uncleflo

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Some cool dude. Higher order of decision making. Absolute.

Registered since September 28th, 2017

Has a total of 4246 bookmarks.

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“Wat staat er op het spel?! De beste update in 50 min”. — blckbx

https://www.blckbx.tv/videos/wat-staat-er-op-het-spel

Saved by uncleflo on April 10th, 2021.

Stapje voor stapje zijn we terecht gekomen in deze lockdown die binnenkort ongetwijfeld ook een avondklok krijgt, een fenomeen waarvoor we terug moeten naar de tweede wereldoorlog en die staat voor "groot gevaar". En omdat het allemaal zo snel gaat en we soms het overzicht kwijt dreigen te raken is het goed om weer eens alles op een rij te zetten en dat doen we met de Britse documentaire THE NEW NORMAL, oftewel het Nieuwe Normaal. The New Normal is een feitelijke documentaire van 50 minuten, die werkt als een geheugen opfrisser maar ook de 4de industriële revolutie – het geesteskind van Klaus Schwab, de frontman van het WEF nauw onderzoekt. De film laat haarfijn zien wat de 1% - de elite - te winnen heeft en wat de rest van ons dreigt te verliezen oftewel, “Wat staat er op het spel?! De beste update in 50 min”.

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Same Side Technique, Point in triangle test

http://www.blackpawn.com/texts/pointinpoly/

Saved by uncleflo on February 22nd, 2015.

A common way to check if a point is in a triangle is to find the vectors connecting the point to each of the triangle's three vertices and sum the angles between those vectors. If the sum of the angles is 2*pi then the point is inside the triangle, otherwise it is not. It works, but it is very slow. This text explains a faster and much easier method.

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Ray(/segment)-triangle intersection tests for dummies :P

http://hugi.scene.org/online/hugi25/hugi%2025%20-%20coding%20corner%20graphics,%20sound%20&%20synchronization%20ken%20ray-triangle%20intersection%20tests%20for%20dummies.htm

Saved by uncleflo on February 22nd, 2015.

There are various ray-tri tests around. I'll describe a few of the most interesting ones because I think that there's no "definitive" ray-tri intersection. Much depends on the type of application you're going to develop. Some methods are faster if most of the tests are positive (hit), some if they are not (early rejection). Some use lots of memory to precalculate as much as possible so they are very fast for scenes with no cache-hit problems (for examples in scenes with not so many, big triangles and spatial subdivision), while others use less memory and no precalc. etc... The precalculation option is often important so I'll talk about it more here. There are two kinds of precalculations that could be useful: per-frame precalculation (something that can be precalculated for the entire scene, for every triangle, and that just needs to be updated if the triangles are animated, if it changes their position in the next frame). The other type is per-ray-bundle precalculation.

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Calculating reflected ray

http://paulbourke.net/geometry/reflected/

Saved by uncleflo on February 22nd, 2015.

This short note gives the equation for a reflected ray as used in many computer rendering applications, eg: ray tracing. Given a ray Ri incident at a point on a surface with normal N one wishes to determine the reflected ray from that point. The geometry and nomenclature is given in the following diagram.

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graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf

http://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf

Saved by uncleflo on February 22nd, 2015.

When writing a ray tracer, sooner or later you’ll stumble on the problem of reflection and transmission. To visualize mirror-like objects, you need to reflect your viewing rays. To simulate a lens, you need refraction. While most people have heard of the law of reflection and Snell’s law, they often have difficulties with actually calculating the direction vectors of the reflected and refracted rays. In the following pages, exactly this problem will be addressed. As a bonus, some Fresnel equations will be added to the mix, so you can actually calculate how much light is reflected or transmitted (yes, it’s possible). At the end, you’ll have some usable formulas to use in your latest ray tracer.

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Intersections of Rays, Planes and Triangles (3D)

http://geomalgorithms.com/a06-_intersect-2.html

Saved by uncleflo on February 22nd, 2015.

The intersection of the most basic geometric primitives was presented in the Algorithm 5 about Intersections of Lines and Planes. We will now extend those algorithms to include 3D triangles which are common elements of 3D surface and polyhedron models. We only consider transversal intersections where the two intersecting objects do not lie in the same plane. Ray and triangle intersection computation is perhaps the most frequent nontrivial operation in computer graphics rendering using ray tracing. Because of its importance, there are several published algorithms for this problem (see: [Badouel, 1990], [Moller & Trumbore, 1997], [O'Rourke, 1998], [Moller & Haines, 1999]). We present an improvement of these algorithms for ray (or segment) and triangle intersection. We also give algorithms for triangle-plane and triangle-triangle intersection.

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Snell's law - Wikipedia, the free encyclopedia

http://en.wikipedia.org/wiki/Snell%27s_law#Vector_form

Saved by uncleflo on February 22nd, 2015.

Snell's law (also known as the Snell–Descartes law and the law of refraction) is a formula used to describe the relationship between the angles of incidence and refraction, when referring to light or other waves passing through a boundary between two different isotropic media, such as water, glass, or air. In optics, the law is used in ray tracing to compute the angles of incidence or refraction, and in experimental optics to find the refractive index of a material. The law is also satisfied in metamaterials, which allow light to be bent "backward" at a negative angle of refraction with a negative refractive index.

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How To Export Blender Models to OpenGL ES: Part 1/3 | Ray Wenderlich

http://www.raywenderlich.com/48293/how-to-export-blender-models-to-opengl-es-part-1

Saved by uncleflo on February 8th, 2015.

Recently, we published Blender tutorial for beginners that showed you how to create your own 3D models in Blender. But you might be wondering – how can I export Blender models to OpenGL ES? That’s what this epic three-part tutorial series is all about! You will learn how to make an awesome 3D model viewer for iOS that can display models that you create in Blender.

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Stresses in Beams, David Roylance, MIT

http://ocw.mit.edu/courses/materials-science-and-engineering/3-11-mechanics-of-materials-fall-1999/modules/bstress.pdf

Saved by uncleflo on September 2nd, 2014.

Understanding of the stresses induced in beams by bending loads took many years to develop. Galileo worked on this problem,but the theory as we use it today is usually credited principally to the great mathematician Leonard Euler (1707{1783). As will be developed below, beams develop normal stresses in the lengthwise direction that vary from a maximum in tension at one surface, to zero at the beam's midplane, to a maximum in compression at the opposite surface. Shear stresses are also induced, although these are often negligible in comparision with the normal stresses when the length-to-height ratio of the beam is large.

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Compressible Aerodynamics Calculator

http://www.dept.aoe.vt.edu/~devenpor/aoe3114/calc.html

Saved by uncleflo on July 16th, 2014.

This calculator is intended to provide a faster more convenient alternative to printed tables and charts (e.g. NACA Report 1135). The core of the code was written in Javascript by William Devenport at the Aerospace and Ocean Engineering Department, Virginia Tech. Five sets of relations are included; The relations themselves are taken from standard aerodynamics texts. Symbols have their usual meanings. 'Gamma' and 'rho' are substituted for the corresponding greek letters denoting the ratio of specific heats and density. Subscript 'o' is used to refer to stagnation or total conditions, superscript '*' refers to sonic conditions.

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