diff --git a/src/content/docs/szmgr/PGV06_vykreslovani_objemovych_dat.md b/src/content/docs/szmgr/PGV06_vykreslovani_objemovych_dat.md index 35af9ca..1293b40 100644 --- a/src/content/docs/szmgr/PGV06_vykreslovani_objemovych_dat.md +++ b/src/content/docs/szmgr/PGV06_vykreslovani_objemovych_dat.md @@ -192,10 +192,10 @@ V realitě tohle chování paprsku popisujeme integrály. V počítačové grafi Funkce $T$, která mapuje hodnoty voxelů na barvu a průhlednost. Klasifikuje voxely. [^pa213] -[^pa010]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020) +[^pa010-2020]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020) [^pa213]: PA213 Advanced Computer Graphics -[^marching]: [Marching cubes: A high resolution 3D surface construction algorithm](https://dl.acm.org/doi/10.1145/37402.37422) -[^marching]: [Wikipedia: Marching tetrahedra](https://en.wikipedia.org/wiki/Marching_tetrahedra) -[^dual]: [Dual Contouring Tutorial](https://www.boristhebrave.com/2018/04/15/dual-contouring-tutorial/) -[^delaunay]: [Wikipedia: Delaunay triangulation](https://en.wikipedia.org/wiki/Delaunay_triangulation) +[^marching-cubes]: [Marching cubes: A high resolution 3D surface construction algorithm](https://dl.acm.org/doi/10.1145/37402.37422) +[^marching-tetrahedra]: [Wikipedia: Marching tetrahedra](https://en.wikipedia.org/wiki/Marching_tetrahedra) +[^dual-contouring]: [Dual Contouring Tutorial](https://www.boristhebrave.com/2018/04/15/dual-contouring-tutorial/) +[^delaunay-triangulation]: [Wikipedia: Delaunay triangulation](https://en.wikipedia.org/wiki/Delaunay_triangulation) [^gpugems]: [GPU Gems: Volume Rendering Techniques](https://developer.nvidia.com/gpugems/gpugems/part-vi-beyond-triangles/chapter-39-volume-rendering-techniques) diff --git a/src/content/docs/szmgr/PGV07_modely_osvetleni.md b/src/content/docs/szmgr/PGV07_modely_osvetleni.md index 94e6109..344643b 100644 --- a/src/content/docs/szmgr/PGV07_modely_osvetleni.md +++ b/src/content/docs/szmgr/PGV07_modely_osvetleni.md @@ -243,5 +243,5 @@ Pro výpočet spekulárního osvětlení se používá zrcadlový vektor a Fresn ![width=600](./img/pgv07_ibr.png) -[^pv227]: [PV227 GPU Rendering (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PV227/) -[^pb009]: [Interaktivní osnova PB009 by xrosecky](https://is.muni.cz/auth/el/fi/jaro2023/PB009/index.qwarp) +[^pv227-2022]: [PV227 GPU Rendering (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PV227/) +[^pb009-io]: [Interaktivní osnova PB009 by xrosecky](https://is.muni.cz/auth/el/fi/jaro2023/PB009/index.qwarp) diff --git a/src/content/docs/szmgr/PGV08_real_time_rendering.md b/src/content/docs/szmgr/PGV08_real_time_rendering.md index 58a178e..40a2b11 100644 --- a/src/content/docs/szmgr/PGV08_real_time_rendering.md +++ b/src/content/docs/szmgr/PGV08_real_time_rendering.md @@ -243,4 +243,4 @@ Stíny jsou důležité, jelikož: Existuje množství algoritmů. Například shadow mapy s Percentage Closer Filtering (PCF). Jsou ale výpočetně náročnější než hard shadows. -[^pa010]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021) +[^pa010-2021]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021) diff --git a/src/content/docs/szmgr/SZP01_algoritmy.md b/src/content/docs/szmgr/SZP01_algoritmy.md index 2bceb4a..b89f021 100644 --- a/src/content/docs/szmgr/SZP01_algoritmy.md +++ b/src/content/docs/szmgr/SZP01_algoritmy.md @@ -630,7 +630,7 @@ int KnuthMorrisPratt(string text, string pattern) [^iv003]: [IV003 Algoritmy a datové struktury II (jaro 2021)](https://is.muni.cz/auth/el/fi/jaro2021/IV003/) -[^iv003]: https://is.muni.cz/auth/el/fi/jaro2021/IV003/um/slides/stringmatching.pdf -[^rabin]: https://en.wikipedia.org/wiki/Rabin%E2%80%93Karp_algorithm +[^iv003-strings]: https://is.muni.cz/auth/el/fi/jaro2021/IV003/um/slides/stringmatching.pdf +[^rabin-karp-wiki]: https://en.wikipedia.org/wiki/Rabin%E2%80%93Karp_algorithm [^horner]: https://en.wikipedia.org/wiki/Horner%27s_method [^backtracking]: https://betterprogramming.pub/the-technical-interview-guide-to-backtracking-e1a03ca4abad diff --git a/src/content/docs/szmgr/SZP02_numericke_metody.md b/src/content/docs/szmgr/SZP02_numericke_metody.md index 651dccd..5b6089e 100644 --- a/src/content/docs/szmgr/SZP02_numericke_metody.md +++ b/src/content/docs/szmgr/SZP02_numericke_metody.md @@ -323,19 +323,19 @@ Numerická diferenciace se využívá pro aproximaci differenciálních rovnic ( [^ma018]: [MA018 Numerical Methods (podzim 2019)](https://is.muni.cz/auth/el/fi/podzim2019/MA018/) -[^numerical]: [Wikipedia: Numerical analysis](https://en.wikipedia.org/wiki/Numerical_analysis) -[^root]: [Wikipedia: Root-finding algorithms](https://en.wikipedia.org/wiki/Root-finding_algorithms) +[^numerical-analysis]: [Wikipedia: Numerical analysis](https://en.wikipedia.org/wiki/Numerical_analysis) +[^root-finding]: [Wikipedia: Root-finding algorithms](https://en.wikipedia.org/wiki/Root-finding_algorithms) [^rate]: [Wikipedia: Rate of convergence](https://en.wikipedia.org/wiki/Rate_of_convergence) -[^regula]: [Wikipedia: Regula falsi](https://en.wikipedia.org/wiki/Regula_falsi) -[^gauss]: [Wikipedia: Gaussian elimination](https://en.wikipedia.org/wiki/Gaussian_elimination) -[^jacobi]: [Wikipedia: Jacobi method](https://en.wikipedia.org/wiki/Jacobi_method) -[^gauss]: [Wikipedia: Gauss-Seidel method](https://en.wikipedia.org/wiki/Gauss%E2%80%93Seidel_method) -[^relaxation]: [Wikipedia: Relaxation (iterative method)]() +[^regula-falsi]: [Wikipedia: Regula falsi](https://en.wikipedia.org/wiki/Regula_falsi) +[^gauss-elimination]: [Wikipedia: Gaussian elimination](https://en.wikipedia.org/wiki/Gaussian_elimination) +[^jacobi-method]: [Wikipedia: Jacobi method](https://en.wikipedia.org/wiki/Jacobi_method) +[^gauss-seidel]: [Wikipedia: Gauss-Seidel method](https://en.wikipedia.org/wiki/Gauss%E2%80%93Seidel_method) +[^relaxation-method]: [Wikipedia: Relaxation (iterative method)]() [^differentiation]: [Wikipedia: Numerical differentiation](https://en.wikipedia.org/wiki/Numerical_differentiation) -[^finite]: [Wikipedia: Finite difference](https://en.wikipedia.org/wiki/Finite_difference) -[^finite]: [Wikipedia: Finite difference method](https://en.wikipedia.org/wiki/Finite_difference_method) +[^finite-difference]: [Wikipedia: Finite difference](https://en.wikipedia.org/wiki/Finite_difference) +[^finite-difference-method]: [Wikipedia: Finite difference method](https://en.wikipedia.org/wiki/Finite_difference_method) [^richardson]: [Wikipedia: Richardson extrapolation](https://en.wikipedia.org/wiki/Richardson_extrapolation) -[^linear]: [Wikipedia: System of linear equations](https://en.wikipedia.org/wiki/System_of_linear_equations) -[^numerical]: [Wikipedia: Numerical stability](https://en.wikipedia.org/wiki/Numerical_stability) -[^numericka]: [Wikipedia: Numerická metoda](https://cs.wikipedia.org/wiki/Numerick%C3%A1_metoda) -[^order]: [What is the intuitive meaning of order of accuracy and order of approximation?](https://math.stackexchange.com/questions/2873291/what-is-the-intuitive-meaning-of-order-of-accuracy-and-order-of-approximation) +[^linear-eq]: [Wikipedia: System of linear equations](https://en.wikipedia.org/wiki/System_of_linear_equations) +[^numerical-stability]: [Wikipedia: Numerical stability](https://en.wikipedia.org/wiki/Numerical_stability) +[^numericka-metoda]: [Wikipedia: Numerická metoda](https://cs.wikipedia.org/wiki/Numerick%C3%A1_metoda) +[^order-question]: [What is the intuitive meaning of order of accuracy and order of approximation?](https://math.stackexchange.com/questions/2873291/what-is-the-intuitive-meaning-of-order-of-accuracy-and-order-of-approximation) diff --git a/src/content/docs/szmgr/SZP03_statistika.md b/src/content/docs/szmgr/SZP03_statistika.md index 7083aa0..f27f947 100644 --- a/src/content/docs/szmgr/SZP03_statistika.md +++ b/src/content/docs/szmgr/SZP03_statistika.md @@ -526,15 +526,15 @@ Neparametrické testy nejsou založené (jen) na parametrech pravděpodobnostní [^cdf]: [Wikipedia: Cumulative distribution function](https://en.wikipedia.org/wiki/Cumulative_distribution_function) [^mean]: [Wikipedia: Mean](https://en.wikipedia.org/wiki/Mean) [^clv]: [Wikipedia: Centrální limitní věta](https://cs.wikipedia.org/wiki/Centr%C3%A1ln%C3%AD_limitn%C3%AD_v%C4%9Bta) -[^consistent]: [Wikipedia: Consistent estimator](https://en.wikipedia.org/wiki/Consistent_estimator) +[^consistent-estimator]: [Wikipedia: Consistent estimator](https://en.wikipedia.org/wiki/Consistent_estimator) [^statistic]: [Wikipedia: Statistic](https://en.wikipedia.org/wiki/Statistic) [^mle]: [Wikipedia: Maximum likelihood estimation](https://en.wikipedia.org/wiki/Maximum_likelihood_estimation) [^mom]: [Wikipedia: Method of moments]() [^null]: [Wikipedia: Null hypothesis](https://en.wikipedia.org/wiki/Null_hypothesis) -[^p]: [Wikipedia: P-hodnota](https://cs.wikipedia.org/wiki/P-hodnota) +[^p-value]: [Wikipedia: P-hodnota](https://cs.wikipedia.org/wiki/P-hodnota) [^mv013]: [MV013 Statistics for Computer Science (jaro 2021)](https://is.muni.cz/auth/el/fi/jaro2021/MV013/) [^anova]: [Wikipedia: Analysis of variance](https://en.wikipedia.org/wiki/Analysis_of_variance) [^nezavislost]: [Wikipedia: Statistická nezávislost](https://cs.wikipedia.org/wiki/Statistick%C3%A1_nez%C3%A1vislost) -[^t]: [Wikipedia: T-test](https://cs.wikipedia.org/wiki/T-test) -[^chi]: [Chi-square tests](https://www.scribbr.com/statistics/chi-square-tests/) +[^t-test]: [Wikipedia: T-test](https://cs.wikipedia.org/wiki/T-test) +[^chi-squared]: [Chi-square tests](https://www.scribbr.com/statistics/chi-square-tests/) [^moment]: [Momenty rozdělení](http://kfe.fjfi.cvut.cz/~limpouch/sigdat/pravdh/node10.html) diff --git a/src/content/docs/szmgr/SZP04_3d_modelovani.md b/src/content/docs/szmgr/SZP04_3d_modelovani.md index 10a0acc..baec7f0 100644 --- a/src/content/docs/szmgr/SZP04_3d_modelovani.md +++ b/src/content/docs/szmgr/SZP04_3d_modelovani.md @@ -476,11 +476,11 @@ _Když máme objekt definovaný polévkou matematických symbolů místo hromád ![width=100%](./img/szp04_metaballs.png) -[^pa010]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021) -[^pa010]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020) -[^notes]: [Moje poznámky z PA010 (podzim 2020)](/fi/pa010/) -[^manifold]: [Wikipedia: Topological manifold](https://en.wikipedia.org/wiki/Topological_manifold) -[^klein]: [Konrad Polthier: Imaging maths - Inside the Klein bottle ](https://plus.maths.org/content/imaging-maths-inside-klein-bottle) +[^pa010-2021]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021) +[^pa010-2020]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020) +[^notes-pa010]: [Moje poznámky z PA010 (podzim 2020)](/fi/pa010/) +[^manifold-wiki]: [Wikipedia: Topological manifold](https://en.wikipedia.org/wiki/Topological_manifold) +[^klein-bottle]: [Konrad Polthier: Imaging maths - Inside the Klein bottle ](https://plus.maths.org/content/imaging-maths-inside-klein-bottle) [^genus]: [Saul Schleimer: Notes on the complex of curves](https://www.researchgate.net/publication/228393582_Notes_on_the_complex_of_curves) [^topology]: [Topology vs. Geometry](https://www.austincc.edu/herbling/shape-of-space.pdf) [^boundaries]: [Ian Stroud: Boundary Representation Modelling Techniques](https://link.springer.com/book/10.1007/978-1-84628-616-2) diff --git a/src/content/docs/szmgr/SZP05_krivky_a_povrchy.md b/src/content/docs/szmgr/SZP05_krivky_a_povrchy.md index 0e8a39e..539a952 100644 --- a/src/content/docs/szmgr/SZP05_krivky_a_povrchy.md +++ b/src/content/docs/szmgr/SZP05_krivky_a_povrchy.md @@ -660,18 +660,18 @@ Polygonové povrchy dělíme v případě, kdy chceme je zjemnit, vyhladit. **Interpoluje** původní mesh. Funguje jen na trojúhelníkové síti. -[^pa010]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021) -[^pa010]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020) -[^pb009]: Sochor: PB009 Principles of Computer Graphics (jaro 2019) +[^pa010-2021]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021) +[^pa010-2020]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020) +[^pb009-2019]: Sochor: PB009 Principles of Computer Graphics (jaro 2019) [^smoothness]: [Wikipedia: Smoothness](https://en.wikipedia.org/wiki/Smoothness) [^mallinus]: [Jaakko Kurhila and Matti Mäkelä: Parametric Curves](https://www.cs.helsinki.fi/group/goa/mallinnus/curves/curves.html) -[^geometric]: [Geometric Continuity of Parametric Curves: Three Equivalent Characterizations](https://ieeexplore.ieee.org/document/41470) +[^geometric-continuity]: [Geometric Continuity of Parametric Curves: Three Equivalent Characterizations](https://ieeexplore.ieee.org/document/41470) [^lagrange]: [Wikipedia: Lagrange polynomial](https://en.wikipedia.org/wiki/Lagrange_polynomial) [^bspline]: [Wikipedia: B-spline](https://en.wikipedia.org/wiki/B-spline) -[^hermite]: [Wikipedia: Cubic Hermite spline](https://en.wikipedia.org/wiki/Cubic_Hermite_spline) +[^hermite-spline]: [Wikipedia: Cubic Hermite spline](https://en.wikipedia.org/wiki/Cubic_Hermite_spline) [^ferguson]: [ČVUT: Ferguson curve](https://marian.fsik.cvut.cz/~kongo/download/pcgr/lectures/01%20crv_ferg.pdf) [^coons]: [ČVUT: Coons curve](https://marian.fsik.cvut.cz/~kongo/download/pcgr/lectures/03%20crv_coons.pdf) -[^coons]: [Wikipedia: Coons patch](https://en.wikipedia.org/wiki/Coons_patch) +[^coons-path]: [Wikipedia: Coons patch](https://en.wikipedia.org/wiki/Coons_patch) [^nurbs]: [Wikipedia: Non-uniform rational B-spline](https://en.wikipedia.org/wiki/Non-uniform_rational_B-spline) [^sweeping]: [Wikipedia: Solid modeling](https://en.wikipedia.org/wiki/Solid_modeling#Sweeping) [^horner]: [Wikipedia: Horner’s method](https://en.wikipedia.org/wiki/Horner%27s_method) diff --git a/src/content/docs/szmgr/SZP06_strojove_uceni.md b/src/content/docs/szmgr/SZP06_strojove_uceni.md index 3d0ea05..6cd22d1 100644 --- a/src/content/docs/szmgr/SZP06_strojove_uceni.md +++ b/src/content/docs/szmgr/SZP06_strojove_uceni.md @@ -436,11 +436,11 @@ Neuronové sítě, jejichž architektura obsahuje cykly. Tedy výstup v jednom b [^classification]: [Wikipedia: Statistical classification](https://en.wikipedia.org/wiki/Statistical_classification) [^regression]: [Wikipedia: Regression analysis](https://en.wikipedia.org/wiki/Regression_analysis) [^clustering]: [Wikipedia: Cluster analysis](https://en.wikipedia.org/wiki/Cluster_analysis) -[^pattern]: [Wikipedia: Pattern recognition](https://en.wikipedia.org/wiki/Pattern_recognition) +[^pattern-recognition]: [Wikipedia: Pattern recognition](https://en.wikipedia.org/wiki/Pattern_recognition) [^hopfield]: [Wikipedia: Hopfield network](https://en.wikipedia.org/wiki/Hopfield_network) [^hebb]: [Wikipedia: Hebbian theory](https://en.wikipedia.org/wiki/Hebbian_theory) [^cnn]: [Wikipedia: Convolutional neural network](https://en.wikipedia.org/wiki/Convolutional_neural_network) [^rnn]: [Wikipedia: Recurrent neural network](https://en.wikipedia.org/wiki/Recurrent_neural_network) [^som]: [Wikipedia: Self-organizing map](https://en.wikipedia.org/wiki/Self-organizing_map) -[^som]: [Self-Organizing Maps: Tutorial](https://sites.pitt.edu/~is2470pb/Spring05/FinalProjects/Group1a/tutorial/som.html) -[^som]: [SDL Component Suite: Kohonen Network](http://www.lohninger.com/helpcsuite/kohonen_network_-_background_information.htm) +[^som-tutorial]: [Self-Organizing Maps: Tutorial](https://sites.pitt.edu/~is2470pb/Spring05/FinalProjects/Group1a/tutorial/som.html) +[^som-sdl]: [SDL Component Suite: Kohonen Network](http://www.lohninger.com/helpcsuite/kohonen_network_-_background_information.htm) diff --git a/src/content/docs/szmgr/SZP09_zpracovani_obrazu.md b/src/content/docs/szmgr/SZP09_zpracovani_obrazu.md index 60145fe..127c70e 100644 --- a/src/content/docs/szmgr/SZP09_zpracovani_obrazu.md +++ b/src/content/docs/szmgr/SZP09_zpracovani_obrazu.md @@ -773,24 +773,24 @@ Inverzní funkce je velice užitečná, ale poměrně složitá, takže doufám, [^dip]: [Wikipedia: Digital image processing](https://en.wikipedia.org/wiki/Digital_image_processing) [^filter]: [Wikipedia: Filter (signal processing)]() [^convolution]: [Wikipedia: Convolution](https://en.wikipedia.org/wiki/Convolution) -[^edge]: [Wikipedia: Edge detection](https://en.wikipedia.org/wiki/Edge_detection) +[^edge-detection]: [Wikipedia: Edge detection](https://en.wikipedia.org/wiki/Edge_detection) [^fourier]: [Wikipedia: Fourier transform](https://en.wikipedia.org/wiki/Fourier_transform) [^fft]: [Wikipedia: Fast Fourier transform](https://en.wikipedia.org/wiki/Fast_Fourier_transform) [^samping]: [Wikipedia: Sampling (signal processing)]() [^scaling]: [Wikipedia: Image scaling](https://en.wikipedia.org/wiki/Image_scaling) -[^n]: [Wikipedia: Nyquist–Shannon sampling theorem](https://en.wikipedia.org/wiki/Nyquist%E2%80%93Shannon_sampling_theorem) -[^geometric]: [Wikipedia: Geometric transformation](https://en.wikipedia.org/wiki/Geometric_transformation) +[^n-s]: [Wikipedia: Nyquist–Shannon sampling theorem](https://en.wikipedia.org/wiki/Nyquist%E2%80%93Shannon_sampling_theorem) +[^geometric-transform]: [Wikipedia: Geometric transformation](https://en.wikipedia.org/wiki/Geometric_transformation) [^reconstruction]: [Wikipedia: Signal reconstruction](https://en.wikipedia.org/wiki/Signal_reconstruction) [^wavelet]: [Wikipedia: Wavelet transform](https://en.wikipedia.org/wiki/Wavelet_transform) [^hough]: [Wikipedia: Hough transform](https://en.wikipedia.org/wiki/Hough_transform) [^radon]: [Wikipedia: Radon transform](https://en.wikipedia.org/wiki/Radon_transform) -[^integral]: [Wikipedia: Integral transform](https://en.wikipedia.org/wiki/Integral_transform) +[^integral-transform]: [Wikipedia: Integral transform](https://en.wikipedia.org/wiki/Integral_transform) [^histogram]: [Wikipedia: Histogram](https://en.wikipedia.org/wiki/Histogram) -[^histogram]: [Wikipedia: Histogram equalization](https://en.wikipedia.org/wiki/Histogram_equalization) -[^histogram]: [Bitesize: Histograms - Higher only](https://www.bbc.co.uk/bitesize/guides/zspfcwx/revision/3) +[^histogram-eq]: [Wikipedia: Histogram equalization](https://en.wikipedia.org/wiki/Histogram_equalization) +[^histogram-bbc]: [Bitesize: Histograms - Higher only](https://www.bbc.co.uk/bitesize/guides/zspfcwx/revision/3) [^sobel]: [Wikipedia: Sobel operator](https://en.wikipedia.org/wiki/Sobel_operator) [^canny]: [Wikipedia: Canny edge detector](https://en.wikipedia.org/wiki/Canny_edge_detector) -[^canny]: [Canny Edge Detection Step by Step in Python — Computer Vision](https://towardsdatascience.com/canny-edge-detection-step-by-step-in-python-computer-vision-b49c3a2d8123) +[^canny-tds]: [Canny Edge Detection Step by Step in Python — Computer Vision](https://towardsdatascience.com/canny-edge-detection-step-by-step-in-python-computer-vision-b49c3a2d8123) [^divergence]: [Wikipedia: Divergence (operátor)]() [^dog]: [Wikipedia: Difference of Gaussians](https://en.wikipedia.org/wiki/Difference_of_Gaussians) [^others]: https://hackmd.io/@fi-muni-viz-2022/SywCznl2t diff --git a/src/content/docs/szmgr/SZP10_analyza_obrazu.md b/src/content/docs/szmgr/SZP10_analyza_obrazu.md index c5c1ca4..e3ef0be 100644 --- a/src/content/docs/szmgr/SZP10_analyza_obrazu.md +++ b/src/content/docs/szmgr/SZP10_analyza_obrazu.md @@ -528,7 +528,7 @@ Pracují na každém pixelu a jeho okolí -- strukturním elementu. [^pb130]: [PB130 Úvod do digitálního zpracování obrazu (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PB130/) [^pv131]: [PV131 Digitální zpracování obrazu (jaro 2023)](https://is.muni.cz/auth/el/fi/jaro2023/PV131/) -[^image]: [Wikipedia: Image moment](https://en.wikipedia.org/wiki/Image_moment) +[^image-moment]: [Wikipedia: Image moment](https://en.wikipedia.org/wiki/Image_moment) [^moment]: [Wikipedia: Moment (mathematics)]() [^morphology]: [Wikipedia: Mathematical morphology](https://en.wikipedia.org/wiki/Mathematical_morphology) diff --git a/src/content/docs/szmgr/VPH01_graficke_principy_ve_vyvoji_her.md b/src/content/docs/szmgr/VPH01_graficke_principy_ve_vyvoji_her.md index 3b692ff..aa08df2 100644 --- a/src/content/docs/szmgr/VPH01_graficke_principy_ve_vyvoji_her.md +++ b/src/content/docs/szmgr/VPH01_graficke_principy_ve_vyvoji_her.md @@ -254,7 +254,7 @@ BRDF je řešena pomocí ray tracingu, radiosity, nebo nějakým hybridním ře [^medek]:: [Lukáš Medek (CBE), Základní postupy při tvorbě assetů a herního vizuálu](++http://decibel.fi.muni.cz/pv255/2018/slides/PV255_-_06_-_Zakladni_postupy_pri_tvorbe_assetu_a_herniho_vizualu.pdf++) [^modular]:: http://wiki.polycount.com/wiki/Modular_environments -[^pv227]: [PV227 GPU Rendering (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PV227/) -[^pv255]: [Chmelík, PV255 Game Development I](https://is.muni.cz/auth/el/fi/podzim2022/PV255/um/) -[^texture]: [Wikipedia: Texture mapping](https://en.wikipedia.org/wiki/Texture_mapping) -[^pa010]: [Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)](https://is.muni.cz/auth/el/fi/podzim2021/PA010/um/) +[^pv227-2022]: [PV227 GPU Rendering (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PV227/) +[^pv255-2022]: [Chmelík, PV255 Game Development I](https://is.muni.cz/auth/el/fi/podzim2022/PV255/um/) +[^texture-mapping]: [Wikipedia: Texture mapping](https://en.wikipedia.org/wiki/Texture_mapping) +[^pa010-2021]: [Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)](https://is.muni.cz/auth/el/fi/podzim2021/PA010/um/) diff --git a/src/content/docs/szmgr/VPH01_pokrocila_grafika.md b/src/content/docs/szmgr/VPH01_pokrocila_grafika.md index aaf51a4..4ad84f6 100644 --- a/src/content/docs/szmgr/VPH01_pokrocila_grafika.md +++ b/src/content/docs/szmgr/VPH01_pokrocila_grafika.md @@ -363,19 +363,19 @@ Stíny jsou důležité, jelikož: Existuje množství algoritmů. Například shadow mapy s Percentage Closer Filtering (PCF). Jsou ale výpočetně náročnější než hard shadows. -[^pa010]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021) -[^pa010]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020) +[^pa010-2021]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021) +[^pa010-2020]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020) [^pa213]: PA213 Advanced Computer Graphics -[^notes]: [Moje poznámky z PA010 (podzim 2020)](/fi/pa010/) -[^manifold]: [Wikipedia: Topological manifold](https://en.wikipedia.org/wiki/Topological_manifold) -[^klein]: [Konrad Polthier: Imaging maths - Inside the Klein bottle ](https://plus.maths.org/content/imaging-maths-inside-klein-bottle) +[^notes-pa010]: [Moje poznámky z PA010 (podzim 2020)](/fi/pa010/) +[^manifold-wiki]: [Wikipedia: Topological manifold](https://en.wikipedia.org/wiki/Topological_manifold) +[^klein-bottle]: [Konrad Polthier: Imaging maths - Inside the Klein bottle ](https://plus.maths.org/content/imaging-maths-inside-klein-bottle) [^genus]: [Saul Schleimer: Notes on the complex of curves](https://www.researchgate.net/publication/228393582_Notes_on_the_complex_of_curves) [^gpugems]: [GPU Gems: Volume Rendering Techniques](https://developer.nvidia.com/gpugems/gpugems/part-vi-beyond-triangles/chapter-39-volume-rendering-techniques) -[^marching]: [Marching cubes: A high resolution 3D surface construction algorithm](https://dl.acm.org/doi/10.1145/37402.37422) -[^marching]: [Wikipedia: Marching tetrahedra](https://en.wikipedia.org/wiki/Marching_tetrahedra) -[^dual]: [Dual Contouring Tutorial](https://www.boristhebrave.com/2018/04/15/dual-contouring-tutorial/) -[^delaunay]: [Wikipedia: Delaunay triangulation](https://en.wikipedia.org/wiki/Delaunay_triangulation) -[^pv227]: [PV227 GPU Rendering (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PV227/) +[^marching-cubes]: [Marching cubes: A high resolution 3D surface construction algorithm](https://dl.acm.org/doi/10.1145/37402.37422) +[^marching-tetrahedra]: [Wikipedia: Marching tetrahedra](https://en.wikipedia.org/wiki/Marching_tetrahedra) +[^dual-contouring]: [Dual Contouring Tutorial](https://www.boristhebrave.com/2018/04/15/dual-contouring-tutorial/) +[^delaunay-triangulation]: [Wikipedia: Delaunay triangulation](https://en.wikipedia.org/wiki/Delaunay_triangulation) +[^pv227-2022]: [PV227 GPU Rendering (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PV227/) ## Další zdroje diff --git a/src/content/docs/szmgr/VPH02_fyzikalni_principy_ve_vyvoji_her.md b/src/content/docs/szmgr/VPH02_fyzikalni_principy_ve_vyvoji_her.md index 2be2365..5748b0c 100644 --- a/src/content/docs/szmgr/VPH02_fyzikalni_principy_ve_vyvoji_her.md +++ b/src/content/docs/szmgr/VPH02_fyzikalni_principy_ve_vyvoji_her.md @@ -76,4 +76,4 @@ V principu funguje detekce kolizí tak, že v každém kroku fyzikální simulac Kolize se detekují v "průběhu pohybu" objektů -- pomocí supersamplingu, raycastingu, swept spheres, atd. Výpočetně náročné. -[^pa199]: [Chmelík, Trtík, PA199 Advanced Game Development](https://is.muni.cz/auth/el/fi/podzim2022/PA199/um/) +[^pa199-2022]: [Chmelík, Trtík, PA199 Advanced Game Development](https://is.muni.cz/auth/el/fi/podzim2022/PA199/um/) diff --git a/src/content/docs/szmgr/VPH02_graficke_a_fyzikalni_principy.md b/src/content/docs/szmgr/VPH02_graficke_a_fyzikalni_principy.md index bcfafb7..7913370 100644 --- a/src/content/docs/szmgr/VPH02_graficke_a_fyzikalni_principy.md +++ b/src/content/docs/szmgr/VPH02_graficke_a_fyzikalni_principy.md @@ -307,18 +307,18 @@ Specifický pohyb postav bezvědomí. Kombinuje animace a fyziku. Je založená [^medek]:: [Lukáš Medek (CBE), Základní postupy při tvorbě assetů a herního vizuálu](++http://decibel.fi.muni.cz/pv255/2018/slides/PV255_-_06_-_Zakladni_postupy_pri_tvorbe_assetu_a_herniho_vizualu.pdf++) [^modular]:: http://wiki.polycount.com/wiki/Modular_environments -[^pa010]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020) +[^pa010-2020]: Sochor: PA010 Intermediate Computer Graphics (podzim 2020) [^cel]: https://en.wikipedia.org/wiki/Cel_shading [^zeleny]: [Jan Zelený, Grafické efekty](++http://decibel.fi.muni.cz/pv255/2018/slides/PV255_-_09_-_Graficke_efekty.pdf++) [^hair]: https://www.fxguide.com/fxfeatured/pixars-renderman-marschner-hair/ -[^color]: [Using Look-up Tables for Color Grading](https://docs.unrealengine.com/5.2/en-US/using-look-up-tables-for-color-grading-in-unreal-engine/) +[^color-grading]: [Using Look-up Tables for Color Grading](https://docs.unrealengine.com/5.2/en-US/using-look-up-tables-for-color-grading-in-unreal-engine/) [^coc]: https://en.wikipedia.org/wiki/Circle_of_confusion -[^pa199]: [Chmelík, Trtík, PA199 Advanced Game Development](https://is.muni.cz/auth/el/fi/podzim2022/PA199/um/) +[^pa199-2022]: [Chmelík, Trtík, PA199 Advanced Game Development](https://is.muni.cz/auth/el/fi/podzim2022/PA199/um/) [^quickhull]: [Barber, Dopkin, Huhdanpaa: The Quickhull Algorithm for Convex Hulls](https://dl.acm.org/doi/pdf/10.1145/235815.235821) [^ragdolls]: http://www.animats.com/ -[^bvh]: [Bittner: Bounding Volume Hierarchies for Ray Tracing](https://is.muni.cz/auth/el/fi/jaro2022/PA213/um/slides/BoundingVolumeHierarchiesforRayTracing.pdf) -[^path]: [Path Tracing vs. Ray Tracing, Explained](https://www.techspot.com/article/2485-path-tracing-vs-ray-tracing/) +[^bvh-rt]: [Bittner: Bounding Volume Hierarchies for Ray Tracing](https://is.muni.cz/auth/el/fi/jaro2022/PA213/um/slides/BoundingVolumeHierarchiesforRayTracing.pdf) +[^path-tracing]: [Path Tracing vs. Ray Tracing, Explained](https://www.techspot.com/article/2485-path-tracing-vs-ray-tracing/) [^bvh]: [Pharr, Jakob, Humphreys; Physically Based Rendering: From Theory To Implementation; Chapter 4: Bounding Volume Hierarchies](https://www.pbr-book.org/3ed-2018/Primitives_and_Intersection_Acceleration/Bounding_Volume_Hierarchies) -[^pv255]: [Chmelík, PV255 Game Development I](https://is.muni.cz/auth/el/fi/podzim2022/PV255/um/) -[^pa010]: [Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)](https://is.muni.cz/auth/el/fi/podzim2021/PA010/um/) -[^texture]: [Wikipedia: Texture mapping](https://en.wikipedia.org/wiki/Texture_mapping) +[^pv255-2022]: [Chmelík, PV255 Game Development I](https://is.muni.cz/auth/el/fi/podzim2022/PV255/um/) +[^pa010-2021]: [Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021)](https://is.muni.cz/auth/el/fi/podzim2021/PA010/um/) +[^texture-mapping]: [Wikipedia: Texture mapping](https://en.wikipedia.org/wiki/Texture_mapping) diff --git a/src/content/docs/szmgr/VPH03_herni_design_i.md b/src/content/docs/szmgr/VPH03_herni_design_i.md index 1d794b4..8c30aba 100644 --- a/src/content/docs/szmgr/VPH03_herni_design_i.md +++ b/src/content/docs/szmgr/VPH03_herni_design_i.md @@ -325,13 +325,13 @@ Herní žánry jsou jednoduchou, byť ne zcela přesnou, klasifikací her podle - [Greg Costikyan: I Have No Words & I Must Design: Toward a Critical Vocabulary for Game](http://www.costik.com/nowords2002.pdf) -[^pa215]: https://is.muni.cz/auth/el/fi/podzim2022/PA215/index.qwarp -[^pa215]: https://is.muni.cz/auth/el/fi/podzim2019/PA215/um/ +[^pa215-2022]: https://is.muni.cz/auth/el/fi/podzim2022/PA215/index.qwarp +[^pa215-2019]: https://is.muni.cz/auth/el/fi/podzim2019/PA215/um/ [^schell]: Jesse Schell, _The Art of Game Design: A Book of Lenses_ [^hadanka]: https://cs.wikipedia.org/wiki/H%C3%A1danka [^leblanc]: http://algorithmancy.8kindsoffun.com/ [^mda]: https://users.cs.northwestern.edu/~hunicke/pubs/MDA.pdf [^badges]: https://kumu.io/gamebadges/gamebadges [^cgo]: https://autosemanticgame.institutedigitalgames.com/ontologies/core-game-ontology/ -[^pa216]: https://is.muni.cz/auth/el/fi/jaro2020/PA216/index.qwarp +[^pa216-2020]: https://is.muni.cz/auth/el/fi/jaro2020/PA216/index.qwarp [^genre]: https://en.wikipedia.org/wiki/Video_game_genre diff --git a/src/content/docs/szmgr/VPH04_herni_design_ii.md b/src/content/docs/szmgr/VPH04_herni_design_ii.md index 6fa7c00..bbd60d1 100644 --- a/src/content/docs/szmgr/VPH04_herni_design_ii.md +++ b/src/content/docs/szmgr/VPH04_herni_design_ii.md @@ -304,12 +304,12 @@ Proces, kdy je game design testován na hráčích po celou dobu vývoje. A to > — Pozzi & Zimmerman -[^magic]: https://en.wikipedia.org/wiki/Magic_circle_(virtual_worlds) -[^rules]: Salen, Katie & Zimmerman, Eric. Rules of Play: Game Design Fundamentals. 2003. -[^zimmerman]: [Eric Zimmerman: Jerked Around by the Magic Circle - Clearing the Air Ten Years Later](https://www.gamedeveloper.com/design/jerked-around-by-the-magic-circle---clearing-the-air-ten-years-later) -[^ergodic]: https://en.wikipedia.org/wiki/Ergodic_literature +[^magic-circle-wiki]: https://en.wikipedia.org/wiki/Magic_circle_(virtual_worlds) +[^rules-of-play]: Salen, Katie & Zimmerman, Eric. Rules of Play: Game Design Fundamentals. 2003. +[^zimmerman-essay]: [Eric Zimmerman: Jerked Around by the Magic Circle - Clearing the Air Ten Years Later](https://www.gamedeveloper.com/design/jerked-around-by-the-magic-circle---clearing-the-air-ten-years-later) +[^ergodic-literature-wiki]: https://en.wikipedia.org/wiki/Ergodic_literature [^wiki]: https://en.wikipedia.org/wiki/Game_theory -[^pa215]: https://is.muni.cz/auth/el/fi/podzim2022/PA215/index.qwarp +[^pa215-2022]: https://is.muni.cz/auth/el/fi/podzim2022/PA215/index.qwarp [^zagalo]: https://www.slideshare.net/nzagalo/videogame-narrative -[^pa215]: https://is.muni.cz/auth/el/fi/podzim2019/PA215/um/ -[^fuck]: [Don’t follow these rules!: A Primer for Playtesting, Nathalie Pozzi and Eric Zimmerman](https://static1.squarespace.com/static/579b8aa26b8f5b8f49605c96/t/5962a494bebafbc89ca001b6/1499636884792/A+Primer+for+Playtesting.pdf) +[^pa215-2019]: https://is.muni.cz/auth/el/fi/podzim2019/PA215/um/ +[^fuck-rules]: [Don’t follow these rules!: A Primer for Playtesting, Nathalie Pozzi and Eric Zimmerman](https://static1.squarespace.com/static/579b8aa26b8f5b8f49605c96/t/5962a494bebafbc89ca001b6/1499636884792/A+Primer+for+Playtesting.pdf) diff --git a/src/content/docs/szmgr/VPH05_vyvoj_her.md b/src/content/docs/szmgr/VPH05_vyvoj_her.md index bf430ae..8062d64 100644 --- a/src/content/docs/szmgr/VPH05_vyvoj_her.md +++ b/src/content/docs/szmgr/VPH05_vyvoj_her.md @@ -389,7 +389,7 @@ Gamifikace ale mnohdy zůstává u jednoduchých herních prvků, jako jsou achi - Nové části otázky je vypracována dle prezentací z předmětu [PV255](https://is.muni.cz/auth/el/fi/podzim2022/PV255/um/lec/). -[^netwok]: https://is.muni.cz/auth/el/fi/podzim2022/PV255/um/lec/Networking_in_computer_games.ppsx +[^netwok-delay]: https://is.muni.cz/auth/el/fi/podzim2022/PV255/um/lec/Networking_in_computer_games.ppsx [^cg]: https://www.cgspectrum.com/blog/game-development-process [^g2]: https://www.g2.com/articles/stages-of-game-development [^monetization]: https://en.wikipedia.org/wiki/Video_game_monetization @@ -398,5 +398,5 @@ Gamifikace ale mnohdy zůstává u jednoduchých herních prvků, jako jsou achi [^figma]: https://www.figma.com/resource-library/difference-between-ui-and-ux/ [^perlin]: https://en.wikipedia.org/wiki/Perlin_noise [^serious]: https://grendelgames.com/what-are-serious-games/ -[^serious]: https://grendelgames.com/serious-games-terminology/ -[^serious]: https://grendelgames.com/what-are-the-five-types-of-serious-games/ +[^serious-terminology]: https://grendelgames.com/serious-games-terminology/ +[^serious-types]: https://grendelgames.com/what-are-the-five-types-of-serious-games/ diff --git a/src/content/docs/szmgr/VPH06_ai_ve_hrach.md b/src/content/docs/szmgr/VPH06_ai_ve_hrach.md index 06c6819..f2b99a0 100644 --- a/src/content/docs/szmgr/VPH06_ai_ve_hrach.md +++ b/src/content/docs/szmgr/VPH06_ai_ve_hrach.md @@ -543,11 +543,11 @@ Minmax i alpha-beta pruning se chápe nejlíp s vizualizací. Můžete kouknout [^pa217]: PA217 AI for Games -[^ai]: Ian Millington, John Funge: Artificial Intelligence for Games +[^ai-for-games]: Ian Millington, John Funge: Artificial Intelligence for Games [^steering]: [Steering Behaviors](https://slsdo.github.io/steering-behaviors/) [^navmesh]: [Navigation System in Unity](https://docs.unity3d.com/Manual/nav-NavigationSystem.html) [^astar]: [Introduction to the A\* Algorithm](https://www.redblobgames.com/pathfinding/a-star/introduction.html) [^civ5]: [Sid Meier’s Civilization V](https://store.steampowered.com/app/8930/Sid_Meiers_Civilization_V/) -[^monte]: [Wikipedia: Monte Carlo method](https://en.wikipedia.org/wiki/Monte_Carlo_method) +[^monte-carlo]: [Wikipedia: Monte Carlo method](https://en.wikipedia.org/wiki/Monte_Carlo_method) [^mcts]: [Wikipedia: Monte Carlo tree search](https://en.wikipedia.org/wiki/Monte_Carlo_tree_search) -[^ida]: [Wikipedia: Iterative deepening A\*](https://en.wikipedia.org/wiki/Iterative_deepening_A*) +[^ida-star]: [Wikipedia: Iterative deepening A\*](https://en.wikipedia.org/wiki/Iterative_deepening_A*) diff --git a/src/content/docs/szmgr/VPH07_gpu_rendering.md b/src/content/docs/szmgr/VPH07_gpu_rendering.md index 669c56c..05ff6b2 100644 --- a/src/content/docs/szmgr/VPH07_gpu_rendering.md +++ b/src/content/docs/szmgr/VPH07_gpu_rendering.md @@ -296,18 +296,18 @@ Ambient occlusion approximuje, jak moc je objekt vystaven ambientním světlu. J [^pipeline]: [Rendering Pipeline Overview](https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview) -[^post]: [Vertex Post-Processing](https://www.khronos.org/opengl/wiki/Vertex_Post-Processing) -[^coordinate]: [LearnOpenGL: Coordinate Systems](https://learnopengl.com/Getting-started/Coordinate-Systems) -[^sw]: [Verge3D Wiki: Coordinate Systems](https://www.soft8soft.com/wiki/index.php/Coordinate_Systems) +[^post-process]: [Vertex Post-Processing](https://www.khronos.org/opengl/wiki/Vertex_Post-Processing) +[^coordinate-systems]: [LearnOpenGL: Coordinate Systems](https://learnopengl.com/Getting-started/Coordinate-Systems) +[^sw-coordinates]: [Verge3D Wiki: Coordinate Systems](https://www.soft8soft.com/wiki/index.php/Coordinate_Systems) [^viewport]: [`glViewport`](https://registry.khronos.org/OpenGL-Refpages/gl4/html/glViewport.xhtml) -[^depth]: [`glDepthRange`](https://registry.khronos.org/OpenGL-Refpages/gl4/html/glDepthRange.xhtml) -[^vulkan]: [Vulkan’s coordinate system](http://anki3d.org/vulkan-coordinate-system/) +[^depth-range]: [`glDepthRange`](https://registry.khronos.org/OpenGL-Refpages/gl4/html/glDepthRange.xhtml) +[^vulkan-coords]: [Vulkan’s coordinate system](http://anki3d.org/vulkan-coordinate-system/) [^pv227]: [PV227 GPU Rendering (podzim 2022)](https://is.muni.cz/auth/el/fi/podzim2022/PV227/) -[^anti]: [LearnOpenGL: Anti-Aliasing](https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing) -[^ambient]: [Wikipedia: Ambient occlusion](https://en.wikipedia.org/wiki/Ambient_occlusion) +[^anti-aliasing]: [LearnOpenGL: Anti-Aliasing](https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing) +[^ambient-occlusion]: [Wikipedia: Ambient occlusion](https://en.wikipedia.org/wiki/Ambient_occlusion) [^ssao]: [LearnOpenGL: SSAO](https://learnopengl.com/Advanced-Lighting/SSAO) -[^shadow]: [The Cg Tutorial: Shadow Mapping](https://developer.download.nvidia.com/CgTutorial/cg_tutorial_chapter09.html) -[^pa010]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021) +[^shadow-maps]: [The Cg Tutorial: Shadow Mapping](https://developer.download.nvidia.com/CgTutorial/cg_tutorial_chapter09.html) +[^pa010-2021]: Byška, Furmanová, Kozlíková, Trtík: PA010 Intermediate Computer Graphics (podzim 2021) ## Další zdroje diff --git a/src/content/docs/szmgr/VPH08_modelovani_3d_postav.md b/src/content/docs/szmgr/VPH08_modelovani_3d_postav.md index 8d1f13b..7617ccf 100644 --- a/src/content/docs/szmgr/VPH08_modelovani_3d_postav.md +++ b/src/content/docs/szmgr/VPH08_modelovani_3d_postav.md @@ -174,13 +174,13 @@ Typický 3D model se skládá nejen z meshe, ale i z materiálů, které jsou v [^avatar]: https://en.wikipedia.org/wiki/Avatar_(computing) -[^vv036]: [VV036 3D Character Modeling (jaro 2023)](https://is.muni.cz/auth/el/fi/jaro2023/VV036/) +[^vv036-2023]: [VV036 3D Character Modeling (jaro 2023)](https://is.muni.cz/auth/el/fi/jaro2023/VV036/) [^quads]: [Why are quads used in filmmaking and triangle in gaming?](https://computergraphics.stackexchange.com/questions/5465/why-are-quads-used-in-filmmaking-and-triangle-in-gaming) [^organic]: [Tips and tricks for organic modelling](https://www.creativebloq.com/tips-and-tricks-organic-modelling-7123070) -[^texture]: [Texture Baking](http://wiki.polycount.com/wiki/Texture_Baking) -[^fk]: [FK and IK Explained - Which One to Use and When?](https://www.youtube.com/watch?v=0a9qIj7kwiA) +[^texture-baking]: [Texture Baking](http://wiki.polycount.com/wiki/Texture_Baking) +[^fk-ik]: [FK and IK Explained - Which One to Use and When?](https://www.youtube.com/watch?v=0a9qIj7kwiA) [^envelopes]: [Blender: Deform](https://docs.blender.org/manual/en/latest/animation/armatures/bones/properties/deform.html) -[^uv]: [Blender: Unwrapping > Mapping Types](https://docs.blender.org/manual/en/2.79/editors/uv_image/uv/editing/unwrapping/mapping_types.html) +[^uv-unwrap]: [Blender: Unwrapping > Mapping Types](https://docs.blender.org/manual/en/2.79/editors/uv_image/uv/editing/unwrapping/mapping_types.html) ## Další zdroje diff --git a/transform-footnotes.py b/transform-footnotes.py index 548db4f..aad0828 100644 --- a/transform-footnotes.py +++ b/transform-footnotes.py @@ -4,7 +4,7 @@ import re TARGET_DIR = "src/content/docs/szmgr" footnote_pattern = re.compile(r"\[([a-zA-Z0-9_-]+)\]\(#[a-zA-Z0-9_-]+\)") -explanation_pattern = re.compile(r"- \[\[\[(\w+).+\]\]\]") +explanation_pattern = re.compile(r"- \[\[\[([\w+-]+).+\]\]\]") files = [f for f in os.listdir(TARGET_DIR) if f.endswith(".md")] @@ -38,4 +38,4 @@ for f in files: lines[i] = "" with open(os.path.join(TARGET_DIR, f), "w") as file: - file.writelines(lines) \ No newline at end of file + file.writelines(lines)