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Communication and media
3d-content-creation
3D modelling and animation suite
Blender, Maya
System
Techniques · 8
Primitives · 32
3d-content-creation
Path tracing
graphics · medium: Monte Carlo light transport with BSDF sampling and next-event estimation
Skeletal animation skinning
graphics · medium: Bone hierarchies and linear/dual-quaternion skinning
Subdivision surfaces
graphics · medium: Catmull-Clark/Loop subdivision for smooth surfaces
Uv unwrapping
graphics · medium: Mesh parameterization (LSCM/ABF) into UV space
Inverse kinematics
robotics · medium: CCD/FABRIK/Jacobian solvers posing joint chains to reach targets
Incremental computation
systems · 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.
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Importance sampling
numerics · low: Sample from a proposal distribution and reweight to cut Monte Carlo variance
Bounding volume hierarchy
physics · 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.
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Quaternion rotations
geometry · low: Unit quaternions as 3D rotations: 4 floats, cheap composition, no gimbal lock, plus the conversions, interpolation choices and numerical care needed in practice.
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Scene graph transforms
graphics · low: Transform hierarchies with dirty flags and flattened world matrix updates
Bézier curves
graphics · 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.
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Half edge mesh
graphics · low: Half-edge mesh connectivity for editable polygon meshes
Conjugate gradient
numerics · 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.
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Triangle rasterization
graphics · low: Triangle setup, edge functions, depth buffering for viewport rendering
Undo redo
graphics · low: Command or snapshot history with grouping and coalescing
SIMD programming
hardware-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.
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Monte Carlo integration
numerics · 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.
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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.
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Ray primitive intersection
geometry · low: Ray-triangle (Moller-Trumbore, watertight), ray-AABB slab and ray-sphere tests
Low discrepancy sequences
numerics · low: Sobol, Halton and blue-noise sequences with scrambling for quasi-Monte Carlo
Spline interpolation
numerics · low: Linear, bilinear/trilinear and cubic spline interpolation on grids and tables
Rectangle bin packing
optimization · low: Skyline, guillotine and MaxRects packing for texture and glyph atlases
+ 1 more techniques
+ 16 more primitives
System
Techniques · 8
Primitives · 32
3d-content-creation
Path tracing
graphics · medium: Monte Carlo light transport with BSDF sampling and next-event estimation
Skeletal animation skinning
graphics · medium: Bone hierarchies and linear/dual-quaternion skinning
Subdivision surfaces
graphics · medium: Catmull-Clark/Loop subdivision for smooth surfaces
Uv unwrapping
graphics · medium: Mesh parameterization (LSCM/ABF) into UV space
Inverse kinematics
robotics · medium: CCD/FABRIK/Jacobian solvers posing joint chains to reach targets
Incremental computation
systems · 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.
›
Levenberg marquardt
numerics · medium: Damped Gauss-Newton nonlinear least squares for model calibration
Importance sampling
numerics · low: Sample from a proposal distribution and reweight to cut Monte Carlo variance
Bounding volume hierarchy
physics · 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 rotations
geometry · 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 transforms
graphics · low: Transform hierarchies with dirty flags and flattened world matrix updates
Bézier curves
graphics · 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 mesh
graphics · low: Half-edge mesh connectivity for editable polygon meshes
Conjugate gradient
numerics · 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 rasterization
graphics · low: Triangle setup, edge functions, depth buffering for viewport rendering
Undo redo
graphics · low: Command or snapshot history with grouping and coalescing
SIMD programming
hardware-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 integration
numerics · 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 intersection
geometry · low: Ray-triangle (Moller-Trumbore, watertight), ray-AABB slab and ray-sphere tests
Low discrepancy sequences
numerics · low: Sobol, Halton and blue-noise sequences with scrambling for quasi-Monte Carlo
Spline interpolation
numerics · low: Linear, bilinear/trilinear and cubic spline interpolation on grids and tables
Rectangle bin packing
optimization · low: Skyline, guillotine and MaxRects packing for texture and glyph atlases
PCA and SVD
machine-learning · low: Find orthogonal directions of maximum variance by an SVD of the centred data; randomized SVD gets the top k components in a few passes.
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Rigid-body transforms (SE(3) poses)
robotics · low: Represent, compose, invert, integrate and interpolate 3D poses as unit quaternion plus translation, with exp/log maps for small motions and uncertainty.
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Hash consing
data-structures · low: Intern structurally equal immutable terms so equality is pointer comparison and sharing is maximal
Swiss table
data-structures · low: Open-addressing hash table that filters 8-16 slots at once with 1-byte hash tags and SIMD, giving fast lookups at 87.5 % load.
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Topological sort
graphs · low: Order the vertices of a DAG so every edge points forward; the core of build systems, schedulers and dependency resolution, with cycle detection for free.
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Color space conversion
graphics · low: Convert pixels between transfer curves (sRGB, linear light), primaries (sRGB, Display P3, XYZ) and Y'CbCr, using tables for the curve and 3x3 matrices for the rest.
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Tone mapping (HDR to display range)
graphics · low: Compress scene-referred linear light to a display's range in three steps: expose, apply a curve to luminance, then encode (sRGB, PQ or HLG) and dither.
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Finite differences
numerics · low: Replace derivatives with weighted differences of grid values; simple stencils plus a stability condition (CFL) turn PDEs like heat, advection and waves into array loops.
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LU and Cholesky factorization
numerics · low: Factor A = PLU (any square matrix, partial pivoting) or A = LLᵀ (SPD) once in O(n³), then solve each right-hand side in O(n²).
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Homogeneous transforms
geometry · low: 4x4 affine and projective matrices, homogeneous coordinates, view and projection, normal matrices
BFS and DFS
graphs · low: The two basic graph traversals; BFS gives hop distances and levels, DFS gives discovery/finish order for cycles, components and topological order.
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Chroma subsampling
media · low: 4:2:0/4:2:2 colour plane downsampling and siting
Rejection sampling
ml-training · low: Best-of-n and filtered sampling: generate many candidates, keep those passing a verifier or reward threshold
Explicit Euler
numerics · low: Step an ODE forward by its current slope, y += h·f(t, y); first-order, one evaluation per step, the baseline every other integrator is measured against.
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PRNGs (PCG, xoshiro)
numerics · low: Small, fast, statistically strong non-cryptographic generators: PCG32 and xoshiro256**, with seeding, parallel streams and unbiased ranges.
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Thomas tridiagonal solver
numerics · low: O(n) tridiagonal linear solve used in implicit finite-difference and spline schemes
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