Main Publications

Fast Screen Space Curvature Estimation on GPU

28.2.2016 VISIGRAPP 2016
Martin Prantl, Libor Váša, Ivana Kolingerová
Fast Screen Space Curvature Estimation on GPU
In Proceedings of the 11th Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2016) Volume 1: GRAPP, pp. 151-160 ISBN: 978-989-758-175-5, 2016.
Implementation available here
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Mesh Statistics for Robust Curvature Estimation

24.6.2016 SGP 2016
Libor Váša, Petr Vaněček, Martin Prantl, Věra Skorkovská, Petr Martínek, Ivana Kolingerová
Mesh Statistics for Robust Curvature Estimation
Computer Graphics Forum, 2016, The Eurographics Association and John Wiley & Sons Ltd., ISSN: 1467-8659
Implementation available here

Other Publications

Unity tips

17.11.2015 perry.cz
This page sumarizes some things I have used and I maybe will use them again in another project. This page is to remember them and found them easily, there is no pattern or order in presented things. Read

PostGIS/PostgreSQL tips

31.10.2015 perry.cz
PostgreSQL and its extension for spatial data - PostGIS. Some tips and benchmarks I have performed during some development. Read

C++ function pointers

29.09.2015 perry.cz
Function pointers (sometimes known as delegates) are powefull tool in many languages. They offer the users flexibility and allow you to call functions from almost everywhere. I have been using them for trigger system in a state machine. Read

Image compression overview

14.09.2014 ARXIV.org
Compression plays a significant role in a data storage and a transmission. If we speak about a generall data compression, it has to be a lossless one. It means, we are able to recover the original data 1:1 from the compressed file. Multimedia data (images, video, sound...), are a special case. In this area, we can use something called a lossy compression. Read

Basic OpenAL sound manager for your project

26.08.2014 GAMEDEV.com
Adding sound to your project can be a terrifying experience. You have to find the right library, right sound format and also put it all together. This tutorial is designed to be simple and yet a little robust. You can find full code attached to article as well, so you can learn directly from it. Read

Creating a Very Simple GUI System for Small Games - Part III

21.05.2014 GAMEDEV.com
There are a lot of discussion threads that deal with the eternal problem "What GUI should I use?". We are going to answer this question by creating our own system from scratch in several parts tutorial Read

Creating a Very Simple GUI System for Small Games - Part II

13.05.2014 GAMEDEV.com
There are a lot of discussion threads that deal with the eternal problem "What GUI should I use?". We are going to answer this question by creating our own system from scratch in several parts tutorial Read

Creating a Very Simple GUI System for Small Games - Part I

06.05.2014 GAMEDEV.com
There are a lot of discussion threads that deal with the eternal problem "What GUI should I use?". We are going to answer this question by creating our own system from scratch in several parts tutorial Read

Perspective projections in LH and RH systems

24.03.2014 GAMEDEV.com
If we looked more closely at DirectX and OpenGL, we can see one important difference in a projection. It doesn't matter if we use LH or RH system, in DirectX projection is mapped to interval [0, 1] while in OpenGL to [-1, 1]. What does that mean? Read

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