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    Garth Goldwater

    3 years ago

    https://youtu.be/rHEJZXvFc5I

    very pleasant intro to one of the 12 “fundamental principles” of animation: timing
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    2 replies
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    Garth Goldwater

    3 years ago
    thanks to @wtaysom’s podcast recommendation i found out about this video on quill:

    https://youtu.be/EzsG1uqfDTQ

    here’s a take on a zooming user interface holy crap
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    Garth Goldwater

    3 years ago
    https://twitter.com/rikarends/status/1168243060586819584?s=21 so juicy... can’t wait for this to filter out to other IDEs
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    Garth Goldwater

    3 years ago

    https://youtu.be/SDS5gLSiLg0

    mindbogglingly satisfying overview of a bunch of graphics algorithms
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    8 replies
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    Garth Goldwater

    3 years ago

    https://youtu.be/uVC5WowQxD8

    just a heads up: this youtube channel rules if you want a heads up on the frontier of graphics/simulation research
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    Scott Anderson
    5 replies
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  • Scott Anderson

    Scott Anderson

    2 years ago
    if you're not familiar with Mahdi Bahrami's work you should check it out in general (Engare is really cool also)
    Scott Anderson
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    Garth Goldwater

    2 years ago
    fundamentals of linear algebra: the game. i love it
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    5 replies
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    Ivan Reese

    2 years ago
    https://lord.io/blog/2019/text-editing-hates-you-too/ Folks who are given to arguing that complexity is spiraling out of control, what say you to this?
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    31 replies
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    Garth Goldwater

    2 years ago
    can’t remember if the tilt5 AR board has been shared here yet—it’s very cool; jeri ellsworth is a genius and super good at explaining things; and here’s a super clever hardware optimization:

    https://youtu.be/0zfxrnArr1w

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  • Scott Anderson

    Scott Anderson

    2 years ago
    The VR programming system I really wanted to make while I was at Facebook was heavily inspired by Vi Hart and M Eiffler's research. There were many other sources and a lot of first principals design but they're still some of the only people really exploring this space. https://theartofresearch.org/combination-physical-and-virtual-tools-for-spatial-computation/ I like to think my system was a little more pragmatic but a lot of the "crazy" ideas that got vetoed by ux designers and engineering managers are viewed as defining or important features (non-linear execution, spatial primitives, gesture to objects). I had no AR specific ideas but I had some long term plans for extending the system to AR. It's hard to sell research to a big company product team though.
    Scott Anderson
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    20 replies
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