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The Deceptively Asymmetric Unit Sphere

tangramvision.com

1–10 of 32 posts

Re: The Deceptively Asymmetric Unit Sphere

#2
Very nice "visual" introduction a topic that's usually treated very abstractly in math textbooks! If you'd like more of such a visual perspective on differential geometry, I recommend Tristan Needham's book [1].

[1]: https://press.princeton.edu/books/paperback/9780691203706/vi...

Re: The Deceptively Asymmetric Unit Sphere

#3
post #2

Very nice "visual" introduction a topic that's usually treated very abstractly in math textbooks! If you'd like more of such a visual perspective on differential geometry, I recommend Tristan Needham's book [1]. [1]: https://press.princeton.edu/books/paperback/9780691203706/vi...

Can this playlist based on the book be a good substitute for the book?

https://www.youtube.com/watch?v=mKtctCyd0rs&list=PLWEiAJhCw-...

Re: The Deceptively Asymmetric Unit Sphere

#5
Another awesome mathematics article that loses me about 10-15% of the way in do to my own technical limitations. Any tips from HN on how to improve my ability to get thru, say, 45-50% of these types of articles?? Generally speaking, not specific to the math in OP article

Re: The Deceptively Asymmetric Unit Sphere

#6
post #2

Very nice "visual" introduction a topic that's usually treated very abstractly in math textbooks! If you'd like more of such a visual perspective on differential geometry, I recommend Tristan Needham's book [1]. [1]: https://press.princeton.edu/books/paperback/9780691203706/vi...

Ooh thanks, looks really nice!

Re: The Deceptively Asymmetric Unit Sphere

#7
post #4

No mention of quaternions and SLERP?

Hey, I'm the author of this post.

Quaternions and SLERP are absolutely a fundamental part of 3D vision (and game development too). However, I wanted to focus this post mainly on the question "why is optimizing on the unit sphere difficult?" As the post stands, it's already quite verbose.

Maybe I'll find some time to do a deep dive on common Lie Groups used in computer vision e.g. SO(3), SE(3) and Sim(3) and also the common representations used for those groups.

Re: The Deceptively Asymmetric Unit Sphere

#8
post #4

No mention of quaternions and SLERP?

Hey, I'm the author of this post. Quaternions and SLERP are absolutely a fundamental part of 3D vision (and game development too). However, I wanted to focus this post mainly on the question "why is optimizing on the unit sphere difficult?" As the post stands, it's already quite verbose. Maybe I'll find some time to do a deep dive on common Lie Groups used in computer vision e.g. SO(3), SE(3) and Sim(3) and also the…

> Maybe I'll find some time to do a deep dive on common Lie Groups used in computer vision e.g. SO(3), SE(3) and Sim(3) and also the common representations used for those groups.

+1

Also, great article!

Re: The Deceptively Asymmetric Unit Sphere

#9
post #5

Another awesome mathematics article that loses me about 10-15% of the way in do to my own technical limitations. Any tips from HN on how to improve my ability to get thru, say, 45-50% of these types of articles?? Generally speaking, not specific to the math in OP article

To be clear I am not being sarcastic in saying this but the only method I’ve found to work with any consistency is: Try, try again.

Re: The Deceptively Asymmetric Unit Sphere

#10
post #5

Another awesome mathematics article that loses me about 10-15% of the way in do to my own technical limitations. Any tips from HN on how to improve my ability to get thru, say, 45-50% of these types of articles?? Generally speaking, not specific to the math in OP article

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