Search Results

Search found 1110 results on 45 pages for 'linear interpolation'.

Page 10/45 | < Previous Page | 6 7 8 9 10 11 12 13 14 15 16 17  | Next Page >

  • Interpolating Large Datasets On the Fly

    - by Karl
    Interpolating Large Datasets I have a large data set of about 0.5million records representing the exchange rate between the USD / GBP over the course of a given day. I have an application that wants to be able to graph this data or maybe a subset. For obvious reasons I do not want to plot 0.5 million points on my graph. What I need is a smaller data set (100 points or so) which accurately (as possible) represents the given data. Does anyone know of any interesting and performant ways this data can be achieved? Cheers, Karl

    Read the article

  • Interpolating 2d data that is piecewise constant on faces

    - by celil
    I have an irregular mesh which is described by two variables - a faces array that stores the indices of the vertices that constitute each face, and a verts array that stores the coordinates of each vertex. I also have a function that is assumed to be piecewise constant over each face, and it is stored in the form of an array of values per face. I am looking for a way to construct a function f from this data. Something along the following lines: faces = [[0,1,2], [1,2,3], [2,3,4] ...] verts = [[0,0], [0,1], [1,0], [1,1],....] vals = [0.0, 1.0, 0.5, 3.0,....] f = interpolate(faces, verts, vals) f(0.2, 0.2) = 0.0 # point inside face [0,1,2] f(0.6, 0.6) = 1.0 # point inside face [1,2,3] The manual way of evaluating f(x,y) would be to find the corresponding face that the point x,y lies in, and return the value that is stored in that face. Is there a function that already implements this in scipy (or in matlab)?

    Read the article

  • Generate colors between red and green for a power meter?

    - by Simucal
    I'm writing a java game and I want to implement a power meter for how hard you are going to shoot something. I need to write a function that takes a int between 0 - 100, and based on how high that number is, it will return a color between Green (0 on the power scale) and Red (100 on the power scale). Similar to how volume controls work: What operation do I need to do on the Red, Green, and Blue components of a color to generate the colors between Green and Red? So, I could run say, getColor(80) and it will return an orangish color (its values in R, G, B) or getColor(10) which will return a more Green/Yellow rgb value. I know I need to increase components of the R, G, B values for a new color, but I don't know specifically what goes up or down as the colors shift from Green-Red. Progress: I ended up using HSV/HSB color space because I liked the gradiant better (no dark browns in the middle). The function I used was (in java): public Color getColor(double power) { double H = power * 0.4; // Hue (note 0.4 = Green, see huge chart below) double S = 0.9; // Saturation double B = 0.9; // Brightness return Color.getHSBColor((float)H, (float)S, (float)B); } Where "power" is a number between 0.0 and 1.0. 0.0 will return a bright red, 1.0 will return a bright green. Java Hue Chart: Thanks everyone for helping me with this!

    Read the article

  • How to get a flat, non-interpolated color when using vertex shaders.

    - by Brett
    Hi, Is there a way to achieve this? If I draw lines like this glShadeModel(GL_FLAT); glBegin(GL_LINES); glColor3f(1.0, 1.0, 0.0); glVertex3fv(bottomLeft); glVertex3fv(topRight); glColor3f(1.0, 0.0, 0.0); glVertex3fv(topRight); glVertex3fv(topLeft); . . (draw a square) . . glEnd(); I get the desired result (a different colour for each edge) but I want to be able to calculate the fragment values in a shader. If I do the same after setting up my shader program I always get interpolated colors between vertices. Is there a way around this? (would be even better if I could get the same results using quads) Thanks

    Read the article

  • How do I sum up weighted arrays in PHP?

    - by christian studer
    Hod do I multiply the values of a multi-dimensional array with weigths and sum up the results into a new array in PHP or in general? The boring way looks like this: $weights = array(0.25, 0.4, 0.2, 0.15); $values = array ( array(5,10,15), array(20,25,30), array(35,40,45), array(50,55,60) ); $result = array(); for($i = 0; $i < count($values[0]); ++$i) { $result[$i] = 0; foreach($weights as $index => $thisWeight) $result[$i] += $thisWeight * $values[$index][$i]; } Is there a more elegant solution?

    Read the article

  • How to make a simple grafical interface in C# for DCRAW

    - by Espinas.iss
    Hello, i have a problem. I need to make a simple GUI in Visual Studio 2008 using C Sharp that uses a Dave Coffins DCRAW written in C but I don't know how to "connect" dcraw.c (DCRAW source code) file with Csharp... UFRAW is the example of grafical interface that uses dcraw but I can't find it's source code. My application should be very simple: to recognize raw file on digital camera or any disc and uses one interpolatio algorithm on that raw file.

    Read the article

  • Fade a color to white (increasing brightness)

    - by Jon B
    I want to make a text box in .NET "glow" yellow, and then "fade" to white (basically, by incrementally increasing the brightness). I think Stackoverflow does this after you've posted an answer. I know that increasing brightness is not all that simple (it's not just uniformly increasing/decreasing RGB), but I'm not sure how to do this. Perfect color accuracy is not important for this. I am using C#, although VB examples would be just fine, too. Edit: This is for Winforms.

    Read the article

  • Interpolating 1D Gaussian into 2D Gaussian

    - by Drazick
    Let's say I have a 1D Gaussian function. Its length is 600 for that matter. I want to Interpolate it into 2D Gaussian of the size 600 X 600. This is the code I wrote (OTFx is the Gaussian Function, OTF - 2d Interpolated Function): [x, y] = meshgrid([-300:299], [-300:299]); r = sqrt((x .^ 2) + (y .^ 2)); OTF = interp1([-300:299], OTFx, r(:), 'spline'); OTF = reshape(OTF, [600, 600]); The problem is I get Overshoot at the end: How can I prevent it? Is there better Interpolating algorithm for Monotonic Descending Functions?

    Read the article

  • extracting a quadrilateral image to a rectangle

    - by Will
    In the image below, the sign on the side of the van is not face-on to the camera. I want to calculate, as best I can with the pixels I have, what it'd look like face on. I imagine that this is some kind of loop through the x and y axis doing a Bresenham's line on both dimensions at once with some kind of mixing when pixels in the source image overlap - some sub-pixel mixing of some sort? What approaches are there, and how do you mix the pixels? Is there a standard approach for this?

    Read the article

  • Color scaling function

    - by Tomas Pajonk
    I am trying to visualize some values on a form. They range from 0 to 200 and I would like the ones around 0 be green and turn bright red as they go to 200. Basically the function should return color based on the value inputted. Any ideas ?

    Read the article

  • How can I manually interpolate string escapes in a Perl string?

    - by Ryan Thompson
    In perl suppose I have a string like 'hello\tworld\n', and what I want is: 'hello world ' That is, "hello", then a literal tab character, then "world", then a literal newline. Or equivalently, "hello\tworld\n" (note the double quotes). In other words, is there a function for taking a string with escape sequences and returning an equivalent string with all the escape sequences interpolated?

    Read the article

  • Approaches for animating a C# property over time?

    - by Mario Fritsch
    I'm currently trying to animate a bunch of public properties on certain objects. Usually they are of type float or vectors of floats (the type is known at compile-time). I want to be able to: assign a static value to them (MyObject.Duration = 10f;) or assign a random value to them by specifying a minimum and maximum value and optionally also a weight (MyObject.Duration = new RandomFloat(5f, 20f, 2f);) or "bind" this property to the property of another object (think of a child object binding some of its properties to its parent object, like its color or size or sth.) or assign sort of a keyframe animation to them, specifying a variable number of keyframes with timecode and the property's value at that specific point in time as well as information about how to interpolate between these frames The keyframes should be able to accept random values for each frame, both for the time and the property's value. What would be a practical approach for this kind of system? Currently I'm thinking about polymorphism: implement a base class or interface with a public Value-property and/or GetValue(float time)-method and then creating different sub classes like StaticValue, RandomValue, BindingValue and AnimatedValue implementing this base class or interface. Doesn't seem very elegant, though, and the initialization of even simple objects becomes a bit tedious. Another idea would be to implement these properties just as regular floats or vectors and create special "Modifier"-types binding to these properties. To retrieve the "real" value of the property, I'd first call any Modifier bound to the property, which would in turn update the actual object's property for me to retrieve later on. That would most likely mean using reflection at some point, which could be quite bad for performance as I'll probably have thousands of properties to update dozens of times per second. Any suggestions on this? Being a novice I'm (hopefully) missing some far more elegant and/or practical solution than I'm already playing around with :( Edit: Probably should have mentioned this earlier, but WPF isn't an option - it's not available on all targetted platforms, so I can't rely on it. I'm aware of its powerful databinding and animation capabilities, but I need to roll my own (or find some other lightweight alternative meeting my needs).

    Read the article

  • C# and C++ Library

    - by Betamoo
    I was wondering if I can use a library -written in C++- in C# The problem is that library has its own structures and classes.. Will I be able to use it in C#? Thanks

    Read the article

  • Is there a Java data structure that is effectively an ArrayList with double indicies and built-in in

    - by Bob Cross
    I am looking for a pre-built Java data structure with the following characteristics: It should look something like an ArrayList but should allow indexing via double-precision rather than integers. Note that this means that it's likely that you'll see indicies that don't line up with the original data points (i.e., asking for the value that corresponds to key "1.5"). As a consequence, the value returned will likely be interpolated. For example, if the key is 1.5, the value returned could be the average of the value at key 1.0 and the value at key 2.0. The keys will be sorted but the values are not ensured to be monotonically increasing. In fact, there's no assurance that the first derivative of the values will be continuous (making it a poor fit for certain types of splines). Freely available code only, please. For clarity, I know how to write such a thing. In fact, we already have an implementation of this and some related data structures in legacy code that I want to replace due to some performance and coding issues. What I'm trying to avoid is spending a lot of time rolling my own solution when there might already be such a thing in the JDK, Apache Commons or another standard library. Frankly, that's exactly the approach that got this legacy code into the situation that it's in right now.... Is there such a thing out there in a freely available library?

    Read the article

  • HTML5 CSS3 layout not working

    - by John.Weland
    I have been asked by a local MMA (Mixed Martial Arts) School to help them develop a website. For the life of me I CANNOT get the layout to work correctly. When I get one section set where it should be another moves out of place! here is a pic of the layout: here The header should be a set height as should the footer the entire site at its widest point should be 1250px with the header/content area/footer and the like being 1240px the black in the picture is a scaling background to expand wider as larger resolution systems are viewing them. The full site should be a minimum-height of 100% but scale virtually as content in the target area deems necessary. My biggest issue currently is that my "sticky" footer doesn't stick once the content has stretched the content target area virtually. the Code is not pretty but here it is: HTML5 <!doctype html> <html> <head> <link rel="stylesheet" href="menu.css" type="text/css" media="screen"> <link rel="stylesheet" href="master.css" type="text/css" media="screen"> <meta charset="utf-8"> <title>Untitled Document</title> </head> <body bottommargin="0" leftmargin="0" rightmargin="0" topmargin="0"> <div id="wrap" class="wrap"><div id="logo" class="logo"><img src="images/comalogo.png" width="100" height="150"></div> <div id="header" class="header">College of Martial Arts</div> <div id="nav" class="nav"> <ul id="menu"><b> <li><a href="#">News</a></li> <li>·</li> <li><a href="#">About Us</a> <ul> <li><a href="#">The Instructors</a></li> <li><a href="#">Our Arts</a></li> </li> </ul> <li>·</li> <li><a href="#">Location</a></li> <li>·</li> <li><a href="#">Gallery</a></li> <li>·</li> <li><a href="#">MMA.tv</a></li> <li>·</li> <li><a href="#">Schedule</a></li> <li>·</li> <li><a href="#">Fight Gear</a></li></b> </div> <div id="social" class="social"> <a href="http://www.facebook.com/pages/Canyon-Lake-College-of-Martial-Arts/189432551104674"><img src="images/soc/facebook.png"></a> <a href="https://twitter.com/#!/CanyonLakeMMA"><img src="images/soc/twitter.png"></a> <a href="https://plus.google.com/108252414577423199314/"><img src="images/soc/google+.png"></a> <a href="http://youtube.com/user/clmmatv"><img src="images/soc/youtube.png"></a></div> <div id="mid" class="mid">test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br>test <br></div> <div id="footer" class="footer"> <div id="contact" style="left:0px;">tel: (830) 214-4591<br /> e: [email protected]<br /> add: 1273 FM 2673, Sattler, TX 78133<br /> </div> <div id="affiliates" style="right:0px;">Hwa Rang World Tang soo Do</div> <div id="copyright">Copyright © College of Martial Arts</div> </div> </body> </html> CSS3 -Dropdown Menu- @charset "utf-8"; /* CSS Document */ /* Main */ #menu { width: 100%; margin: 0; padding: 10px 0 0 0; list-style: none; background: #444; background: -moz-linear-gradient(#000, #333); background: -webkit-gradient(linear,left bottom,left top,color-stop(0, #444),color-stop(1, #000)); background: -webkit-linear-gradient(#000, #333); background: -o-linear-gradient(#000, #333); background: -ms-linear-gradient(#000, #333); background: linear-gradient(#000, #333); -moz-border-radius: 5px; border-radius: 5px; -moz-box-shadow: 0 2px 1px #9c9c9c; -webkit-box-shadow: 0 2px 1px #9c9c9c; box-shadow: 0 8px 8px #9c9c9c; /* outline:#000 solid thin; */ } #menu li { left:150px; float: left; padding: 0 0 10px 0; position:relative; color: #FC0; font-size:15px; font-family:'freshman' cursive; line-height:15px; } #menu a { float: left; height: 15px; line-height:15px; padding: 0 10px; color: #FC0; font-size:15px; text-decoration: none; text-shadow: 1 1px 0 #000; text-align:center; } #menu li:hover > a { color: #fafafa; } *html #menu li a:hover /* IE6 */ { color: #fafafa; } #menu li:hover > ul { display: block; } /* Sub-menu */ #menu ul { list-style: none; margin: 0; padding: 0; display: none; position: absolute; top: 25px; left: 0; z-index: 99999; background: #444; background: -moz-linear-gradient(#000, #333); background: -webkit-gradient(linear,left bottom,left top,color-stop(0, #111),color-stop(1, #444)); background: -webkit-linear-gradient(#000, #333); background: -o-linear-gradient(#000, #333); background: -ms-linear-gradient(#000, #333); background: linear-gradient(#000, #333); -moz-border-radius: 5px; border-radius: 5px; /* outline:#000 solid thin; */ } #menu ul li { left:0; -moz-box-shadow: none; -webkit-box-shadow: none; box-shadow: none; } #menu ul a { padding: 10px; height: auto; line-height: 1; display: block; white-space: nowrap; float: none; text-transform: none; } *html #menu ul a /* IE6 */ { height: 10px; width: 200px; } *:first-child+html #menu ul a /* IE7 */ { height: 10px; width: 200px; } /*#menu ul a:hover { background: #000; background: -moz-linear-gradient(#000, #333); background: -webkit-gradient(linear, left top, left bottom, from(#04acec), to(#0186ba)); background: -webkit-linear-gradient(#000, #333); background: -o-linear-gradient(#000, #333); background: -ms-linear-gradient(#000, #333); background: linear-gradient(#000, #333); }*/ /* Clear floated elements */ #menu:after { visibility: hidden; display: block; font-size: 0; content: " "; clear: both; height: 0; } * html #menu { zoom: 1; } /* IE6 */ *:first-child+html #menu { zoom: 1; } /* IE7 */ CSS3 -Master Style Sheet- @charset "utf-8"; /* CSS Document */ a:link {color:#FC0; text-decoration:none;} /* unvisited link */ a:visited {color:#FC0; text-decoration:none;} /* visited link */ a:hover {color:#FFF; text-decoration:none;} /* mouse over link */ a:active {color:#FC0; text-decoration:none;} /* selected link */ ul.a {list-style-type:none;} ul.b {list-style-type:inherit} html { } body { /*background-image:url(images/cagebg.jpg);*/ background-repeat:repeat; background-position:top; } div.wrap { margin: 0 auto; min-height: 100%; position: relative; width: 1250px; } div.logo{ top:25px; left:20px; position:absolute; float:top; height:150px; } /*Freshman FONT is on my computer needs to be uploaded to the webhost and rendered host side like a webfont*/ div.header{ background-color:#999; color:#FC0; margin-left:5px; height:80px; width:1240px; line-height:70px; font-family:'freshman' cursive; font-size:50px; text-shadow:8px 8px #9c9c9c; text-outline:1px 1px #000; text-align:center; background-color:#999; clear: both; } div.social{ height:50px; margin-left:5px; width:1240px; font-family:'freshman' cursive; font-size:50px; text-align:right; color:#000; background-color:#999; line-height:30px; box-sizing: border-box; ms-box-sizing: border-box; webkit-box-sizing: border-box; moz-box-sizing: border-box; padding-right:5px; } div.mid{ position:absolute; min-height:100%; margin-left:5px; width:1240px; font-family:'freshman' cursive; font-size:50px; text-align:center; color:#000; background-color:#999; } /*SIDE left and right should be 40px wide and a minimum height (100% the area from nav-footer) to fill between the NAV and the footer yet stretch as displayed content streatches the page longer (scrollable)*/ div #side.sright{ top:96px; right:0; position:absolute; float:right; height:100%; min-height:100%; width:40px; background-image:url(images/border.png); } /*Container should vary in height in acordance to content displayed*/ div #content.container{ } /*Footer should stick at ABSOLUTE BOTTOM of the page*/ div #footer{ font-family:'freshman' cursive; position:fixed; bottom:0; background-color:#000000; margin-left:5px; width:1240px; color:#FC0; clear: both; /*this clear property forces the .container to understand where the columns end and contain them*/ } /*HTML 5 support - Sets new HTML 5 tags to display:block so browsers know how to render the tags properly.*/ header, section, footer, aside, nav, article, figure { display: block; } Eventually once the layout is correct I have to use PHP to make calls for where data should be displayed from what database. If anyone can help me to fix this layout and clean up the crap code, I'd be much appreciated.. I've spent weeks trying to figure this out.

    Read the article

  • Linear Interpolation. How to implement this algorithm in C ? (Python version is given)

    - by psihodelia
    There exists one very good linear interpolation method. It performs linear interpolation requiring at most one multiply per output sample. I found its description in a third edition of Understanding DSP by Lyons. This method involves a special hold buffer. Given a number of samples to be inserted between any two input samples, it produces output points using linear interpolation. Here, I have rewritten this algorithm using Python: temp1, temp2 = 0, 0 iL = 1.0 / L for i in x: hold = [i-temp1] * L temp1 = i for j in hold: temp2 += j y.append(temp2 *iL) where x contains input samples, L is a number of points to be inserted, y will contain output samples. My question is how to implement such algorithm in ANSI C in a most effective way, e.g. is it possible to avoid the second loop? NOTE: presented Python code is just to understand how this algorithm works. UPDATE: here is an example how it works in Python: x=[] y=[] hold=[] num_points=20 points_inbetween = 2 temp1,temp2=0,0 for i in range(num_points): x.append( sin(i*2.0*pi * 0.1) ) L = points_inbetween iL = 1.0/L for i in x: hold = [i-temp1] * L temp1 = i for j in hold: temp2 += j y.append(temp2 * iL) Let's say x=[.... 10, 20, 30 ....]. Then, if L=1, it will produce [... 10, 15, 20, 25, 30 ...]

    Read the article

  • Examples of 2D side-scrollers that achieve open non-linear feel?

    - by Milosz Falinski
    I'm working on a 2.5D platformer prototype that aims for an open feel while maintaining familiar core mechanics. Now, there's some obvious challenges with creating a non constricted feel in a spatially constricted environment. What I'm interested in, is examples of how game designers deal with the "here's a level, beat the bad guys/puzzles to get to the next level" design that seems so natural to most platformers (eg. Mario/Braid/Pid/Meat Boy to name a few). Some ideas for achieving openness I've come across include: One obvious successful example is Terraria, which achieves openness simply through complexity and flexibility of the game-system Another example that comes to mind is Cave Story. Game is non-linear, offers multiple choices and side-stories Mario, Rayman and some other 'classics' with a top-down level selection. I actually really dislike this as it never did anything for me emotionally and just seems like a bit of a lazy way to do things. Note: I've not actually had much experience with most of the 'classical' console platformers, apart from the obvious Marios/Zeldas/Metroids, since I've grown up on adventure games. By that I mean, it's entirely possible that I simply missed some games that solve the problem really well and are by some considered obvious 'classics'.

    Read the article

  • ILOG CPLEX: how to populate IloLPMatrix while using addGe to set up the model?

    - by downer
    I have a queatoin about IloLPMatrix and addGe. I was trying to follow the example of AdMIPex5.java to generate user defined cutting planes based on the solution to the LP relaxation. The difference is that eh initial MIP model is not read in from a mps file, but set up in the code using methods like addGe, addLe etc. I think this is why I ran into problems while copying the exampe to do the following. IloLPMatrix lp = (IloLPMatrix)cplex.LPMatrixIterator().next(); lp from the above line turns to be NULL. I am wondering 1. What is the relationship between IloLPMatrix and the addLe, addGe commands? I tried to addLPMatrix() to the model, and then used model.addGe methods. but the LPMatrix seems to be empty still. How do I populate the IloLPMatrix of the moel according to the value that I had set up using addGe and addLe. Is the a method to this easily, or do I have to set them up row by row myself? I was doing this to get the number of variables and their values by doing lp.getNumVars(). Is there other methods that I can use to get the number of variables and their values wihout doing these, since my system is set up by addLe, addGe etc? Thanks a lot for your help on this.

    Read the article

  • Efficient 4x4 matrix inverse (affine transform)

    - by Budric
    Hi, I was hoping someone can point out an efficient formula for 4x4 affine matrix transform. Currently my code uses cofactor expansion and it allocates a temporary array for each cofactor. It's easy to read, but it's slower than it should be. Note, this isn't homework and I know how to work it out manually using 4x4 co-factor expansion, it's just a pain and not really an interesting problem for me. Also I've googled and came up with a few sites that give you the formula already (http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm). However this one could probably be optimized further by pre-computing some of the products. I'm sure someone came up with the "best" formula for this at one point or another? Thanks.

    Read the article

  • Android VideoView LinearLayout.LayoutParams

    - by Chris
    I am playing a video using VideoView in my app. When I play it on Droid with linearlayout params FILL_PARENT, FILL_PARENT, it plays well. The same params do not work well for a myTouch. What params can I use that will work well with most devices? Thanks Chris

    Read the article

  • This is more a matlab/math brain teaser than a question

    - by gd047
    Here is the setup. No assumptions for the values I am using. n=2; % dimension of vectors x and (square) matrix P r=2; % number of x vectors and P matrices x1 = [3;5] x2 = [9;6] x = cat(2,x1,x2) P1 = [6,11;15,-1] P2 = [2,21;-2,3] P(:,1)=P1(:) P(:,2)=P2(:) modePr = [-.4;16] TransPr=[5.9,0.1;20.2,-4.8] pred_modePr = TransPr'*modePr MixPr = TransPr.*(modePr*(pred_modePr.^(-1))') x0 = x*MixPr Then it was time to apply the following formula to get myP , where µij is MixPr. I used this code to get it: myP=zeros(n*n,r); Ptables(:,:,1)=P1; Ptables(:,:,2)=P2; for j=1:r for i = 1:r; temp = MixPr(i,j)*(Ptables(:,:,i) + ... (x(:,i)-x0(:,j))*(x(:,i)-x0(:,j))'); myP(:,j)= myP(:,j) + temp(:); end end Some brilliant guy proposed this formula as another way to produce myP for j=1:r xk1=x(:,j); PP=xk1*xk1'; PP0(:,j)=PP(:); xk1=x0(:,j); PP=xk1*xk1'; PP1(:,j)=PP(:); end myP = (P+PP0)*MixPr-PP1 I tried to formulate the equality between the two methods and seems to be this one. To make things easier, I ignored from both methods the summation of matrix P. where the first part denotes the formula that I used, while the second comes from his code snippet. Do you think this is an obvious equality? If yes, ignore all the above and just try to explain why. I could only start from the LHS, and after some algebra I think I proved it equals to the RHS. However I can't see how did he (or she) think of it in the first place.

    Read the article

  • Metric 3d reconstruction

    - by srand
    I'm trying to reconstruct 3D points from 2D image correspondences. My camera is calibrated. The test images are of a checkered cube and correspondences are hand picked. Radial distortion is removed. After triangulation the construction seems to be wrong however. The X and Y values seem to be correct, but the Z values are about the same and do not differentiate along the cube. The 3D points look like as if the points were flattened along the Z-axis. What is going wrong in the Z values? Do the points need to be normalized or changed from image coordinates at any point, say before the fundamental matrix is computed? (If this is too vague I can explain my general process or elaborate on parts)

    Read the article

  • Best open source Mixed Integer Optimization Solver

    - by Mark
    I am using CPLEX for solving huge optimization models (more than 100k variables) now I'd like to see if I can find an open source alternative, I solve mixed integer problems (MILP) and CPLEX works great but it is very expensive if we want to scale so I really need to find an alternative or start writing our own ad-hoc optimization library (which will be painful) Any suggestion/insight would be much appreciated

    Read the article

  • Rotation Matrix calculates by column not by row

    - by pinnacler
    I have a class called forest and a property called fixedPositions that stores 100 points (x,y) and they are stored 250x2 (rows x columns) in MatLab. When I select 'fixedPositions', I can click scatter and it will plot the points. Now, I want to rotate the plotted points and I have a rotation matrix that will allow me to do that. The below code should work: theta = obj.heading * pi/180; apparent = [cos(theta) -sin(theta) ; sin(theta) cos(theta)] * obj.fixedPositions; But it wont. I get this error. ??? Error using == mtimes Inner matrix dimensions must agree. Error in == landmarkslandmarks.get.apparentPositions at 22 apparent = [cos(theta) -sin(theta) ; sin(theta) cos(theta)] * obj.fixedPositions; When I alter forest.fixedPositions to store the variables 2x250 instead of 250x2, the above code will work, but it wont plot. I'm going to be plotting fixedPositions constantly in a simulation, so I'd prefer to leave it as it, and make the rotation work instead. Any ideas? Also, fixed positions, is the position of the xy points as if you were looking straight ahead. i.e. heading = 0. heading is set to 45, meaning I want to rotate points clockwise 45 degrees. Here is my code: classdef landmarks properties fixedPositions %# positions in a fixed coordinate system. [x, y] heading = 45; %# direction in which the robot is facing end properties (Dependent) apparentPositions end methods function obj = landmarks(numberOfTrees) %# randomly generates numberOfTrees amount of x,y coordinates and set %the array or matrix (not sure which) to fixedPositions obj.fixedPositions = 100 * rand([numberOfTrees,2]) .* sign(rand([numberOfTrees,2]) - 0.5); end function obj = set.apparentPositions(obj,~) theta = obj.heading * pi/180; [cos(theta) -sin(theta) ; sin(theta) cos(theta)] * obj.fixedPositions; end function apparent = get.apparentPositions(obj) %# rotate obj.positions using obj.facing to generate the output theta = obj.heading * pi/180; apparent = [cos(theta) -sin(theta) ; sin(theta) cos(theta)] * obj.fixedPositions; end end end P.S. If you change one line to this: obj.fixedPositions = 100 * rand([2,numberOfTrees]) .* sign(rand([2,numberOfTrees]) - 0.5); Everything will work fine... it just wont plot.

    Read the article

< Previous Page | 6 7 8 9 10 11 12 13 14 15 16 17  | Next Page >