I implemented a eurographics paper on rendering sky and atmospheres called "*A Scalable and Production Ready Sky and Atmosphere Rendering Technique*". Here are a few cool results: # locomotion sequence, blue is ground truth, red is prediction here's one where
I added a FABRIK chain solver to my c++ animation engine from scratch, check out this basic test where it follows the target...
I implemented motion matching based on Daniel Holden's work (https://theorangeduck.com/page/learned-motion-matching) into my homebrew c++ engine.
I got GLTF loading working for skinned meshes in my C++ animation codebase, here's a T-pose.
I implemented laplacian smoothing in my core c++ pipeline using the discrete formulation of the cotangent laplace **[operator](https://en.wikipedia.org/wiki/Laplace%E2%80%93Beltrami_operator)**. As a