Author Topic: Maths surfaces and curves  (Read 4092 times)

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Offline taj

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Maths surfaces and curves
« on: October 04, 2006 »
http://rsp.math.brandeis.edu/3d-xplormath/Surface/gallery.html

Could be useful for the more mathematically minded. For the rest of us, try this image from the site:

http://rsp.math.brandeis.edu/3d-xplormath/Surface/decocube/decocube_sp.png

You have to cross your eyes until a single image appears in the middle and it should be like a hologram floating off the page. I'm trying to imagine the reaction on Pouet if someone did a whole demo like this :-)

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Offline Shockwave

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Re: Maths surfaces and curves
« Reply #1 on: October 04, 2006 »
That is really effective, it looks really 3D :)
Shockwave ^ Codigos
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Offline Jim

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Re: Maths surfaces and curves
« Reply #2 on: October 04, 2006 »
Rendering stereoscopic's not that hard.  It's just rendering the same view from two different cameras spaced eye-distance apart roughly where you expect the viewers head to be.  ie, your view system geometry has to match real life as much as possible.
Yes it would be very cool to do a demo like that :)

I love all this maths stuff.  I've been working on a 3d engine (OpenGL for rendering to save acres of code) that uses just 3d primitives to generate all the objects.  But it's still difficult making great models out of sticks, balls, cones, cubes and stretched/bent/combined versions of the above.

Jim
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Offline Shockwave

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Re: Maths surfaces and curves
« Reply #3 on: October 05, 2006 »
Are you going to make a 64kb Jim? :)
Shockwave ^ Codigos
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Offline Jim

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Re: Maths surfaces and curves
« Reply #4 on: October 05, 2006 »
As always I'm short of the imagination needed to make a great demo.  At the moment joining all the blobs together it looks like those molecule balls you had in chemistry class  :-\

Jim
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Offline relsoft

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Re: Maths surfaces and curves
« Reply #5 on: October 06, 2006 »
Rendering stereoscopic's not that hard.  It's just rendering the same view from two different cameras spaced eye-distance apart roughly where you expect the viewers head to be.  ie, your view system geometry has to match real life as much as possible.
Yes it would be very cool to do a demo like that :)

I love all this maths stuff.  I've been working on a 3d engine (OpenGL for rendering to save acres of code) that uses just 3d primitives to generate all the objects.  But it's still difficult making great models out of sticks, balls, cones, cubes and stretched/bent/combined versions of the above.

Jim


Try supershapes.( I made a morpher) ;*)

http://rel.betterwebber.com/junk.php?id=61
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