Redirected Walking in VR Spaces - Maximizing physical space by using procedurally generated non-euclidian environments.
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Updated
Jan 15, 2021 - C#
Redirected Walking in VR Spaces - Maximizing physical space by using procedurally generated non-euclidian environments.
An interactive demo that renders a non-Euclidean 2D grid
Metaverse project in unity
Coursework for [COMS 4995] Geometric Data Analysis at Columbia University
Prototype for a fascinating VR tool
Metaverse project in unity
Object Impermanence is a VR dungeon crawler utilizing Non-Euclidean Geometry tricks and puzzles.
A "non-euclidean" raycaster written in cpp for my NEA project
Unity 3D Exploration of non-Euclidean geometry through the implementation of non-Euclidean impossible portals and infinite stairs. Includes an immersive experience where users can traverse through portals that defy our traditional understanding of space and perspective.
A simple Flask app for comparing distances between 2 points using different methods.
Portal system in Unity3D. Inspired from Brackeys 👉
A non-euclidian ray-tracing game in C++
A 3D non-Euclidean raycaster based on gluing the insides of cubes
non-euclidean ray tracing engine
A barebones 3D engine for working with non-Euclidean geometries.
VR game based around optical illusions and non-euclidean geometry. (WIP)
A Java/lwjgl3 3D Engine
Adversarial Autoencoders with Constant-Curvature Latent Manifolds (2018, https://arxiv.org/abs/1812.04314)
Change Detection in Graph Streams by Learning Graph Embeddings on Constant-Curvature Manifolds (2018, https://arxiv.org/abs/1805.06299)
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