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C++/Floyd-Steinberg diffusion/output.exe
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C++/Floyd-Steinberg diffusion/output.exe
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@@ -1,4 +1,4 @@
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To do
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To do
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- [ ] Forward kinematics
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- [ ] Inverse kinematics
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@@ -17,7 +17,7 @@ To do
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- [ ] Tesseract
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- [ ] Lissajous table
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- [ ] Navier-Stokes fluid simulation
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- [ ] Floyd-Steinberg dithering
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- [x] Floyd-Steinberg dithering
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- [ ] Terminal text extension
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- [ ] SDL2 audio extension
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- [ ] Other error diffusion methods
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@@ -1,152 +0,0 @@
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To do
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- [ ] Forward kinematics
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- [ ] Inverse kinematics
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- [x] Simple pendulum
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- [ ] Double pendulum
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- [x] Doom fire algorithm
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- [ ] Quad tree compression
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- [ ] GLSL smallpt
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- [ ] CPU smallpt
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- [ ] Dithering library
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- [ ] All RGB
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- [ ] Chip-8 emulator
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- [ ] Chip-8 assembler
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- [ ] Chip-8 disassembler
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- [ ] Normal mapping on images
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- [ ] Tesseract
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- [ ] Lissajous table
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- [ ] Navier-Stokes fluid simulation
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- [] Floyd-Steinberg dithering
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- [ ] Terminal text extension
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- [ ] SDL2 audio extension
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- [ ] Other error diffusion methods
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- [ ] Elementary cellular automata
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- [ ] Two-dimensional cellular automata
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- [ ] Software rasterizer
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- [ ] Fire automata
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- [ ] Plasma effect
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- [ ] Perlin noise terrain
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- [ ] Refracting rays
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- [ ] Sierpinski triangle
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- [ ] Untextured ray caster
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- [ ] Textured ray caster
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- [ ] Verlet integration rag doll physics
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- [ ] Truetype font rasterizing
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- [ ] Quaternion raymarching
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- [ ] Newton fractal
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- [ ] Complex function visualization
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- [ ] Smoothed particle hydrodynamics
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- [ ] Porting minecraft4k
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- [ ] Physics sandbox (Verlet)
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- [ ] Barycentric triangle coordinates
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- [ ] Pac-Man simulation
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- [ ] Dynamic lighting (line of sight)
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- [ ] Tetris simulation
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- [ ] Falling text (Matrix simulation)
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- [ ] Snake simulation
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- [ ] Ball/ball collisions and response
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- [ ] The Powder Toy
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- [ ] Burning ship fractal
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- [ ] NES emulator
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- [ ] MNIST neural network
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- [ ] Simple XOR neural network
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- [ ] Genetic algorithms
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- [ ] Ear-clipping triangulation
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- [ ] Fireworks particle system
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- [ ] Newtonian gravity particle system
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- [ ] Load models (SGL)
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- [ ] Projection (SGL)
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- [ ] Transformation (SGL)
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- [ ] Culling (SGL)
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- [ ] Clipping (SGL)
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- [ ] Lighting (SGL)
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- [x] Mandelbrot explorer
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- [ ] Black/white dithering
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- [ ] 3-bit color dithering
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- [ ] N-body simulation
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- [ ] Barnes-Hut n-body simulation
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- [ ] Cloth simulation (Verlet)
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- [ ] Procedural texture generation
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- [ ] Hilbert curve
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- [ ] Turtle graphics engine
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- [ ] OpenGL procedural terrain
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- [ ] Julia set explorer
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- [ ] OpenGL model viewer
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- [ ] GPU acceleration framework
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- [ ] Raymarching silhouettes
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- [ ] Raymarching Phong illumination
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- [ ] Domain repetition and primitive operators (raymarching)
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- [ ] OpenCV with OpenGL video processing
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- [ ] Ray marched terrain
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- [ ] GPU accelerated Mandelbrot explorer
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- [ ] GPU accelerated Julia explorer
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- [ ] GPU accelerated Burning Ship explorer
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- [ ] GPU accelerated Newton explorer
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- [ ] Physically correct asteroids
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- [ ] Fractal generator (high-precision)
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- [ ] Affine transformations (identity)
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- [ ] Affine transformations (rotation)
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- [ ] Affine transformations (translation)
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- [ ] Affine transformations (scalar)
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- [ ] Affine transformations (shear)
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- [ ] Fractal Brownian motion simulation
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- [ ] Phong lighting with normal interpolation
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- [ ] Audio processing with stb_vorbis
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- [ ] Voronoi diagrams
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- [ ] Raymarched die
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- [ ] Raymarched pawn
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- [ ] Cellular noise terrain
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- [ ] Voronoi based terrain generation
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- [ ] Naive metaballs
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- [ ] Naive Voronoi metaballs
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- [ ] Naive blended metaballs
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- [ ] Metaballs with marching squares
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- [ ] Perlin noise flow field
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- [ ] Pressure and heat simulations
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- [ ] Marching squares isolines
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- [ ] 15 seconds of RAM on Chip-8
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- [ ] K-means clustering
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- [ ] Additive blending
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- [ ] RGB 3D visualization
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- [ ] RGB-HSL and vice versa
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- [ ] Grapher
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- [ ] Flocking (boids)
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- [ ] Image quantization (median-cut)
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- [ ] Image quantization (k-means)
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- [ ] Double-precision GLSL fractals
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- [ ] Bézier curve
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- [ ] Refraction (optics)
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- [ ] Mode 7 racing
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- [ ] Spiral raster
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- [ ] Plot function
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- [ ] Rope simulation (Verlet)
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- [ ] Hair simulation (Verlet)
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- [ ] Koch snowflake
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- [ ] Newton’s cradle simulation (Verlet)
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- [ ] Anti-aliased line rasterization (Xiaolin Wu)
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- [ ] Anti-aliased thick line rasterization (Xiaolin Wu)
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- [ ] Spirograph
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- [ ] Circle-line intersection
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- [ ] Fourier series visualization (square)
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- [ ] Fourier series visualization (saw)
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- [ ] Discrete Fourier transform
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- [ ] Fourier transform based epicycles
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- [ ] Fast Fourier transform
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- [ ] 2D nearest-neighbor interpolation
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- [ ] Bilinear interpolation
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- [ ] Bicubic interpolation
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- [ ] Edge detection
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- [ ] Catmull-Rom splines
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- [ ] Sepia filter
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- [ ] Various black/white filters
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- [ ] Guassian blur
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- [ ] Box blur
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- [ ] Image convolution using kernels
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- [ ] Function approximation using neural networks
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- [ ] Checkers/chess game in OpenGL
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- [ ] Rubik’s cube solver and scrambler
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- [ ] Rubik’s cube renderer in OpenGL
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- [ ] Connect 4 in OpenGL
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- [ ] Fast Fourier transform for audio visualization
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- [ ] Text editor using Terminal extension
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