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30 Jul 2024 10:21:39 EDT (-0400)
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From: cc
Subject: road following cars and car following roads :)
Date: 22 Jan 2000 00:31:07
Message: <3889409b@news.povray.org>
This is true...   Yes I have made animations where the road follows the car
instead of the usual car-follows-the-road situation. :)   And yes I have
been having to do trial and error if I want the car to follow the road.
Trial and error is what I'm trying to make easier... faster.   I like your
idea of differentiating from a pre-defined path...  Really turns the problem
around. :)   I'd still like to figure out how to control the car directly in
a clean, sybolic way if possible (as oppposed to numeric approximations,
Riemann (sp?) sums etc.)  (I'm ignoring floating point roundoff)   When you
say I "would have to compute the Bessel functions (or whatever)
numerically," do you mean something like for example taking a sum of some
formula as n goes from 1 to something aribitrarily large?  Anyway it's
starting to sound doubtful that it can reasonably be done symbolically... or
maybe I should say, not without inventing some new symbols... something to
go along with the trig functions etc?...

-Charles


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From: Ralf Muschall
Subject: Re: road following cars and car following roads :)
Date: 25 Jan 2000 20:43:28
Message: <388E5050.CD52FEBD@t-online.de>
cc wrote:

> say I "would have to compute the Bessel functions (or whatever)
> numerically," do you mean something like for example taking a sum of some
> formula as n goes from 1 to something aribitrarily large?  Anyway it's

Yes, someting like that. The zeroth Bessel function is like cos,
just the factorials in the denominator are squared, and the
powers are taken from x^2/4 instead of x. But usually one uses
a more complicated, but faster and preciser formula (which is
different for different values of the argument).

A pointer to a numerics site (which is considered doubtful
by professionals, but good enough for simple stuff) can be found
near the bottom of http://math.jpl.nasa.gov/nr/nr.html .

Ralf


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From: Paul Blaszczyk
Subject: Re: car motion, calculus
Date: 25 May 2001 05:40:40
Message: <3b0e2898@news.povray.org>
Hi,

i've found a cool homepage with many links about (physics) simulation.

http://members.nbci.com/Kourdakov/Links/mathematics_links.htm

There are also some links to homepages about car physics.

Bye
 Paul


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From: Tim Nikias
Subject: Re: car motion, calculus
Date: 22 Jul 2002 15:34:05
Message: <3d3c5e2d@news.povray.org>
I dont know about anyone else, but you're writing from the distant
future, 2009 to be precise... How come?

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde


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From: Rafal 'Raf256' Maj
Subject: Re: [ot] car motion, calculus
Date: 26 Sep 2002 07:27:02
Message: <Xns9295889DAE667raf256com@204.213.191.226>
"cc" <coy### [at] fojarcom> wrote in news:388702d1@news.povray.org

[...]

I guess that this post will stay on top of list until 2009 :) ?

-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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From: Thorsten Froehlich
Subject: Re: [ot] car motion, calculus
Date: 26 Sep 2002 07:35:59
Message: <3d92f11f@news.povray.org>
In article <Xns### [at] 204213191226>, "Rafal 'Raf256' Maj"
<raf### [at] raf256com> wrote:

> I guess that this post will stay on top of list until 2009 :) ?

No, just in your misconfigured or broken newsreader.  Turn off receiving of
_all_ messages, the unsubscribe to the group and subscribe again such that
your newsreader does not get a list of _all_ messages.

    Thorsten

____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde

Visit POV-Ray on the web: http://mac.povray.org


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From: Rafal 'Raf256' Maj
Subject: Re: car motion, calculus
Date: 27 Sep 2002 11:24:45
Message: <Xns9296B0EE0352Araf256com@204.213.191.226>
"Tim Nikias" <tim### [at] gmxde> wrote in news:3d3c5e2d@news.povray.org

> I dont know about anyone else, but you're writing from the distant
> future, 2009 to be precise... How come?

the power of Pov-RAY ;)

-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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From: Greg Edwards
Subject: Re: road following cars and car following roads :)
Date: 20 Jan 2003 15:38:58
Message: <13xfwjcgyk68w.1qhk8p13tdoop$.dlg@40tude.net>
On Wed, 21 Jan 2009 21:22:46 -0800, cc wrote:

> This is true...   Yes I have made animations where the road follows the car
> instead of the usual car-follows-the-road situation. :)   And yes I have
> been having to do trial and error if I want the car to follow the road.
> Trial and error is what I'm trying to make easier... faster.   I like your
> idea of differentiating from a pre-defined path...  Really turns the problem
> around. :)   I'd still like to figure out how to control the car directly in
> a clean, sybolic way if possible (as oppposed to numeric approximations,
> Riemann (sp?) sums etc.)  (I'm ignoring floating point roundoff)   When you
> say I "would have to compute the Bessel functions (or whatever)
> numerically," do you mean something like for example taking a sum of some
> formula as n goes from 1 to something aribitrarily large?  Anyway it's
> starting to sound doubtful that it can reasonably be done symbolically... or
> maybe I should say, not without inventing some new symbols... something to
> go along with the trig functions etc?...
> 
> -Charles

Charles, please fix your clock! :-)


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From: simian
Subject: Re: car motion, calculus
Date: 23 May 2003 03:08:20
Message: <3ecdc8e4$1@news.povray.org>
On Tue, 20 Jan 2009 07:50:08 -0500, cc wrote:

> I'm new to ng posting, so let me know if i screw something up.  :)
> 
> Long background description of the project.  If interested read it :)
> otherwise I have a math question at the bottom.
> 
> I've been working on a system for scripting car-motion.  It's
> geometry-based.  ... Based on the idea that when turning, the car will
> revolve around some point which is located at the intersection of where
> the normals (if extended) of all four wheels interrsect.  

	If I were actually designing a simulation of car motion for car company
and wanted to earn my keep I would certainly use as complex an approach
as this so I could determine lateral strain on struts and tires. 

	However just to povray it ... 

> ************************************************************************
> 
> In the spirit of clean mathematical models, I really want to do each
> motion segment in one step using calculus.

...

> If mathematica can't do it, is that a bad sign?  I threw a few things
> into the online mathematica integrator. http://integrals.wolfram.com/
> Unfortunately it wasn't able to do them.
> 
> Help?  Suggestions?   Is there a way to approximate these integrals w/o
> iteration?

	... is this not a bit on the side of overkill? Assume the front tires
turn exactly in sync and the rear wheels do not affect the resultant
motion and the problem is down to rather simple analytic geometry. 

	I don't mean to try to talk you out of an interesting problem but I
doubt anything you are talking about is going to improve the realism of
the motion in the least.


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From: Greg Edwards
Subject: Re: car motion, calculus
Date: 1 Jun 2003 15:53:59
Message: <y6aj7mwf6ejt.hz8j2l9btxzj.dlg@40tude.net>
On Fri, 23 May 2003 03:08:20 -0400, simian wrote:

> On Tue, 20 Jan 2009 07:50:08 -0500, cc wrote:
> 
>> I'm new to ng posting, so let me know if i screw something up.  :)
>> 
>> Long background description of the project.  If interested read it :)
>> otherwise I have a math question at the bottom.
>> 
>> I've been working on a system for scripting car-motion.  It's
>> geometry-based.  ... Based on the idea that when turning, the car will
>> revolve around some point which is located at the intersection of where
>> the normals (if extended) of all four wheels interrsect.  
> 
> 	If I were actually designing a simulation of car motion for car company
> and wanted to earn my keep I would certainly use as complex an approach
> as this so I could determine lateral strain on struts and tires. 
> 
> 	However just to povray it ... 
> 
>> ************************************************************************
>> 
>> In the spirit of clean mathematical models, I really want to do each
>> motion segment in one step using calculus.
> 
> ...
> 
>> If mathematica can't do it, is that a bad sign?  I threw a few things
>> into the online mathematica integrator. http://integrals.wolfram.com/
>> Unfortunately it wasn't able to do them.
>> 
>> Help?  Suggestions?   Is there a way to approximate these integrals w/o
>> iteration?
> 
> 	... is this not a bit on the side of overkill? Assume the front tires
> turn exactly in sync and the rear wheels do not affect the resultant
> motion and the problem is down to rather simple analytic geometry. 
> 
> 	I don't mean to try to talk you out of an interesting problem but I
> doubt anything you are talking about is going to improve the realism of
> the motion in the least.

A little while ago, I checked the date on the first replies to this thread 
and IIRC, the actual date was 1998! Looks like CC has created an effective 
P.B.A-U weed by setting his clock ahead a decade... -_- No offense simian, 
I did the very same thing a little while ago. ;-)

-- 
light_source#macro G(E)sphere{z+E*y*5e-3.04rotate-z*E*6pigment{rgbt#end{
20*y-10#local n=162;1}#while(n)#local n=n-.3;G(n)x}}G(-n).7}}#end//GregE


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