Re: Fast SH squaring

Dan Glastonbury <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
I was originally encouraged by Christer Ericson to write a
replacement.  I was interested in doing SH projection on PS3 for
cover/threat analysis masking for game.

I was inbetween jobs at the time and I wrote most of the first
implementation on the plane trip because I wanted to understand how SH
worked.  There's no real API, just a mess of functions for orders 3,
4, 5 and 6.  My plan was to put the work in the Public Domain since it
was just an implementation of data that is publicly available.

The only thing I used was some data for the triple tensor product that
Peter-Pike Sloan gave me. But that's only needed for the code
generator (I implemented the algorithm in Snyder's paper)

I was originally going to make this the subject of a series of blog
posts, but I can't find the energy to write it up and it was over a
year ago, so I've probably forgotten most of the details.

cheers
DanG

On Wed, Oct 21, 2009 at 1:09 PM, Bert Peers <[email protected]> wrote:
> Dan Glastonbury schreef:
>> I implemented the algorithm from that paper, with the help of
>> Peter-Pike Sloan for a yet unreleased replacement of the functions in
>> DX. Would people want to see such a library?
>
> No, of course not :)
>
>
> Seriously though, in what context is this problem popping up?  I thought
> most projects are 2nd order, 9 coefficients, which is both good enough
> and plenty fast to evaluate.  Are people going with much higher orders
> these days, or have SH's been pushed into a new and much more expensive
> application, or what's up?
>
>
> bert
>
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-- 
Dan Glastonbury, Dan dot Glastonbury at gmail dot com
`Pour encourjay lays ortras'

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