Vulkan spec
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This library [initially] used some [piece of] implementations
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(may include codes) from these open source projects/resources:
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1. Initial Affine Transforms
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The original glm repo (g-truc), url: https://github.com/g-truc/glm
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LICENSE[S]:
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The Happy Bunny License (Modified MIT License)
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The MIT License
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Copyright (c) 2005 - 2016 G-Truc Creation
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FULL LICENSE: https://github.com/g-truc/glm/blob/master/copying.txt
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2. Initial Quaternions
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Anton's OpenGL 4 Tutorials book source code:
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LICENSE:
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OpenGL 4 Example Code.
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Accompanies written series "Anton's OpenGL 4 Tutorials"
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Email: anton at antongerdelan dot net
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First version 27 Jan 2014
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Copyright Dr Anton Gerdelan, Trinity College Dublin, Ireland.
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3. Euler Angles
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David Eberly
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Geometric Tools, LLC http://www.geometrictools.com/
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Copyright (c) 1998-2016. All Rights Reserved.
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Computing Euler angles from a rotation matrix (euler.pdf)
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Gregory G. Slabaugh
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4. Extracting Planes
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Fast Extraction of Viewing Frustum Planes from the World-View-Projection Matrix
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Authors:
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Gil Gribb (ggribb@ravensoft.com)
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Klaus Hartmann (k_hartmann@osnabrueck.netsurf.de)
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5. Transform AABB
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Transform Axis Aligned Bounding Boxes:
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http://dev.theomader.com/transform-bounding-boxes/
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https://github.com/erich666/GraphicsGems/blob/master/gems/TransBox.c
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6. Cull frustum
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http://www.txutxi.com/?p=584
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http://old.cescg.org/CESCG-2002/DSykoraJJelinek/
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7. Quaternions
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Initial mat4_quat is borrowed from Apple's simd library
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8. Vector Rotation using Quaternion
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https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaternion
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9. Sphere AABB intersect
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https://github.com/erich666/GraphicsGems/blob/master/gems/BoxSphere.c
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10. Horizontal add
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https://stackoverflow.com/questions/6996764/fastest-way-to-do-horizontal-float-vector-sum-on-x86
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11. de casteljau implementation and comments
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https://forums.khronos.org/showthread.php/10264-Animations-in-1-4-1-release-notes-revision-A/page2?highlight=bezier
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https://forums.khronos.org/showthread.php/10644-Animation-Bezier-interpolation
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https://forums.khronos.org/showthread.php/10387-2D-Tangents-in-Bezier-Splines?p=34164&viewfull=1#post34164
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https://forums.khronos.org/showthread.php/10651-Animation-TCB-Spline-Interpolation-in-COLLADA?highlight=bezier
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12. vec2 cross product
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http://allenchou.net/2013/07/cross-product-of-2d-vectors/
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13. Ray triangle intersect
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Möller–Trumbore ray-triangle intersection algorithm, from "Fast, Minimum Storage Ray/Triangle Intersection"
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Authors:
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Thomas Möller (tompa@clarus.se)
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Ben Trumbore (wbt@graphics.cornell.edu)
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Link to paper: http://webserver2.tecgraf.puc-rio.br/~mgattass/cg/trbRR/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf
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14. ARM NEON: Matrix Vector Multiplication
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https://stackoverflow.com/a/57793352/2676533
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16. ARM NEON Div
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http://github.com/microsoft/DirectXMath
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17. Pick Matrix
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glu project -> project.c
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18. Ray sphere intersection
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RAY TRACING GEMS
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HIGH-QUALITY AND REAL-TIME RENDERING WITH DXR AND OTHER APIS
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CHAPTER 7
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Precision Improvements for Ray/Sphere Intersection
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Eric Haines (1), Johannes Günther (2), and Tomas Akenine-Möller (1)
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(1) NVIDIA
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(2) Intel
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Wyman, C., and Haines, E. Getting Started with RTX Ray Tracing.
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https://github.com/NVIDIAGameWorks/GettingStartedWithRTXRayTracing
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