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index.xml
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<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
<channel>
<title>vladkvit.github.io</title>
<link>https://vladkvit.github.io/</link>
<description>Recent content on vladkvit.github.io</description>
<generator>Hugo -- gohugo.io</generator>
<language>en-us</language>
<atom:link href="https://vladkvit.github.io/index.xml" rel="self" type="application/rss+xml" />
<item>
<title>Raytracer</title>
<link>https://vladkvit.github.io/programming/raytracer/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>https://vladkvit.github.io/programming/raytracer/</guid>
<description><p>I wrote my raytracer as a part of my <a href="https://www.student.cs.uwaterloo.ca/~cs488/">CS488</a> Graphics course.
It&rsquo;s pretty straight-forward: single-threaded, non-AA non-accelerated raytracer. It renders polygons and spheres.</p>
</description>
</item>
<item>
<title>Parser</title>
<link>https://vladkvit.github.io/programming/compiler/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>https://vladkvit.github.io/programming/compiler/</guid>
<description><p>My work-in-progress compiler. So far I have a working SLR(1) parser for any BNF grammar and a simple lexer. Github code <a href="https://github.com/vladkvit/parser_mirror">here</a>.</p>
</description>
</item>
<item>
<title>Quadcopter</title>
<link>https://vladkvit.github.io/programming/quadcopter_v1/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>https://vladkvit.github.io/programming/quadcopter_v1/</guid>
<description><p>I sponsored and did quite a bit of work to help with my brother&rsquo;s quadcopter when he was back in highschool. <a href="https://github.com/larrykvit/Motion_Detection_Suite">Here&rsquo;s</a> the code Github page.</p>
<p>The basic idea was to try using a tiny x86 board with TCP/IP over WiFi, and a Ground Control Station. We used <a href="http://qgroundcontrol.org/">QGroundControl</a> as the GCS. We were using ESCs flashed with SimonK, a YEI 500Hz AHRS, and a Maestro USB-PWM adapter. Although using x86 and custom-writing the flight control software wasn&rsquo;t a good idea, in retrospect, it still sort of worked.</p>
</description>
</item>
<item>
<title>Audio Transform</title>
<link>https://vladkvit.github.io/programming/audiotransform/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>https://vladkvit.github.io/programming/audiotransform/</guid>
<description><p>Fooling around with wavelet-like transforms. I would like something that has both a high frequency resolution &amp; bandwidth along with a high temporal resolution for high frequencies. By comparison, regular (non-windowed) FFT transforms the entire signal, with no temporal axis. A windowed FFT has a temporal resolution of SIG_LENGTH / WINDOW_LENGTH. A STFT transform (FFT with sliding window) is better, but its temporal resolution is still low-frequency. My transform is inspired by the way ears work, as I believe that is a better space for what I am trying to achieve. Constant Q transforms / Morlet wavelet transform solve this problem on some level as well.</p>
<p>The top picture is the transform of the signal in the bottom picture (two sines added together).</p>
</description>
</item>
<item>
<title>BMW M5 Model</title>
<link>https://vladkvit.github.io/artistic/m5/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>https://vladkvit.github.io/artistic/m5/</guid>
<description><p>This is a side project that I started back in first year of university. It&rsquo;s my first &ldquo;real&rdquo; 3D modelling work. I got reference photos and approximate blueprints for an E60 (&lsquo;05-&lsquo;10) and did the model from them.</p>
</description>
</item>
<item>
<title>Programming</title>
<link>https://vladkvit.github.io/mainpages/programming/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>https://vladkvit.github.io/mainpages/programming/</guid>
<description></description>
</item>
<item>
<title>Thinkpad stuff</title>
<link>https://vladkvit.github.io/tinkering/thinkpad/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>https://vladkvit.github.io/tinkering/thinkpad/</guid>
<description>
<p>I have a Thinkpad T510. It&rsquo;s been modded with an extra mini-PCIe slot and upgraded heatsink.</p>
<h5 id="extra-mini-pcie-slot:33d85587dfa9adbe1387cfe3710cb929">Extra mini-PCIe slot</h5>
<p>This mod brings the total of 2 half size and 1 full size slots. The slot works without any other modifications - my WiFi card worked in the new slot right off the bat. The pins are spaced 0.8mm apart (0.03&rdquo;), so my temperature-controlled Hakko FX-888 with a flat soldering tip helped a lot.</p>
<p>I got the plastic adapter itself from digikey. It&rsquo;s a 7.5mm Molex, the height refers to the entire height of the part, not from the motherboard to the card slot. According to the internet, leaving out a connector is not uncommon, other people used to add extra USB pinouts to their Asus netbooks.</p>
<h5 id="cooling-upgrade:33d85587dfa9adbe1387cfe3710cb929">Cooling upgrade</h5>
<p>The T510 shares its body with the more powerful W510, which has a nicer heatsink. The W510 uses copper instead of aluminum, and has two vents instead of one. The mounting is mostly compatible - the form factor is identical, but the GPU pad doesn&rsquo;t clear some inductors that sit where W510&rsquo;s GPU is supposed to be. Cutting the pad with a dremel works.</p>
<p>After the replacement, the load temperatures dropped quite a bit, and I can now run it fanless when just web-browsing. It also comes in useful when doing 3D rendering, as I can run the fan slower (with <a href="http://www.staff.uni-marburg.de/~schmitzr/donate.html">TPFanControl</a>).</p>
<h5 id="screen-upgrade:33d85587dfa9adbe1387cfe3710cb929">Screen upgrade</h5>
<p>The laptop uses a typical 40-pin LVDS cable, therefore making it compatible with most 15.6&rdquo; displays of that era (laptops switched to eDP since then). The swap ended up being fairly straightforward, as screen mounting also seems to be standard.</p>
</description>
</item>
<item>
<title>Artistic</title>
<link>https://vladkvit.github.io/mainpages/artistic/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>https://vladkvit.github.io/mainpages/artistic/</guid>
<description></description>
</item>
<item>
<title>BMW E24 6-series Model</title>
<link>https://vladkvit.github.io/artistic/e24/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>https://vladkvit.github.io/artistic/e24/</guid>
<description><p>This is my second serious car modelling project. The reference photos were harder to find, and the blueprints were quite approximate. With the first car, I&rsquo;ve learned about how not to model, so this one&rsquo;s all polys and good topology.</p>
</description>
</item>
<item>
<title>Specular + Diffuse Shading</title>
<link>https://vladkvit.github.io/programming/shading/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>https://vladkvit.github.io/programming/shading/</guid>
<description><p>An implementation of Phong shading. <a href="https://www.youtube.com/watch?v=btRh_7UlCwU">Video here</a>.</p>
</description>
</item>
<item>
<title>Tinkering</title>
<link>https://vladkvit.github.io/mainpages/tinkering/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>https://vladkvit.github.io/mainpages/tinkering/</guid>
<description></description>
</item>
<item>
<title>Videos</title>
<link>https://vladkvit.github.io/artistic/videos/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>https://vladkvit.github.io/artistic/videos/</guid>
<description><p>A collection of 3D &amp; VFX videos.</p>
</description>
</item>
<item>
<title>Doodles</title>
<link>https://vladkvit.github.io/artistic/doodles/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>https://vladkvit.github.io/artistic/doodles/</guid>
<description><p>Doodles</p>
</description>
</item>
<item>
<title>Game, Wired</title>
<link>https://vladkvit.github.io/programming/gamewired/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>https://vladkvit.github.io/programming/gamewired/</guid>
<description><p>This is from back when I was in highschool. It was my entry for <a href="http://jayisgames.com">JayIsGames</a>&rsquo;s very first CGDC competition. It&rsquo;s just one level. Try out the game <a href="http://jayisgames.com/cgdc1/?puzzleID=17">here</a>.</p>
</description>
</item>
<item>
<title>Rasterization with Perspective-correct Texturing</title>
<link>https://vladkvit.github.io/programming/rasterizationmatlab/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>https://vladkvit.github.io/programming/rasterizationmatlab/</guid>
<description><p>A friend of mine wrote a simple 2.5D texture renderer using an algorithm from the Doom & Quake era. I whipped up a Matlab script to see how much difference would a "correct" algoritm make.</p>
<p>The script takes in any 4 verteces and renders the texture over them with a wide (90*) FOV.</p>
</description>
</item>
</channel>
</rss>