mrpandey.github.io/d3graphTheory/index.html I found this to be an engaging intro to graph theory 😮 is there a specific area of interest you’re looking for?
Category: cgi-math
Archived post by plantfx
The interactive linear algebra book is now completed immersivemath.com/ila/index.html
Archived post by petz
hey jake, my little rant wasn’t directed to you. sorry if it came off that way! it was just me having a moment of bad temper.
anyways, i’m just putting together a quick fix of your file. i’ll upload it in a minute …
here’s the file.
it’s sparsely/not commented but should do the trick. on the right there is div-free field coming from DOPS to compare against the result …
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195404/24/19/poisson1.hiplc
Archived post by mestela
Very nice!
I wrote it all up if you want a peek, nothing revelatory I’m sure for you lot: www.tokeru.com/cgwiki/index.php?title=CurveUnrollTutorial#Roll_Into_Spirals
Archived post by bhenriksson
Just discovered this priceless tutorial page: github.com/libigl/libigl/blob/master/docs/tutorial.md together with its code: github.com/libigl/libigl/tree/master/tutorial
Archived post by lcrs
to find the “difference” between your two matrices you can invert the first then multiply by the second – think of it like “remove the transform of matrix1 from matrix2, leaving just the difference between them”. that gives you a matrix, which you can turn into a quaternion, which you can turn into an angle/axis rotation like @w “`matrix3 m1 = ident(); matrix3 m2 = ident(); rotate(m2, 0.5, {1, 0, 0});
matrix3 diff = invert(m1) * m2; vector4 quat = quaternion(diff); v@w = qconvert(quat);“`
Archived post by Anas Alaa
drive.google.com/file/d/0B8x1Z3zgTaL7SXIxTFVZLWFDV0E/view?usp=drivesdk
I am new to discord
Archived post by Juraj
@TOADSTORM hi, I played today with roll correction, you were right, I used up vector to be (0,1,0), but after I got front (original), side (front x up) and then re-computed up, so that it is not always pointing upwards
it was easier, than I thought, but I needed to look at it with fresh eyes
“` string cam_path = chs(“cam_path”); matrix cam_m = optransform(cam_path); matrix3 cam_rot = qconvert( quaternion( (matrix3)cam_m ) ); matrix cam_trans = transpose(cam_rot) * cam_m;
matrix xform = ident();
vector back = normalize( {0,0,1} * cam_rot ); vector side = normalize( cross( {0,1,0}, back ) ); vector up = cross(back, side);
matrix3 fixed_rot = set(side, up, back);
xform *= fixed_rot; xform *= cam_trans;
v@P *= xform; “`
Archived post by jake rice
immersivemath.com/ila/index.html this is some h0t sh111t
Archived post by pedohorse
immersivemath.com from very basics to just basics very well described, a lot of examples, a lot of interactive content this site is a real must see