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From: J-Print News
Subject: Equations
Date: 17 Jan 2001 09:22:41
Message: <3a65aab1@news.povray.org>
I'd like to find out more in depth info about the equations for Iso
surfaces, NURBS and beziers.
For instance, how copuld I use  them in BASIC?

Thanks

Nekar


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From: Chris Colefax
Subject: Re: Equations
Date: 17 Jan 2001 19:24:30
Message: <3a6637be@news.povray.org>
J-Print News <vir### [at] iconcoza> wrote:
> I'd like to find out more in depth info about the equations for Iso
> surfaces, NURBS and beziers.
> For instance, how copuld I use  them in BASIC?

All three are surfaces created by well-defined mathematical rules, and so
should be "useable" in any programming language that offers the necessary
mathematical functions.  The question, however, is what you mean by "use".
Do you want to draw representations of them on screen?  If so, do you want
to raytrace them, or tesselate them to draw wireframe images?  Do you want
to calculate properties of the surfaces?


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From: J-Print News
Subject: Re: Equations
Date: 18 Jan 2001 01:06:17
Message: <3a6687d9@news.povray.org>
> All three are surfaces created by well-defined mathematical rules, and so
> should be "useable" in any programming language that offers the necessary
> mathematical functions.  The question, however, is what you mean by "use".
> Do you want to draw representations of them on screen?  If so, do you want
> to raytrace them, or tesselate them to draw wireframe images?  Do you want
> to calculate properties of the surfaces?
>

I'd like to know the mathematical functions to do all of the above.

Nekar


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From: Warp
Subject: Re: Equations
Date: 18 Jan 2001 06:28:36
Message: <3a66d364@news.povray.org>
J-Print News <vir### [at] iconcoza> wrote:
: I'd like to know the mathematical functions to do all of the above.

  You are asking for much. Both, raytracing and tesselating of isosurfaces
is a quite complicated process, quite impossible to explain briefly.

-- 
char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
main(_,c,m){for(m=32;c=*i++-49;c&m?puts(""):m)for(_=(
c/4)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););}    /*- Warp -*/


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From: J-Print News
Subject: Re: Equations
Date: 18 Jan 2001 06:55:58
Message: <3a66d9ce@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote in message news:3a66d364@news.povray.org...
> J-Print News <vir### [at] iconcoza> wrote:
> : I'd like to know the mathematical functions to do all of the above.
>
>   You are asking for much. Both, raytracing and tesselating of isosurfaces
> is a quite complicated process, quite impossible to explain briefly.
>
> --
> char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
> main(_,c,m){for(m=32;c=*i++-49;c&m?puts(""):m)for(_=(
> c/4)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););}    /*- Warp -*/ -
Yup this looks quite complicated  :)


Not raytracing. I just need the mathematical functions to work out if a
point is on the surface.

Sorry for the misunderstanding.

Thanks

Nekar


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From: Warp
Subject: Re: Equations
Date: 18 Jan 2001 07:06:48
Message: <3a66dc58@news.povray.org>
J-Print News <vir### [at] iconcoza> wrote:
: Not raytracing. I just need the mathematical functions to work out if a
: point is on the surface.

  That's easy.
  An isosurface is defined by a function f(x,y,z) and a threshold value 'n'
(which is constant).
  A point <x,y,z> is inside the object if the value of f at that point is
less than 'n'.
  A point <x,y,z> is outside the object if the value of f at that point is
greater than 'n'.
  A point <x,y,z> is exactly in the surface of the object if the value of
f at that point is 'n'.

-- 
char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
main(_,c,m){for(m=32;c=*i++-49;c&m?puts(""):m)for(_=(
c/4)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););}    /*- Warp -*/


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From: J-Print News
Subject: Re: Equations
Date: 19 Jan 2001 03:34:39
Message: <3a67fc1f@news.povray.org>
I've been waiting for replies and it seems I posted this message to Warp
instead of the board. Sorry about that, Warp.



That's equations I'm looking for, not functions. Stuff like y=mx^2 +c, etc.
I'm not so good on the terminology. Equations to work out the x, y, and z
coordinates for Beziers, NURBS and isosurfaces is what I want. I've never
heard of 3d beziers but I don't think that should be impossible.

Phew! hope we find each other on this one  :)

Nekar

PS. Does anyone know the equation for the Mandelbrot pattern. I think it's
something like y=mX+c with c being the sqare root of -1 but I can't remember
how it is used.


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From: Francois Labreque
Subject: Re: Equations
Date: 19 Jan 2001 08:15:21
Message: <3A683D50.644E85D5@videotron.ca>
J-Print News wrote:
> 
> I've been waiting for replies and it seems I posted this message to Warp
> instead of the board. Sorry about that, Warp.
> 
> That's equations I'm looking for, not functions. Stuff like y=mx^2 +c, etc.
> I'm not so good on the terminology. Equations to work out the x, y, and z
> coordinates for Beziers, NURBS and isosurfaces is what I want. I've never
> heard of 3d beziers but I don't think that should be impossible.

Bezier curves use a set of control points that act like magnets on a
piece of metallic string.  Points on the curve are defined by the
following equation (For n+1 control points):

[use a fixed-sized font]

        n
       ---
       \
P(u) = / Pi Bi,n(u)  0<= u <=1
       ---
       i=0

Where Pi is a control point and Bi,n(u) is the Berstein polynomial,
which is given by:

                  i     n-i
Bi,n (u) = C(n,i)u (1-u)

where C(n,i) is a coefficient given by:

            n!
C(n,i) = -------
         i!(n-i)!


[Ref: I. Zeid, CAD/CAM Theory and Practice, 1991. McGraw-Hill]

I don't know how NURBS work, but you should be able to find that out in
a book on computer algorithms at your local (or college) library.

And isosurfaces are any equation you want, anything is possible.

> PS. Does anyone know the equation for the Mandelbrot pattern. I think it's
> something like y=mX+c with c being the sqare root of -1 but I can't remember
> how it is used.

It's an infinite loop.

Zn = Z(n-1)^2 + c

Where Zo is 0 and C the point (in the complex plane) whose colour you
want to find out.  If, after n iterations, you are converging towards 0,
the point is inside the Mandelbrot set; on the other hand if you are
diverging towards infinity, you are outside of it.  Usually
image-generating programs will assign a color to the pixel based on how
many iterations it took before the point gets outside a threshold (for
the regular "ladybug" Mandelbrot set, it's a circle of radius 2)

[Ref: T. wegner & B. Tyler, Fractal Creations, 2nd ed. 1994, Waite
Group]

Hope this helps.
-- 
Francois Labreque | In the future, performance will be measured
    flabreque     | by the size of your pipe.
        @         |             - Dogbert, on networking
   videotron.ca


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From: J-Print News
Subject: Re: Equations
Date: 19 Jan 2001 08:31:54
Message: <3a6841ca@news.povray.org>
Thanks Francois, that's exactly what I wanted to know. Except for the NURBs.
If anyone knows the Equations for NURBS, I'd be very grateful.

Thanks,

Nekar Xenos

Francois Labreque <fla### [at] videotronca> wrote in message
news:3A683D50.644E85D5@videotron.ca...
>
>
> J-Print News wrote:
> >
> > I've been waiting for replies and it seems I posted this message to Warp
> > instead of the board. Sorry about that, Warp.
> >
> > That's equations I'm looking for, not functions. Stuff like y=mx^2 +c,
etc.
> > I'm not so good on the terminology. Equations to work out the x, y, and
z
> > coordinates for Beziers, NURBS and isosurfaces is what I want. I've
never
> > heard of 3d beziers but I don't think that should be impossible.
>
> Bezier curves use a set of control points that act like magnets on a
> piece of metallic string.  Points on the curve are defined by the
> following equation (For n+1 control points):
>
> [use a fixed-sized font]
>
>         n
>        ---
>        \
> P(u) = / Pi Bi,n(u)  0<= u <=1
>        ---
>        i=0
>
> Where Pi is a control point and Bi,n(u) is the Berstein polynomial,
> which is given by:
>
>                   i     n-i
> Bi,n (u) = C(n,i)u (1-u)
>
> where C(n,i) is a coefficient given by:
>
>             n!
> C(n,i) = -------
>          i!(n-i)!
>
>
> [Ref: I. Zeid, CAD/CAM Theory and Practice, 1991. McGraw-Hill]
>
> I don't know how NURBS work, but you should be able to find that out in
> a book on computer algorithms at your local (or college) library.
>
> And isosurfaces are any equation you want, anything is possible.
>
> > PS. Does anyone know the equation for the Mandelbrot pattern. I think
it's
> > something like y=mX+c with c being the sqare root of -1 but I can't
remember
> > how it is used.
>
> It's an infinite loop.
>
> Zn = Z(n-1)^2 + c
>
> Where Zo is 0 and C the point (in the complex plane) whose colour you
> want to find out.  If, after n iterations, you are converging towards 0,
> the point is inside the Mandelbrot set; on the other hand if you are
> diverging towards infinity, you are outside of it.  Usually
> image-generating programs will assign a color to the pixel based on how
> many iterations it took before the point gets outside a threshold (for
> the regular "ladybug" Mandelbrot set, it's a circle of radius 2)
>
> [Ref: T. wegner & B. Tyler, Fractal Creations, 2nd ed. 1994, Waite
> Group]
>
> Hope this helps.
> --
> Francois Labreque | In the future, performance will be measured
>     flabreque     | by the size of your pipe.
>         @         |             - Dogbert, on networking
>    videotron.ca


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From: Lance Birch
Subject: Re: Equations
Date: 19 Jan 2001 09:39:51
Message: <3a6851b7@news.povray.org>
J-Print News wrote:
> Thanks Francois, that's exactly what I wanted to know. Except for the
NURBs.
> If anyone knows the Equations for NURBS, I'd be very grateful.

"The NURBS Book" by Les Piegl and Wayne Tiller (New York: Springer, second
edition 1997) is the place to start, if you can find it.

--
Lance.

http://come.to/the.zone


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