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elengyel

HN member
Joined
Sat, Jan 25, 2020, 2:50 AM UTC
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271
Public activity
19 items

About elengyel

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Recent public activity

  1. comment
    Comment #47435157

    > All modern vector renderers I know of avoid triangle rasterization entirely. Well, now you know of a modern renderer that does use triangle rasterization. The reason is simple --…

  2. comment
    Comment #47435117

    You don't seem to have grokked the main feature that makes Slug interesting. The algorithm handles every single possible case uniformly through the use of a very fast classificatio…

  3. comment
    Comment #47430568

    Thanks -- nice to hear from you!

  4. comment
    Comment #47430543

    The Slug Library can convert each cubic curve into a small set of quadratic curves that approximate extremely well.

  5. comment
    Comment #47421912

    Vello is intended more for general vector graphics and would probably perform better with pictures containing lots of large paths. Slug is designed specifically for rendering glyph…

  6. comment
    Comment #47420850

    Glyph complexity has no effect on the calculations done in the pixel shader and does not change how glyphs are preprocessed. There are no edge cases. If you'd like to see some ridi…

  7. comment
    Comment #47420274

    The plaque was a personal order from one of the many companies that make them. What you actually get from the USPTO looks like this: https://x.com/EricLengyel/status/11599170923316…

  8. comment
    Comment #47418927

    I took care of the whole thing myself without lawyers, so I ended up paying something like $950 in various filing fees.

  9. comment
    Comment #44084396

    I don't think you're missing anything. One of the goals of this article is to demonstrate how geometric algebra is really just another part of exterior algebra anyway. However, per…

  10. comment
    Comment #41374704

    My position is that the geometric product and antiproduct are good for one thing, performing transformations with sandwich products q ⟑ p ⟑ q̃ or q ⟇ p ⟇ q̰ and composing those tra…

  11. comment
    Comment #41374658

    Hi Alex -- In PGA, every operation comes in pairs. There are two exterior products, two inner products, and two geometric products (and the list goes on). If points are represented…

  12. comment
    Comment #41374480

    I think Macdonald's book is very concise and clean compared to others, but it does have some of the same issues that I wrote about in my post. In particular, Definition 6.15 gives …

  13. comment
    Comment #41374410

    Unfortunately, the Lundholm and Svensson text you've cited suffers from the same problems I wrote about in my post. Definition 2.7 connects the interior products to the scalar prod…

  14. comment
    Comment #27033018

    I don't remember the exact details, but I did try the G command, and it didn't work out. The problem was something like the program had nowhere to return to, so just ending with RT…

  15. comment
    Comment #27031709

    I'd very much like to revive my old code (which I still have) at some point and see how well it runs on modern computers. My guess is that a typical 64-bit ~3 GHz quad-core machine…

  16. comment
    Comment #27031653

    I'd like to clarify that my code was running only on machines that were otherwise idle. Not many people were in the lab late in the evenings. MPQS processing nodes could be added a…

  17. comment
    Comment #22156436

    Right, the post was not intended to be any kind of introduction or tutorial, but rather more of an announcement to those already familiar with the subject that there exists another…

  18. comment
    Comment #22144326

    Doing rotations about arbitrary points in geometric algebra requires the use of dual quaternions, but I agree that virtually every presentation of that material is awful. I'm tryin…

  19. comment
    Comment #22144323

    I think you might like Foundations of Game Engine Development, Volume 1. ( http://foundationsofgameenginedev.com/ ) It focuses on practical uses of Grassmann algebra and doesn't av…