I thought it was BASIC!

2009/8/5 Thomas Harte <tomh.retros...@gmail.com>

> Oh, sorry, I think I missed the point of your question. My guess would
> be that it uses matrices internally, as they're a popular mathematical
> construct in a variety of fields but quaternions having been seriously
> out of fashion for at least a century. I have a degree in Maths &
> Computer Science but don't recall meeting them even once during my
> studies — though a joint honours degree does necessarily end up
> reducing your exposure to either subject individually.
>
> Also, my guess is that the sort of literature related to computer
> graphics that is now extremely easy to access thanks to the web would
> have been really quite hard to access during the 1980s. It's like a
> hindsight thing. We're perched here at least two decades after
> computer graphics started to break out of academia and into widescale
> usage in consumer products, so we benefit from historical perspective
> and the entire body of knowledge is now much more accessible.
>
> On Wed, Aug 5, 2009 at 1:23 PM, Thomas Harte<tomh.retros...@gmail.com>
> wrote:
> > You mean the Psion one? No idea, as I've never used it or explicitly
> > disassembled anything z80 related. I've entered the z80 assembly fold
> > from the direction of writing emulators. I'd guess that if it's not
> > intended to be particularly realtime then quite possibly they're using
> > the floating point formats supported natively by the Spectrum ROM?
> > It'd save a lot of code and solve a lot of issues, and while being far
> > too slow for realtime it'd probably be fast enough for a
> > rendering-type application.
> >
> > Just guessing, of course.
> >
> > On Wed, Aug 5, 2009 at 1:18 PM, Roger Jowett<rogerjow...@gmail.com>
> wrote:
> >> what does vu3d use?
> >>
> >> On 05/08/2009, Thomas Harte <tomh.retros...@gmail.com> wrote:
> >>>
> >>> That's not entirely true. Matrices are numerically unstable, so the
> >>> cost of ensuring they remain orthonormal when applying consecutive
> >>> local transforms in a game such as Elite is substantially greater than
> >>> the cost of ensuring that a quaternion remains of unit length.
> >>>
> >>> I make it 8 multiplies, 3 adds, 1 square root and 1 divide to fix up
> >>> numerical error in a quaternion. Conversely, I get 36 multiplies, 21
> >>> adds, 3 square roots and 3 divides to fix up an orthonormal matrix.
> >>>
> >>> Quaternion to matrix is 10 multiplies, 6 shifts and 14 adds. So the
> >>> way I calculate it, you can fix a quaternion and convert it into a
> >>> matrix in less than you can fix up a matrix. Furthermore, quaternion
> >>> composition is 16 multiplies and 12 adds, whereas matrix composition
> >>> (with assumptions about the bottom row of a 4x4) is, ummm, at least 36
> >>> multiplies and 18 adds. And that's with the translation component not
> >>> completely factored in (I'm reading actual code off screen and have
> >>> optimised the translation out of this particular batch).
> >>>
> >>> Elite is also a perfect example of when Euler's aren't fine, even if
> >>> they didn't produce Gimbal lock, as all rotation is around local axes.
> >>> And besides that, Euler angles always have to be converted to some
> >>> other form before they can be applied to arbitrary geometry. Matrices
> >>> require no further transforms.
> >>>
> >>> On Wed, Aug 5, 2009 at 2:12 AM, Simon Cooke<si...@popcornfilms.com>
> wrote:
> >>> > You only really need quaternions if you're doing animation or
> >>> > interpolation.
> >>> > If you can live with the gimble lock, euler's fine.
> >>> >
> >>> > -----Original Message-----
> >>> > From: owner-sam-us...@nvg.ntnu.no [mailto:
> owner-sam-us...@nvg.ntnu.no]
> >>> > On
> >>> > Behalf Of Thomas Harte
> >>> > Sent: Tuesday, August 04, 2009 10:05 AM
> >>> > To: sam-users@nvg.ntnu.no
> >>> > Subject: Re: Hi - just checking
> >>> >
> >>> > Am I replying to the correct thread? I don't know. But I've had the
> >>> > opposite experience to a bunch of people here, having become
> >>> > substantially more busy in my work than I was even just a few months
> >>> > ago, squeezing the SAM temporarily out.
> >>> >
> >>> > A version of my vector 3d-stuff-as-a-library-for-others was all but
> >>> > finished several months ago, I'll endeavour to get that out, though
> it
> >>> > still has the awkward limitation of doing rotations with Euler angles
> >>> > only - which may be less efficient and is certainly more limiting
> than
> >>> > special orthogonals or quaternions.
> >>> >
> >>> > I'm still thinking about smart ways to optimise the reverse face
> >>> > stuff. I need to get something hierarchical or otherwise
> group-related
> >>> > in there; checking every single face is obviously not the optimal way
> >>> > to proceed. I guess what I'm looking for is some sort of bin-type
> >>> > mapping to the surface of the unit sphere that allows all the points
> >>> > on a particular hemisphere to be isolated from the majority of the
> >>> > points on the opposite hemisphere. Or, you know, something at least a
> >>> > lot like a sphere. Though I'm not sure any sort of lookup into
> >>> > something a lot like a sphere would help much as it'd need to be
> >>> > indexed by a three-tuple.
> >>> >
> >>> > I guess a good broad sweep would be to mark each face according to
> the
> >>> > visibility of the faces of a bounding box - if a face on the real
> >>> > model points away from the face on the bounding box then it
> definitely
> >>> > can't be visible if the box face is. Or something like that.
> >>> >
> >>> > I'm going to stop thinking aloud now...
> >>> >
> >>> > On Tue, Aug 4, 2009 at 10:22 AM, Steve Parry-Thomas<
> morriga...@aol.com>
> >>> > wrote:
> >>> >> I guess when the clocks go back in October SAM users will hibernate
> >>> >> over
> >>> > the
> >>> >> winter until next August!
> >>> >>
> >>> >>
> >>> >>
> >>> >>
> >>> >>
> >>> >>
> >>> >>
> >>> >> From: owner-sam-us...@nvg.ntnu.no [mailto:
> owner-sam-us...@nvg.ntnu.no]
> >>> >> On
> >>> >> Behalf Of Ian Spencer
> >>> >> Sent: 04 August 2009 08:04
> >>> >>
> >>> >> To: sam-users@nvg.ntnu.no
> >>> >> Subject: Re: Hi - just checking
> >>> >>
> >>> >>
> >>> >>
> >>> >> Wow, I just sent the checking mail to see whether something was
> wrong
> >>> >> with
> >>> >> my subscription to the group and it seems it was like poking a stick
> >>> >> into
> >>> > a
> >>> >> hornets nest (in a positive sort of way) - over 40 mails in the last
> >>> >> few
> >>> >> days on the group. It's just great to see everyone is alive and
> kicking
> >>> > out
> >>> >> there.
> >>> >>
> >>> >>
> >>> >>
> >>> >> Ian
> >>> >>
> >>> >>
> >>> >>
> >>> >> ----- Original Message -----
> >>> >>
> >>> >> From: Ian Spencer
> >>> >>
> >>> >> To: sam-users@nvg.ntnu.no
> >>> >>
> >>> >> Sent: Friday, July 31, 2009 4:10 PM
> >>> >>
> >>> >> Subject: Hi - just checking
> >>> >>
> >>> >>
> >>> >>
> >>> >> Not heard anything on the group for quite a while so just thought I
> >>> >> would
> >>> >> send a 'test' to check it's not me that's got a problem and say hi
> to
> >>> >> everyone.
> >>> >>
> >>> >> I know you've all taken your Sam's to the beach and so no activity
> on
> >>> >> the
> >>> >> group.
> >>> >>
> >>> >>
> >>> >>
> >>> >>
> >>> >>
> >>> >> Ian
> >>> >>
> >>> >>
> >>> >>
> >>> >>
> >>> >
> >>> >
> >>
> >>
> >
>

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