- logarithmic spiral
- The Spiral TrackBar Control
- Golden spiral
- Logarithmic spiral
- Geometric progression
- Scientific charting control
- An MFC Chart Control with Enhanced User Interface
- High-speed Charting Control
- Dancing with Spirals
- Fast stepwise rotation
- Perspective Projection of a Rectangle (Homography)
- Learning Basic Math Used In 3D Graphics Engines
This is a paragraph.
A track bar control which displays the track line as a spiral In this article, you will learn about the SpiralTrackBar class. This class is a replacement for the .NET 2.0 TrackBar control, which displays the track line as a spiral..
This is a paragraph.
A logarithmic spiral, equiangular spiral, or growth spiral is a self-similar spiral curve that often appears in nature. The first to describe a logarithmic spiral was Albrecht Dürer (1525) who called it an "eternal line" ("ewige lini").[1] More than a century later, the curve was discussed by Descartes (1638), and later extensively investigated by Jacob Bernoulli, who called it Spira mirabilis, "the marvelous spiral".
The logarithmic spiral can be distinguished from the Archimedean spiral by the fact that the distances between the turnings of a logarithmic spiral increase in geometric progression, while in an Archimedean spiral these distances are constant..
In mathematics, a geometric progression, also known as a geometric sequence, is a sequence of non-zero numbers where each term after the first is found by multiplying the previous one by a fixed, non-zero number called the common ratio. For example, the sequence 2, 6, 18, 54, ... is a geometric progression with common ratio 3. Similarly 10, 5, 2.5, 1.25, ... is a geometric sequence with common ratio 1/2..
Multi-purpose scientific charting control..
An MFC linear chart control with enhanced appearance..
A flexible charting control to display 2D data.
many good formula to reference...
Understanding and using technique of generating and plotting spirals in plain JavaScript. Offering web-pages demonstrating different kind of spirals.
We study the problem of computing R cos(a + k b) and R sin(a + k b) for increasing k
Short study of the perspective projection of a rectangle in space; homography opposed to bilinear transform.
Math explanation and game engine coding. This article will help you to understand the 3D math used in 3D engines, by removing the GPU layer abstraction and using only the CPU. And to make a 3D engine based on voxels. This article was possible with my wish to see a game with texture and object built only with voxel.
This is a paragraph.
This is a paragraph.
This is a paragraph.
This is a paragraph.
This is a paragraph.
This is a paragraph.
This is a paragraph.
This is a paragraph.
No comments:
Post a Comment