Daniel Holden (@anorangeduck) 's Twitter Profile
Daniel Holden

@anorangeduck

Animation & Machine Learning at Epic Games. Ex Ubisoft La Forge. Programmer & Occasional Writer.

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linkhttp://theorangeduck.com calendar_today27-07-2013 16:24:38

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Today's blog post is on a hidden gem that I'm certain will have passed many graphics people by: a closed-form solution to Polar and Singular Value Decomposition for 3x3 matrices - from a paper by Huancheng Lin, Floyd M. Chitalu, and Taku Komura. theorangeduck.com/page/closed-fo…

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Today I have a short blog post on something in game development that took me far too long to realize: that DeltaTime is a frame behind. theorangeduck.com/page/delta-tim…

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If you're in Zurich definitely check out the Strauhof Museum. The Maschinenpoesie exhibition is wonderfully put together, incredibly unique and very thought provoking!

Laurent Delayen (@ldelayen) 's Twitter Profile Photo

This is a rare opportunity to join the Unreal Engine Animation Team. If you're an experienced Unreal Developer, with a passion for tools and runtime animation, or know someone who is: please reach out! The team is building something really special and you could be part of it!

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It's been a while since I did a pure Machine Learning article on my blog, but today I have a post for you about adding noise to Neural Networks, and some fun experiments with Flow-Matching: theorangeduck.com/page/noise-neu…

It's been a while since I did a pure Machine Learning article on my blog, but today I have a post for you about adding noise to Neural Networks, and some fun experiments with Flow-Matching:

theorangeduck.com/page/noise-neu…
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I've uploaded a retargeted version of the 100STYLE dataset matching the other datasets: github.com/orangeduck/100… I wasn't sure if I should add it at first. The quality is lower due to the inertial capture, and it's missing finger motion, but overall I figured it's still worth it.

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Learned a new spring fact from my colleague Danny Chapman recently. For a critically damped spring tracking a target moving at a constant velocity, the amount of time the spring will lag behind the target is given by "halflife / ln(2)". Added to my blog post! theorangeduck.com/page/spring-ro…