterization (LSCM/ABF) into UV spaceInverse kinematicsrobotics · medium: CCD/FABRIK/Jacobian solvers posing joint chains to reach targetsIncremental computationsystems · medium: Dependency graph of derived values recomputed only when inputs change (reactive cells, spreadsheets)Physically based shading (microface…graphics · medium: Cook-Torrance microfacet BRDF with GGX distribution, height-correlated Smith masking and Schlick Fresnel, driven by base colour, metallic and roughness; the standard surface model of real-time and film renderers.›Importance samplingnumerics · low: Sample from a proposal distribution and reweight to cut Monte Carlo varianceBounding volume hierarchyphysics · low: Binary tree of nested bounding boxes; prunes overlap and ray queries to O(log n) for any size distribution, and supports cheap insert/remove for moving objects.›Quaternion rotationsgeometry · low: Unit quaternions as 3D rotations: 4 floats, cheap composition, no gimbal lock, plus the conversions, interpolation choices and numerical care needed in practice.›Scene graph transformsgraphics · low: Transform hierarchies with dirty flags and flattened world matrix updatesBézier curvesgraphics · low: Smooth curves defined by 3-4 control points, evaluated and split with repeated linear interpolation (de Casteljau) and flattened to lines with a closed-form segment count.›Half edge meshgraphics · low: Half-edge mesh connectivity for editable polygon meshesConjugate gradientnumerics · low: Krylov iteration for symmetric positive definite Ax = b using one matrix-vector product and two dot products per step; converges in about √κ iterations.›Triangle rasterizationgraphics · low: Triangle setup, edge functions, depth buffering for viewport renderingUndo redographics · low: Command or snapshot history with grouping and coalescingSIMD programminghardware-os · low: Process 4-16 lanes per instruction with AVX2, AVX-512 or NEON via Rust std::arch, with runtime dispatch and a portable fallback.›Monte Carlo integrationnumerics · low: Estimate an expectation by averaging random samples; error falls as σ/√N in any dimension, and variance reduction (antithetic, control variates, importance sampling) shrinks σ.›Sparse matrices (CSR)numerics · low: Compressed sparse row stores only nonzeros as row pointers, column indices and values; SpMV streams them once, so it is memory-bandwidth bound.›Ray primitive intersectiongeometry · low: Ray-triangle (Moller-Trumbore, watertight), ray-AABB slab and ray-sphere testsLow discrepancy sequencesnumerics · low: Sobol, Halton and blue-noise sequences with scrambling for quasi-Monte CarloSpline interpolationnumerics · low: Linear, bilinear/trilinear and cubic spline interpolation on grids and tablesRectangle bin packingoptimization · low: Skyline, guillotine and MaxRects packing for texture and glyph atlases+ 1 more techniques+ 16 more primitives

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