Outside of class, I've been working on a quadrillateral-based 3D engine. To map the textures I am using affine transformations, a very low-cost method of perspective transformation. The reason this is not used normally is that it isn't entirely accurate and thus must be modified, but this required more processing power. The affine transform is more acceptable on quadrilaterals, thus why I decided to make a quadrilateral-limited engine. A while back I derived a series of equations to run this off of, using perspective matrices. However, I've been experiencing some weird image warping with this, so I need to re-derive the equations. Going off on a bit of a tangent, but learning about the actual application of matrices in computer science has shown me something about how idiotic it is to solve matrices by hand, as taught in algebra 2.
I've also been studying for UIL on my own time... when I read a question which required you to figure out the sorting algorithm a program was using based on the time it took to execute it hit me just how much there was study. Big O notation and sorting algorithms in general seem to be a huge part of the higher up UIL exams, so I'm putting a large portion of the time I spend studying into studying these.
I've also been studying for UIL on my own time... when I read a question which required you to figure out the sorting algorithm a program was using based on the time it took to execute it hit me just how much there was study. Big O notation and sorting algorithms in general seem to be a huge part of the higher up UIL exams, so I'm putting a large portion of the time I spend studying into studying these.
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