Re: [Algorithms] decompose onto non-orthogonal vectors
Brought to you by:
vexxed72
From: Pierre T. <p.t...@wa...> - 2000-07-15 12:28:36
|
b / v/----p / / / / / / c ---------a u - Add a point c to form a triangle abc. - Now you can use the standard raytracing code which computes (u,v) = ray-triangle impact (texture) coordinates, then check if 0<u<1, 0<v<1 and 0<u+v<1 to keep or discard the impact. The underlying method is the same as the one already suggested (expressing p in the abc basis). But in the raytracing field you'll find less formal and more pragmatic/optimized-to-death answers/code. /* Pierre Terdiman * Home: p.t...@wa... Software engineer * Zappy's Lair: www.codercorner.com */ ----- Original Message ----- From: Discoe, Ben <ben...@in...> To: <gda...@li...> Sent: Saturday, July 15, 2000 4:08 AM Subject: [Algorithms] decompose onto non-orthogonal vectors > > I thought it would be a simple problem, but all usual sources failed to > answer, so perhaps it will be obvious to someone on this list. > > Given a point p and two unit vectors a and b like this: > > > how to you get scalars (u,v) such that u*a + v*b = p? > Ie. decompose p onto a and b. > > I promise i consulted an academic, a linear algebra textbook and the WWW > (all failed) before resorting the list :) > > Thanks, > Ben > http://vterrain.org/ > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |