| Year | Events |
|---|---|
| 1992 | Born in Kyoto, Japan |
| H.S. 3rd year | Started JS |
| Univ. 1st year | Started a computer science course. Implemented a game in C |
| Univ. 2nd year | Web design and creation |
| Univ. 3rd year | Started 3DCG with Blender Joined a distributed systems lab |
| Univ. 4th year | Started Unity5 |
| M.C. First year | reated my own programming language. |
| Break (a year) | Studied abroad in USA and Vietnam for a year |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| float remap(float v, float minOld, float maxOld, float minNew, float maxNew) { | |
| return minNew + (v-minOld) * (maxNew - minNew) / (maxOld-minOld); | |
| } |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // -- Triangle fx -- | |
| // Simple scattering animation | |
| // We use smoothstep to make naturally damped linear motion. | |
| // Q. Why don't you use 1-pow(1-param,2)? | |
| // A. Smoothstep is cooler than it. Forget Newtonian physics. | |
| float ss_param = smoothstep(0, 1, param); | |
| // Random motion | |
| float3 move = RandomVector(seed + 1) * ss_param * 0.5; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| # | |
| # Shader functions to ShaderGraph converter | |
| # | |
| # | |
| # How to use | |
| # 1. Create the file "./functions.hlsl" | |
| # 2. Execute `python shaderGraphFunctionGen.py` | |
| # 3. Write the input file path "#inlude ./<functions>.hlsl" on "./output_functions.hlsl" | |
| # | |
| # INPUT (functions.hlsl): |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // | |
| // Debug Compute Buffer | |
| // When you define a struct/class, | |
| // please use override ToString(), public override string ToString() => $"MpmParticle(position={position}, velocity={velocity})"; | |
| // | |
| // debugging range is startIndex <= x < endIndex | |
| // example: | |
| // Util.PrintBuffer<uint2>(this.particlesBuffer, 1024, 1027); | |
| // | |
| public static void PrintBuffer<T>(ComputeBuffer buffer, int startIndex, int endIndex) where T : struct |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| v2f vert_inflation(appdata v) { | |
| v2f o; | |
| v.vertex = LeapGetLateVertexPos(v.vertex, _isLeftHand); // late-latch support | |
| o.vertex = UnityObjectToClipPos(v.vertex + float4(_InflationAmount * v.normal, 0)); | |
| return o; | |
| } | |
| fixed4 frag(v2f i) : SV_Target{ | |
| return _Color; | |
| } |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| void surf (Input IN, inout SurfaceOutput o) { | |
| fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); | |
| o.Albedo = 0.0; | |
| o.Gloss = 0.0; | |
| o.Alpha = 1.0; | |
| o.Specular = 0.0; | |
| o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); | |
| o.Emission = tex.rgb; | |
| } |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| #!/usr/bin/env python | |
| # -*- coding: utf-8 -*- | |
| # | |
| # Requirements: | |
| # Command: | |
| # python3 | |
| # Python library(pip): | |
| # requests | |
| # urllib3 | |
| # File: checking_urls.txt |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| Time | Content / Presenter | |
|---|---|---|
| 18:30 - | Reception | |
| 19:00 - | Venue and event guide | |
| 19:10 - 19:40 | 6DoF Project North Star using Windows MR by Yamaura(tw: @yamaulab) at exiii | |
| 19:40 - 20:10 | Make AR HMD by Dabu(tw: @troll01234) | |
| 20:10 - 20:25 | The first exhibition of a custum north star by Hirano, Iwanaka, Nakanishi(tw: @skckmdtk2m) at 1-10,inc | |
| 20:25 - 20:40 | How to make apps, Discord community, Tips by Task(tw: @supertask_jp) at teamLab | |
| 20:40 - 22:00 | Trial session and networking |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| /* | |
| * スプレッドシートの複数のシートを複数のCSVにエクスポートする. | |
| * マイドライブに置かれる. | |
| * script to export data in all sheets in the current spreadsheet as individual csv files | |
| * files will be named according to the name of the sheet | |
| * author: Michael Derazon | |
| */ | |
| function onOpen() { |