
interesting, didnt know that about the GPU maths implementation.
For a phase-space view, couldn't you display the mag-field vector using RGB coloring of a point instead of drawing an XYZ pointing vector? You'd need a "color sphere" in the corner or something to give a reference on direction for a particular color, but it should be relatively intuitive once looked at (at least, it would be for me, so take that "intuitive" part with a decent dose of salthappyjack27 wrote:that would certainly be "neat", but it is much "simpler" to say than do. as for phase space projection, the easiest way would be separate x,y,and z components, but that probably wouldn't be very visually intuitive. so if i were to do that i'd lean towards the considerably more difficult vector approach. (though lines rather than arrows)rcain wrote: could magfields/Lorentz sufaces be neatly represented by simply swapping 'points' for coloured 'arrows' i wonder? else project it out as a new phase space?
Dont' forget to add Founder of Armadillo Aerospace, a major contestant in the recent X-Prize and Lunar-Lander Challenge events.rcain wrote:John D. Carmack of Doom and Quake fame - legendary indeed. MIP-Meister.
Many years since I went near assembly code - GPU's weren't invented. Interesting how Clifford Algebra's have come full circle, from what I understand they lie at the heart of most good GPU's now, with lots of fast lookup tables and are increasingly being taught to science undergrads as the paradigm of choice.
Surprised not to see more exotic hardware dedicated to it earlier really.
that's not the difficulty. drawing a line is easy enough. it's allocating the memory for the new vector space and getting it through the convoluted class heirarchy and then from cuda to opengl.krenshala wrote: For a phase-space view, couldn't you display the mag-field vector using RGB coloring of a point instead of drawing an XYZ pointing vector? You'd need a "color sphere" in the corner or something to give a reference on direction for a particular color, but it should be relatively intuitive once looked at (at least, it would be for me, so take that "intuitive" part with a decent dose of salt).
it has 2 misconnected coil segments (had a pair of x and y coords swapped) and one coil facing the wrong way. pretty, though:rjaypeters wrote:"Inverse" WB-6 AKA Octahedron 1m central radius:
Code: Select all
//Quick & Dirty hanelyp Octahedron
// coil perimeter = 7.412m
//+x, +y, +z coil - down
4
0.103, 0.103, 1.456, 1.030, 1.030, 0.146
1.030, 1.030, 0.146, 1.956, 1.956, 1.456
1.956, 1.956, 1.456, 1.030, 1.030, 2.766
1.030, 1.030, 2.766, 0.103, 0.103, 1.456
//+x, -y, +z coil - up
4
0.103, -0.103, 1.456, 1.030, -1.030, 2.766
1.030, -1.030, 2.766, 1.956, -1.956, 1.456
1.956, -1.956, 1.456, 1.030, -1.030, 0.146
1.030, -1.030, 0.146, 0.103, -0.103, 1.456
//+x coil - clockwise
4
1.133, -0.926, 0.0, 2.986, -0.926, 0.0
2.986, -0.926, 0.0, 2.986, 0.926, 0.0
2.986, 0.926, 0.0, 1.133, 0.927, 0.0
1.133, 0.927, 0.0, 1.133, -0.926, 0.0
//-y coil - counter-clockwise
4
-0.926, -1.133, 0.0, 0.927, -1.133, 0.0
0.927, -1.133, 0.0, 0.926, -2.986, 0.0
0.926, -2.986, 0.0, -0.926, -2.986, 0.0
-0.926, -2.986, 0.0, -0.926, -1.133, 0.0
//-x, -y, +z coil - down
4
-0.103, -0.103, 1.456, -1.030, -1.030, 0.146
-1.030, -1.030, 0.146, -1.956, -1.956, 1.456
-1.956, -1.956, 1.456, -1.030, -1.030, 2.766
-1.030, -1.030, 2.766, -0.103, -0.103, 1.456
//-x coil - clockwise
4
-1.133, -0.927, 0.0, -1.133, 0.926, 0.0
-1.133, 0.926, 0.0, -2.986, 0.926, 0.0
-2.986, 0.926, 0.0, -2.986, -0.926, 0.0
-2.986, -0.926, 0.0, -1.133, -0.927, 0.0
//-x, +y, +z coil - up
4
-0.103, 0.103, 1.456, -1.030, 1.030, 2.766
-1.030, 1.030, 2.766, -1.956, 1.956, 1.456
-1.956, 1.956, 1.456, -1.030, 1.030, 0.146
-1.030, 1.030, 0.146, -0.103, 0.103, 1.456
//+y coil - counter-clockwise
4
0.926, 1.133, 0.0, -0.926, 1.133, 0.0
-0.926, 1.133, 0.0, -0.926, 2.986, 0.0
-0.926, 2.986, 0.0, 0.926, 2.986, 0.0
0.926, 2.986, 0.0, 0.926, 1.133, 0.0
//+x, +y, -z coil - up
4
0.103, 0.103, -1.456, 1.030, 1.030, -0.146
1.030, 1.030, -0.146, 1.956, 1.956, -1.456
1.956, 1.956, -1.456, 1.030, 1.030, -2.766
1.030, 1.030, -2.766, 0.103, 0.103, -1.456
//+x, -y, -z coil - down
4
0.103, -0.103, -1.456, 1.030, -1.030, -2.766
1.030, -1.030, -2.766, 1.956, -1.956, -1.456
1.956, -1.956, -1.456, 1.030, -1.030, -0.146
1.030, -1.030, -0.146, 0.103, -0.103, -1.456
//-x, -y, -z coil - up
4
-0.103, -0.103, -1.456, -1.030, -1.030, -0.146
-1.030, -1.030, -0.146, -1.956, -1.956, -1.456
-1.956, -1.956, -1.456, -1.030, -1.030, -2.766
-1.030, -1.030, -2.766, -0.103, -0.103, -1.456
//-x, +y, -z coil - down
4
-0.103, 0.103, -1.456, -1.030, 1.030, -2.766
-1.030, 1.030, -2.766, -1.956, 1.956, -1.456
-1.956, 1.956, -1.456, -1.030, 1.030, -0.146
-1.030, 1.030, -0.146, -0.103, 0.103, -1.456