Fwd: Re: button-hole problem
Jacques Vernin <[email protected]> Sun, 24 Apr 2005 09:05:40 +0200
| Newsgroups | gmane.comp.tex.metafont |
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| Message-ID | <[email protected]> |
D=E9but du message r=E9exp=E9di=E9 : > De: Jacques Vernin <[email protected]> > Date: 24 avril 2005 08:09:23 GMT+02:00 > =C0: Larry Siebenmann <[email protected]> > Objet: R=E9p : [metafont] Re: button-hole problem > > Quaesturam una petiit et sum ego factus prior. Non est respondendum ad=20 > omnia. Neque enim uestrum quelquam fugit, cum multi pares dignitate=20 > fiant, unus autem primum locum solus possit obtinere, non eundem esse=20 > ordinem dignitatis et renontiationis proptera quod renuntiatio gradus=20 > habeat, dignitas autem sit perseape eadem omnium. Sed quaestura=20 > utriusque prope modum pari momento sortis fuit. Habuit hic lege Titia=20 > prouinciam tacitam et quietam, tu illam qui, cum quaestores=20 > sortiuntur, etiam adclamari solet, Ostiensiem non tam .... > > > Le 24 avr. 05, =E0 05:21, Larry Siebenmann a =E9crit : > >> >> >> Hi Laurence F. >> >> Me> For example, if the >>> projection point is on the target plane, which happens to be >>> disjoint from the circle, then the projected circle is the >>> EMPTY SET. >> >> You> Wouldn't it be a point, namely the projection point >> >> You are quite right, I boobed; as Peter Vanroose further >> explained, a cone on an empty set is not empty but the cone >> point. Unfortunately, programmers usually have to >> pay attention to degenerate cases -- they are like >> accidents waiting to happen. >> >>> occlusion of two polygons >> >> ??? whazzat? >> >> I mentioned radial projection of objects in R^3 onto >> the spherical retina of an imaginary eye. You answered: >> >>> This is interesting, but I think it may not be of >>> practical importance for 3DLDF. >> >> You can ignore it. But it is helpful to consider >> because the sphere (eye) with opposite points >> identified is a model of projective 2-space RP^2. One >> in which no particular line at infinity is has privilege >> and in which the compactness of RP^2 is obvious. It is >> natural since God gave your users spherical eyes and a >> preception of projective geometry through them. >> >>> it might be useful to just store the center of an >>> object and a transformation matrix. >> >> I favor 3-dimensional scenes which one can journey through >> with a computer. >> >>> What I do is the following: A `Focus' contains a >>> `Point' representing the position of the "camera" in >>> space >>> .... >>> `Focus::position' >> >> This would be the center C of my eye. >> >>> and another representing the direction of view. >>> .... >>> `Focus::direction' >> >> This is direction CP, where P is the center of the pupil >> of my eye. >> >>> The "up" direction is determined somehow, I don't >>> remember how, >> >> It is determined by gravity via the inner ear, I >> believe. >> >>> and can be modified by using a `real' >>> value for an angle of rotation. >> >> OK. But, my eye tends to resist that modification. >> Stand in front of a mirror and tilt your >> hear to one side. Do not your eyes not stay upright? >> Of course this mechanism is switched off sometimes >> for astronauts and athletes. >> >>> These values are used to determine a transformation >>> which would place the position point and the >>> direction point on the z-axis and the plane of >>> projection into the x-y plane. This transformation >>> is then applied to all of the objects in the space >>> before applying the perspective transformation. >> >> Let me try to understand using a model eye or camera. >> >> Are you, in other words, introducing a new oriented isometric >> coordinate system on 3-space: origin at the center C >> of the eye, the z-axis running from that center out >> through the center of the 'pupil' P? The y-axis >> 'vertical', and the x-axis 'horizontal'. >> >> The retina or film F can be thought of as the >> translate of the xy plane distance m in the positive >> z-direction. This m is zoom magnification if we think of >> the eye as a *simplified* camera. >> >> Then a "view" or "photo" of 3-space is obtained by >> radial projection through C onto F. >> >>> Objects that can't be projected are culled in >>> `Picture::output()' >> >> The projection can be restricted to map only >> objects in the half-space of positive z, onto the >> film F. The film can be cut down to a finite part >> F0 of F, presumably a neighborhood of the origin. >> The cut-down film then sees just scenery in the >> positive cone on F0 with center C. Occultation is a >> major problem I won't explain. Also color >> luminosity texture shadow, reflection, transparency >> -- gasp.=20 >> If one is to be able to tour through 3D scenes, a >> model of this complexity seems necessary. >> >> All this is guesswork. Is is consistent with *some* >> 3D graphics system? >> >> Cheers >> >> Laurent S. >> >> PS. As in photography, the center C can move far >> from the scenery of interest, though F0 will stay >> relatively close. The projection onto F >> then becomes parallel to the z-axis. But it seems >> advisable allow freedom for C to tour >> in all 3-space. >> >> >> > Jacques Vernin > piR2 > 10, Boulevard de Brazza > 13008 Marseille > > Jacques Vernin piR2 10, Boulevard de Brazza 13008 Marseille