Blog articles tagged 'math coding'

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on 2/28/2012 7:47 AM
In math we use the remainder for modular-arithmetic. That is given two numbers and we already saw that we can express as where is in the range – and we call this the remainder of dividing by , so for … Continue reading →
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on 2/11/2012 7:19 AM
The Problem: Not long I was asked for advice, because a problem-type in elementary math (indeed from a first-grader) proved to be quite a challenge for my nephew and I was if I had some quick tips. The problem is … Continue reading →
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on 1/24/2012 1:13 PM
I hope to do a series covering some theory and implementation of the RSA algorithm in F# in the near future – and one of it’s main ingredients (for simplifying the hard calculations) is the Chinese remainder theorem – so … Continue reading →
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on 12/13/2011 4:00 PM
In this short article I want to show how to implement a simple polynomial type in F# over a generic field. For this I will use the technique introduced in this great article: Writing generic numeric code So you will … Weiterlesen →
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on 12/8/2011 8:00 AM
Today we start adding another primitive to the scene – a plane. This is what we are looking for: and here is the code that will finally render this: But before going into the implementation of the Plane.Create method let’s … Weiterlesen →
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on 12/7/2011 9:00 AM
It’s time for one of flagship-features of ray tracing: reflection. Indeed this will be rather easy (again) – we basically did have every thing we need already – all that is left is to introduce some recursion in the tracing … Weiterlesen →
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on 12/6/2011 4:00 PM
This time we are going to add specular lightning – this will add “shiny”ness on objects. The basic idea is simple: we reflect the currently traced ray, at the hit-point (using the normal of the object at this point) and … Weiterlesen →
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on 12/6/2011 8:30 AM
This time we will see how to add shadows to our scene. Imagine this scene: that is generated by this snippet: The basic idea is to only use a directional light (ambient will always be used) if there is no … Weiterlesen →
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on 12/5/2011 4:00 PM
Finally we will produce some output. And after the work we did so far it will be rather easy. The last “hard” part will be the shading: First (very) simple shading The idea is very simple. A object will reflect … Weiterlesen →
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on 12/5/2011 8:30 AM
In order to trace a ray we have to decide if a given ray hits a object in our scene. In this post I want to show you how to do this for the classic case of a sphere. Indeed … Weiterlesen →
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