「Computational Geometry」の編集履歴(バックアップ)一覧はこちら
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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)