While simple approximations to the bbox are trivial (such as computing the bounding box of their control points), in this article we deduce the exact bounding box analytically.
This book explains the algorithms behind those collisions using basic shapes like circles, rectangles, and lines so you can implement them into your own projects.
A pair of mathematicians has built on an obscure, 30-year-old mathematical theory to show that soap-filmlike minimal surfaces appear abundantly in a wide range
GPUs are designed to do many things well, but drawing transparent 3D objects is not one of them. Opacity doesn't commute so that the order in which you draw surfaces makes a big difference. Of course simple additive blending does commute, but it's not really what we think of as "transparent objects". The simplest way to draw transparent objects is from back to front via the painter's algorithm. In this approach we sort geometry and draw only from back to front. This requires sorting triangles, which, in add
John D. Cook, Greg Egan, Dan Piponi and I had a fun mathematical adventure on Twitter. It started when John Cook wrote a program to compute the probability distribution of distances $latex |xy - yx|$ where $latex x$ and $latex y$ were two randomly chosen unit quaternions: • John D. Cook, How far is xy…