- 3Blue1Brown (YouTube)
Animated math explainers on linear algebra, calculus, Fourier transforms, and other topics that underpin graphics and simulation.
100% match
· <math><video><algebra><basis><coordinate><free><matrices><series> - 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
· <intermediate><basic><earlier><form><free><rather><related><see> - Coordinate Systems (Learn OpenGL)
"Coordinate Systems" is a chapter in Joey de Vries' LearnOpenGL Getting Started series at learnopengl.com.
100% match
· <access><all><coordinate><free><intermediate><matrices><object><related> - 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…
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· <intermediate><coordinate><helps><math><object><readable><series><vector> - 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,
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· <access><all><alone><basic><basis><build><change><covers> - Freya Holmér's Math Visualizations
Topics include dot and cross products, lerp, radians, Bézier curves, point-in-triangle tests, curvature, Voronoi tessellation, and trochoidal waves - each clip emphasizes motion over notation.
100% match
· <intermediate><angles><animated><coordinate><educational><free><helps><learners> - 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.
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· <intermediate><basic><coordinate><fits><free><linear><math><vector> - 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.
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· <intermediate><access><change><first><free><function><instead><know> - Versors, rotors, and spinors | Geometric algebra episode 14
Episode 14 of the All Angles geometric algebra series explaining versors, rotors, and spinors via the sandwich product of reflections and rotations.
100% match
· <math><intermediate><video><angles><algebra><all><earlier><episode> - Rotations | Geometric algebra episode 13
Episode 13 of the All Angles geometric algebra series deriving rotations as two successive reflections via the sandwich product, introducing rotors and angle doubling.
100% match
· <math><intermediate><video><angles><algebra><all><earlier><episode> - Beyond simple geometric algebra | Geometric algebra episode 15
All Angles overview of geometric algebra beyond vanilla VGA, covering Clifford algebras with elements that square to 1, -1, or 0 and how those choices yield reflections,…
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· <math><intermediate><video><angles><algebra><all><episode><series> - Mouse Raycasting Derivation
Derives a compact formula for casting a world-space ray through a screen-space mouse position from camera basis vectors and field of view.
71% match
· <math><intermediate><basis><diagrams><formula><related><vectors>