Computational Geometry

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Computational Geometry」(2010/04/06 (火) 21:47:45) の最新版変更点

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#contents *Triagnle **Area(2D) **Area(3D) **Circumscribed Circle **Inscribed Circle **Equilateral triangle *Tetrahedra **Volume $$ V = 1/6 \begin {vmatrix} a_x & a_y & a_z & 1 \\ b_x & b_y & b_z & 1 \\ c_x & c_y & c_z & 1 \\ d_x & d_y & d_z & 1 \end{vmatrix} $$ The volume is positive if points a,b,c are ordered as counterclockwise when viewed from the point d, and negative if they are ordered as clcockwise. **Circumscribed Sphere **Inscribed Sphere **Equilateral Tetrahedra *Transform **Translate x2 = x1 + tx y2 = y1 + ty z2 = z1 + tz **Scale x2 = x1 * sx y2 = y1 * sy z2 = z1 * sx **Rotate(2D) x2 = x1 * cos(v) - y1 * sin(v) y2 = x1 * sin(v) + y1 * cos(v) **Rotate(3D)
#contents *Nearest Neighbor Search (最近傍点探索) - Locality Sensitive Hashing (LSH) -- P. Indyk and R. Motwani (1998) "Approximate Nearest Neighbors: Towards Removing the Curse of Dimensionality,” In Proceedings of the 30th ACM Symposium on Theory of Computing (STOC’98), pp.604-613. *Triagnle **Area(2D) **Area(3D) **Circumscribed Circle **Inscribed Circle **Equilateral triangle *Tetrahedra **Volume $$ V = 1/6 \begin {vmatrix} a_x & a_y & a_z & 1 \\ b_x & b_y & b_z & 1 \\ c_x & c_y & c_z & 1 \\ d_x & d_y & d_z & 1 \end{vmatrix} $$ The volume is positive if points a,b,c are ordered as counterclockwise when viewed from the point d, and negative if they are ordered as clcockwise. **Circumscribed Sphere **Inscribed Sphere **Equilateral Tetrahedra *Transform **Translate x2 = x1 + tx y2 = y1 + ty z2 = z1 + tz **Scale x2 = x1 * sx y2 = y1 * sy z2 = z1 * sx **Rotate(2D) x2 = x1 * cos(v) - y1 * sin(v) y2 = x1 * sin(v) + y1 * cos(v) **Rotate(3D)

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