Thomas VB (helemaalbigt)

helemaalbigt

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Home Page:cubism-vr.com

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Thomas VB's starred repositories

Unity-Phanto

Phanto is a showcase of the Meta Quest Mixed Reality APIs. This project demonstrate how to use Meshes. The Oculus SDK and other supporting material is subject to the Oculus proprietary license.

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MyBox

MyBox is a set of attributes, tools and extensions for Unity

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Unity_HideIf

Simple utility attribute set for Unity

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Computational-geometry

Computational Geometry Unity library with implementations of intersection algorithms, triangulations like delaunay, voronoi diagrams, polygon clipping, bezier curves, ear clipping, convex hulls, mesh simplification, etc

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Metatex

Metadata-only texture importer for Unity

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Unity.Library.eppz

Unity everydayers.

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Unity.Library.eppz.Geometry

2D Geometry for Unity. Suited for everyday polygon hassle. Polygon clipping, polygon winding direction, polygon area, polygon centroid, centroid of multiple polygons, line intersection, point-line distance, segment intersection, polygon-point containment, polygon triangulation, polygon Voronoi diagram, polygon offset, polygon outline, polygon buffer, polygon union, polygon substraction, polygon boolean operations, and more. It is a polygon fest.

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web3.unity

🕹 Unity SDK for building games that interact with blockchains.

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Mathfs

Expanded Math Functionality for Unity

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Unity-Resource-Checker

Editor utility for unity to help check resources in the current scene (including active textures, their sizes, materials, meshes and which objects are using them)

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cubismvr-level-editor

A simple puzzle viewer and editor for the minimalist VR puzzle game Cubism

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Unity-Synthesizer-in-C-Sharp

A synthesizer written in C# utilizing Unity's OnAudioFilterRead method.

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Unity-Synth-Experiments

A set of simple generative synth scripts for Unity written in C# (OnAudioFilterRead)

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unity-dithered-transparency-shader

Unity material and shader for applying clipped, dithered transparency

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Assemblies-of-putative-SARS-CoV2-spike-encoding-mRNA-sequences-for-vaccines-BNT-162b2-and-mRNA-1273

RNA vaccines have become a key tool in moving forward through the challenges raised both in the current pandemic and in numerous other public health and medical challenges. With the rollout of vaccines for COVID-19, these synthetic mRNAs have become broadly distributed RNA species in numerous human populations. Despite their ubiquity, sequences are not always available for such RNAs. Standard methods facilitate such sequencing. In this note, we provide experimental sequence information for the RNA components of the initial Moderna (https://pubmed.ncbi.nlm.nih.gov/32756549/) and Pfizer/BioNTech (https://pubmed.ncbi.nlm.nih.gov/33301246/) COVID-19 vaccines, allowing a working assembly of the former and a confirmation of previously reported sequence information for the latter RNA. Sharing of sequence information for broadly used therapeutics has the benefit of allowing any researchers or clinicians using sequencing approaches to rapidly identify such sequences as therapeutic-derived rather than host or infectious in origin. For this work, RNAs were obtained as discards from the small portions of vaccine doses that remained in vials after immunization; such portions would have been required to be otherwise discarded and were analyzed under FDA authorization for research use. To obtain the small amounts of RNA needed for characterization, vaccine remnants were phenol-chloroform extracted using TRIzol Reagent (Invitrogen), with intactness assessed by Agilent 2100 Bioanalyzer before and after extraction. Although our analysis mainly focused on RNAs obtained as soon as possible following discard, we also analyzed samples which had been refrigerated (~4 ℃) for up to 42 days with and without the addition of EDTA. Interestingly a substantial fraction of the RNA remained intact in these preparations. We note that the formulation of the vaccines includes numerous key chemical components which are quite possibly unstable under these conditions-- so these data certainly do not suggest that the vaccine as a biological agent is stable. But it is of interest that chemical stability of RNA itself is not sufficient to preclude eventual development of vaccines with a much less involved cold-chain storage and transportation. For further analysis, the initial RNAs were fragmented by heating to 94℃, primed with a random hexamer-tailed adaptor, amplified through a template-switch protocol (Takara SMARTerer Stranded RNA-seq kit), and sequenced using a MiSeq instrument (Illumina) with paired end 78-per end sequencing. As a reference material in specific assays, we included RNA of known concentration and sequence (from bacteriophage MS2). From these data, we obtained partial information on strandedness and a set of segments that could be used for assembly. This was particularly useful for the Moderna vaccine, for which the original vaccine RNA sequence was not available at the time our study was carried out. Contigs encoding full-length spikes were assembled from the Moderna and Pfizer datasets. The Pfizer/BioNTech data [Figure 1] verified the reported sequence for that vaccine (https://berthub.eu/articles/posts/reverse-engineering-source-code-of-the-biontech-pfizer-vaccine/), while the Moderna sequence [Figure 2] could not be checked against a published reference. RNA preparations lacking dsRNA are desirable in generating vaccine formulations as these will minimize an otherwise dramatic biological (and nonspecific) response that vertebrates have to double stranded character in RNA (https://www.nature.com/articles/nrd.2017.243). In the sequence data that we analyzed, we found that the vast majority of reads were from the expected sense strand. In addition, the minority of antisense reads appeared different from sense reads in lacking the characteristic extensions expected from the template switching protocol. Examining only the reads with an evident template switch (as an indicator for strand-of-origin), we observed that both vaccines overwhelmingly yielded sense reads (>99.99%). Independent sequencing assays and other experimental measurements are ongoing and will be needed to determine whether this template-switched sense read fraction in the SmarterSeq protocol indeed represents the actual dsRNA content in the original material. This work provides an initial assessment of two RNAs that are now a part of the human ecosystem and that are likely to appear in numerous other high throughput RNA-seq studies in which a fraction of the individuals may have previously been vaccinated. ProtoAcknowledgements: Thanks to our colleagues for help and suggestions (Nimit Jain, Emily Greenwald, Lamia Wahba, William Wang, Amisha Kumar, Sameer Sundrani, David Lipman, Bijoyita Roy). Figure 1: Spike-encoding contig assembled from BioNTech/Pfizer BNT-162b2 vaccine. Although the full coding region is included, the nature of the methodology used for sequencing and assembly is such that the assembled contig could lack some sequence from the ends of the RNA. Within the assembled sequence, this hypothetical sequence shows a perfect match to the corresponding sequence from documents available online derived from manufacturer communications with the World Health Organization [as reported by https://berthub.eu/articles/posts/reverse-engineering-source-code-of-the-biontech-pfizer-vaccine/]. The 5’ end for the assembly matches the start site noted in these documents, while the read-based assembly lacks an interrupted polyA tail (A30(GCATATGACT)A70) that is expected to be present in the mRNA.

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HPTK

Hand Physics Toolkit

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Geometry-Grass-Shader

Geometry grass shader for Unity engine

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HandPosing

Pose authoring using handtrackingon Quest

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GameNetworkingResources

A Curated List of Multiplayer Game Network Programming Resources

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MRTK-Quest

MRTK-Quest: Mixed Reality Toolkit (MRTK) extension bridge for Oculus Quest + Rift / S

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mediapipe

Cross-platform, customizable ML solutions for live and streaming media.

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Rift-Poke

A quick sample for adding collisions to Oculus Avatars! You can find a walk-through of how this was created at http://www.rgbschemes.com/blog/oculus-touch-and-finger-stuff-part-1/

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unity-super-find

A replacement for Unity's GameObject.Find that supports CSS-like selectors and inactive GameObjects

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CodeAndQuestsEveryDay

Regular research on the Quest for developers.

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handUI

UI elements and prototyping tools for hands

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networked-aframe

A web framework for building multi-user virtual reality experiences.

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CloudSkybox

Skybox shader with volumetric clouds

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VRTK

An example of how to use the Tilia packages to create great content with VRTK v4.

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HelpfulScripts

A collection of random, useful scripts

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UnityLineMeshes

Example of processing and using line meshes in Unity

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