Fitting Code Driven Displacement Revisited
- Auto-discovered
Daniel Holden
Visit resource ↗Description
Fitting Code Driven Displacement Revisited is a February 2026 technical article by Daniel Holden deriving closed-form links between critical spring-damper character motion and start or stop times and distances.
Prompted by Epic technical animator Maksym Zhuravlov, it integrates critically damped velocity for stopping distance, uses the Lambert W function for stopping time under a velocity epsilon, and mirrors results for starts. Python listings fit half-life from measured times or distances and refine an earlier half-life heuristic.
It is for advanced animation programmers who tune locomotion springs or fit dampers to motion measurements.
The article is a free math-and-code post with derivations, plots, and a consolidated function appendix.
It is useful when you want artist-friendly stop and start distance knobs or data-driven half-life fits.
Related resources
- Believable Caustics Reflections (Alan Zucconi)
Believable Caustics Reflections is Alan Zucconi's September 2019 Unity blog post on faking pool-style ripple caustics without ray tracing, sparked by Florian Gelzenleuchter's popular shader GIF. One tileable texture is sampled twice in a Surface shader at different scales and scroll speeds, combined with min(), then tinted onto albedo with slight RGB UV offsets for dispersion. The walkthrough covers _ST tiling, _Time animation, HDR albedo above 1.0, and Post Processing Stack v2 bloom.
100% match · <blog><article><free><friendly><post><programmers><technical><time> - Blending Meshes into Terrain (Inresin)
Louis Waloschek's April 2020 Inresin tutorial blends static meshes into Unity Terrain using baked depth masks and Amplify surface shaders.
100% match · <code><advanced><blog><article><between><free><programmers><technical> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020. Devlogs walk through shipped shaders: shell grass ben
100% match · <blog><article><displacement><driven><earlier><fit><form><free> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
100% match · <blog><advanced><article><artist><data><epic><math><post> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
100% match · <code><advanced><blog><article><between><data><distance><earlier> - Easing Functions
Easings.net is a free interactive cheat sheet by Andrey Sitnik and Ivan Solovev for choosing easing functions that control how a parameter changes over normalized animation time. The catalog lists quad, cubic, quart, quint, exponential, circular, elastic, and bounce curves in ease-in, ease-out, and ease-in-out forms.
100% match · <blog><animation><article><free><function><life><programmers><start> - Joyrok
Tech Art Chronicles on joyrok.com walk Unreal materials or UMG and Unity Shader Graph in parallel, mapping Photoshop-style layers and masks into node graphs.
100% match · <blog><animation><article><distance><fits><free><math><technical> - Partial Derivatives (ddx, ddy, fwidth) (Ronja)
Ronja’s tutorial 046 demystifies HLSL partial derivatives: ddx and ddy measure how a value changes across 2×2 pixel quads, and fwidth combines them for screen-space-aware filtering. Demonstrates greyscale debug views, then builds an anti-aliased step (aaStep) that widens cutoffs by one pixel’s gradient - reducing jaggy fire, toon bands, and procedural edges versus raw step(). Includes a scrolling noise fire shader comparing step, aaStep, and smoothstep.
100% match · <blog><article><between><free><function><programmers><technical><time> - A silly diffuse shading model
A silly diffuse shading model is a December 2025 post on the lisyarus graphics blog about a one-liner alternative to classic Lambertian diffuse for tech demos and early…
100% match · <math><blog><article><form><free><half><lambert><plots> - Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float
Secrets of Direct3D 12: The Behavior of ClearUnorderedAccessViewUint/Float is a December 2025 deep dive by Adam Sawicki on how ID3D12GraphicsCommandList clear-UAV helpers fill…
100% match · <code><advanced><blog><article><form><free><measured><post> - Implicit Position-Based Fluids (IPBF)
Implicit Position-Based Fluids (IPBF) presents a Utah Graphics Lab incompressible SPH method by Elie Diaz, Jerry Hsu, Eisen Montalvo-Ruiz, Chris Giles, and Cem Yuksel that uses…
100% match · <code><math><advanced><free><programmers><results><time><useful> - A series of tricks and techniques I learned doing tiny GLSL demos
A series of tricks and techniques I learned doing tiny GLSL demos is a December 2025 blog post by bµg about lessons from size-constrained GLSL demos after the earlier Red Alp…
100% match · <code><math><advanced><blog><article><character><earlier><free> - Spatial hashing for raytraced ambient occlusion
Spatial hashing for raytraced ambient occlusion is a November 2025 Interplay of Light post by Kostas Anagnostou on caching RTAO in a sparse spatial hash instead of dense 3D…
100% match · <code><math><advanced><blog><article><distance><free><post> - Spectral rendering, part 3: Spectral vs. RGB
Spectral rendering, part 3: Spectral vs.
100% match · <code><math><advanced><blog><article><data><free><links> - Lighting mannequin
Lighting Mannequin is an October 2025 production blog post by Peter Strahle on lighting workflows for the Quest 2 multiplayer VR title Mannequin. It covers readable path…
100% match · <code><advanced><blog><article><driven><form><free><friendly> - Spectral rendering, part 2: Real-time rendering
Spectral rendering, part 2: Real-time rendering is a November 2025 Moments in Graphics blog post by Christoph Peters on Monte Carlo wavelength sampling for efficient spectral…
100% match · <code><math><advanced><blog><article><free><links><post> - Coding Adventure: Simulating Smoke
This YouTube Coding Adventure video by Sebastian Lague builds a grid-based smoke simulation from first principles as one episode in the Coding Adventures series. It covers…
100% match · <code><math><driven><free><programmers><useful><velocity><want> - WebGPU and the price of compiling WGSL
WebGPU and the price of compiling WGSL is a blog post by Hugo Daniel introducing a WebGPU diagnostics and compilation-benchmark tool after earlier posts on WGSL limits. It…
100% match · <code><blog><daniel><earlier><free><links><post><results> - Reinforcement Learning 04 : Motion Fields For Interactive Character Animation
Reinforcement Learning 04 : Motion Fields For Interactive Character Animation is a YouTube implementation talk on the Animation Tech channel where Jerome rebuilds ideas from the…
100% match · <code><math><advanced><animation><between><character><data><free> - Ocean Rendering, Part 1 - Simulation
Ocean Rendering, Part 1 - Simulation is an October 2025 technical blog post by Robert Ryan on the theory and mathematics of real-time FFT ocean surface simulation using…
100% match · <code><math><advanced><blog><article><displacement><free><links>