Bartosz Ciechanowski

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According to the data and stats that were collected, 'Bartosz Ciechanowski' channel has quite a good rank. The channel mostly uses long articles along with sentence constructions of the intermediate readability level, which is a result that may indicate difficult texts on the channel, probably due to a big amount of industrial or scientific terms.

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'Bartosz Ciechanowski' provides mostly long articles which may indicate the channel’s devotion to elaborated content.

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'Bartosz Ciechanowski' provides texts of a basic readability level which can be quite comfortable for a wide audience to read and understand.

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'Bartosz Ciechanowski' contains texts with mostly positive attitude and expressions (e.g. it may include some favorable reviews or words of devotion to the subjects addressed on the channel).

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Mesh Transforms

[...] more powerful toys out there. This article is focused on mesh transforms. The core idea of a mesh transform is very straightforward: you introduce a set of vertices in the layer then you move them [...]

Exploring GPGPU on iOS

[...] of generated framebuffer. Long story short, using a new feature of OpenGL ES 3.0 called Transform Feedback, we do have an access to the output of the vertex shader. Transform Feedback Here’s [...]

Mesh Transforms

[...] of CALayer’s properties are defined in points, there are a few that make use of unit coordinates, the anchorPoint being probably the most popular one. CAMeshVertex makes use of unit [...]

Drawing Bézier Curves

[...] in computer graphics, but also they’re just so much fun to play with. Dragging the control points and watching the curve wiggle is an experience on its own. The most popular Bézier [...]

Mesh Transforms

[...] all of its vertices: Shape of subdivided mesh vs its vertices In fact, the vertices are control points of a surface and by observing how they influence the shape I suspect CAMeshTransform actually [...]

Mesh Transforms

[...] to sneeze at, but there are much more powerful toys out there. This article is focused on mesh transforms. The core idea of a mesh transform is very straightforward: you introduce a set of vertices [...]

Exposing NSDictionary

[...] with the exact same arguments. Fortunately, at this point we have access to the source code of Objective-C runtime which makes further investigation much easier. The class_createInstance( [...]

Exploring GPGPU on iOS

[...] like magic. As a companion to this article, I created a GitHub repo that contains the source code for many discussed concepts, as well as benchmarks that were run to measure the [...]

Drawing Bézier Curves

[...] ;t bother you with the equations, you can look up the exact solution directly in the source code. With the tangent vector in hand it’s just the matter of generating the correct [...]

Exploring GPGPU on iOS

[...] the typical GPU programming works as follow: submit some vertex geometry process it in vertex shader let the GPU figure out the triangles process each fragment in fragment shader present result [...]

Mesh Transforms

[...] view hierarchy has to be rendered into a texture before its submitted to OpenGL. The textured vertex mesh then gets displayed by GLKView which is the the main workhorse of BCMeshTransformView. This [...]

Exploring GPGPU on iOS

[...] , while the GPU took a third of a second to do the work. Even for as little as 4096 float input values (2048 two dimensional vectors), the GPU is almost twice as fast as the CPU. How? From [...]

Drawing Bézier Curves

[...] or two segments. Instead, we should opt for slightly biased function that will boost smaller input values. We’re going to pick hyperbola – it’s just so awesome: Hyperbola For small [...]

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Mesh Transforms

[...] more powerful toys out there. This article is focused on mesh transforms. The core idea of a mesh transform is very straightforward: you introduce a set of vertices in the layer then you move them [...]