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Re: How to create a light source?


From: Juan Pablo Carbajal
Subject: Re: How to create a light source?
Date: Sun, 16 Oct 2016 21:27:58 +0200

On Sun, Oct 16, 2016 at 3:45 PM, Julien563 <address@hidden> wrote:
> The principle of simulation follows the "ray tracing".
> Steps are:
>  - Defining a two-dimensional matrix M1 which represents the background
> visible for the observer without intermediaries masses;
>  - Masses of deviant placed at a certain distance from the observer;
>  - From the observer, it is all the matrix cells (x, y)
> thereby define the angles in x and y;
> - Passing at the mass level, the angles are changed;
> - The radius derivative arrives at the plane of the matrix M1 to
> coordinates (x2, y2);
> - Are plotted at (x, y) of the M2 matrix that records what
> which is actually reached by the radius of the pixel matrix M1 (x2, y2);
>
>  and so on for all x, y coordinates of the starting template.
>
> See here, for much informations :
> http://www.epm6604b.be/lentille/lentille_theorie.html
>
>
>
>
>
> --
> View this message in context: 
> http://octave.1599824.n4.nabble.com/How-to-create-a-light-source-tp4680142p4680149.html
> Sent from the Octave - Maintainers mailing list archive at Nabble.com.
>
This sounds like a differential geometry problem. Eventually you will
need to write this as differential equations (I guess in the lines of
Frenet-Serret formulas) and the ode suit of solvers might help you.
Other than that, it is unlikely that people in this mailing list will
help you with the mathematical formulation of your problem, but who
knows...



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