Topics covered: Point Clouds, Smooth Point Cloud Filtering, Grid Based
Point Cloud Lookup (pgfind), Camera Based Occlusion with Variable Pscale,
Point Relaxation, Uniform Point Distribution Over Polygonal Surfaces,
Unique Pair Matching, Operator Decoupling, Convolution Kernels, K-Depth
Neighbours Using Edges & Primitives, Cubic Hermite Interpolation (smoothstep),
Shaping Functions, Blurring Attributes, Sharpening Attributes, Kernel
Code Generalization, Generic VEX Kernels, Gradient, Gradient
Ascent/Descent & Contour Lines on Planar/Arbitrary Geometry &
Heightfields, Geometric Advection, Orthogonalization, Flowlines,
Clustering, Quadtrees, Subdivision Limit Surface, Limit Surface
Sampling, Half-Edges, Hashing, Adaptive Subdivision, Improved OpenSubdiv
Catmull-Clark Subdivision Surfaces Algorithm, Custom Fusing in VEX,
Splitting Edges, Edge Divide, Bilinear Subdivision, Catmull-Clark
Subdivision, Boundary Rules, Attribute Preservation & Interpolation,
Group Preservation, Sea Caustics, Pool Caustics, Generic HDA Design,
Performance Profiling & Aggressive Performance Optimizations
Software: Houdini 18.5
Special thanks to Jeff Lait and Mark Elendt.
Korean translation (WIP) by Seona Hwang.
Rendered using Redshift.
Sponsored by ASUS and Redshift.