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Updated: 3 weeks 5 days ago

The Chinese remainder theorem

Tue, 01/24/2012 - 15:13
I hope to do a series covering some theory and implementation of the RSA algorithm in F# in the near future – and one of it’s main ingredients (for simplifying the hard calculations) is the Chinese remainder theorem – so … Continue reading →
Categories: News

toying with lazy sequences and the fixed-point combinator in F#

Thu, 12/15/2011 - 10:23
I recently watched this great cast from Graham Hutton on Channel 9: How to be more productive. Right at the beginning he shows us another application of the fixed-point combinator and this got me into the “Haskell/Lazy love”-mode again. So … Weiterlesen →
Categories: News

a generic polynomial type in F#

Tue, 12/13/2011 - 18:00
In this short article I want to show how to implement a simple polynomial type in F# over a generic field. For this I will use the technique introduced in this great article: Writing generic numeric code So you will … Weiterlesen →
Categories: News

FunTracer: Textures and Fog

Thu, 12/08/2011 - 18:00
In this post I will introduce the concept of textures (and apply it to our plane-primitive) and explain why I choose to add a fog effect. This is the texture we are going to tile to our “floor”: What is … Weiterlesen →
Categories: News

FunTracer: adding planes to the picture

Thu, 12/08/2011 - 10:00
Today we start adding another primitive to the scene – a plane. This is what we are looking for: and here is the code that will finally render this: But before going into the implementation of the Plane.Create method let’s … Weiterlesen →
Categories: News

FunTracer: reflection

Wed, 12/07/2011 - 11:00
It’s time for one of flagship-features of ray tracing: reflection. Indeed this will be rather easy (again) – we basically did have every thing we need already – all that is left is to introduce some recursion in the tracing … Weiterlesen →
Categories: News

FunTracer: specular lightning

Tue, 12/06/2011 - 18:00
This time we are going to add specular lightning – this will add “shiny”ness on objects. The basic idea is simple: we reflect the currently traced ray, at the hit-point (using the normal of the object at this point) and … Weiterlesen →
Categories: News

FunTracer: adding shadow

Tue, 12/06/2011 - 10:30
This time we will see how to add shadows to our scene. Imagine this scene: that is generated by this snippet: The basic idea is to only use a directional light (ambient will always be used) if there is no … Weiterlesen →
Categories: News

FunTracer: the first simple tracer

Mon, 12/05/2011 - 18:00
Finally we will produce some output. And after the work we did so far it will be rather easy. The last “hard” part will be the shading: First (very) simple shading The idea is very simple. A object will reflect … Weiterlesen →
Categories: News

FunTracer: hitting a sphere

Mon, 12/05/2011 - 10:30
In order to trace a ray we have to decide if a given ray hits a object in our scene. In this post I want to show you how to do this for the classic case of a sphere. Indeed … Weiterlesen →
Categories: News

FunTracer: Defining the ray and viewport

Mon, 12/05/2011 - 10:00
This time we will have a look at two types that will help us on your way. First I will show you how I implemented a ray-type for representing the most important aspect of ray-tracing itself and then I will … Weiterlesen →
Categories: News

FunTracer: Intro and let there be light

Fri, 12/02/2011 - 05:30
As I mentioned here I will write a series on Raytracing in F#. Borrowing the famous “fun in coding” theme I choose the name and did bring up a very simple one that will draw colored spheres with a simple … Weiterlesen →
Categories: News

Raytracing side note: “almost zero”

Thu, 12/01/2011 - 10:30
As we will use float-values to do our computations we might run into situations where we get into precision-troubles. It’s because of this problems that we have to consider values the same if they differ by a small amount instead … Weiterlesen →
Categories: News

Vector Fun: dot-product

Wed, 11/30/2011 - 09:12
Today I want to give some information on the dot-product and provide it’s implementation for out Vector-type in F# (this will be trivial). The dot-product will be very important for our Raytracer-project because of it’s many uses in analytic-geometry. You … Weiterlesen →
Categories: News

a simple vector-type in F#

Wed, 11/30/2011 - 06:48
As mentioned here I decided to create my own vector-implementation for 3D vectors. I will start with this here and continually extent this type and it’s helper modules as the need arises for our Raytracer. For now I just want … Weiterlesen →
Categories: News

Next: Raytracing in F#

Tue, 11/29/2011 - 23:42
I decided to do some writing on Raytracing using F# next. I always loved Raytracers (the very first I saw was written in QBasic and just showed a gray scale shaded ball in the center of the screen (maybe with … Weiterlesen →
Categories: News

Connect4 – designing a Silverlight ViewModel

Fri, 11/25/2011 - 05:11
Last time we discussed the implementation details on the Connect4 game in F#. Today I will show you how you can implement a MVVM ViewModel for Silverlight in F#. Ok I use no full-fledged MVVM framework (indeed in only implement … Weiterlesen →
Categories: News

Connect4 – implementing the representation and core mechanics in F#

Thu, 11/24/2011 - 07:47
In this part of the Connect4-series I want to show you my implementation of the game representation and mechanics. Of course we finally want to use the AlphaBeta-algorithm for it so keep this in mind. Representation of the game and … Weiterlesen →
Categories: News

extending Minimax with Alpha-Beta-pruning

Wed, 11/23/2011 - 05:02
Last time we discussed the Minimax-algorithm and I promised to extend it with Alpha-Beta-pruning. Today I want to fulfill this promise. But before starting for real I want to talk a bit of why you want to do this – … Weiterlesen →
Categories: News