CREDITS 3.2 KB

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