Simon Bridge said:
You can use the "report" button and ask a moderator to delete it.
Thanks, my level of frustration was much higher at the time but I'm sure this information will come in handy eventually.
Simon Bridge said:
... it is probably more to do with the proper terminology.
By definition, the word "reflection" refers to an operation involving a surface - like with a mirror: "angle of incidence equals angle of reflection" and all that. This does not make sense for a point since there is no unique solution for the angles.
This is the only disadvantage of being self-taught, I absorb concepts much quicker than terminology and can model those concepts in computer simulations without ever knowing the proper terminology, but simply having a symbolic understanding of the concepts.
Simon Bridge said:
Perhaps if you drew a diagram of what you want to achieve?
This will never happen. It took me almost a week to draw a single 9 dimensional graph, drawing n dimensional graphs, excluding possibly Einstein's style of graphs, would be nearly impossible. It is my understanding now that higher order tensors provide the level of computation I'm trying to achieve but I have a ways to go before I can work with tensors with orders > 2.
Simon Bridge said:
It sounds very much like you are overcomplicating things.
Yes I have, but it seems I'm in the right direction by using hyperbolic functions as they're a common tool in modern physics.
Simon Bridge said:
It is not clear what this means.
In this context, a "surface" would usually be the same sort of thing as a "face"... which you don't want to use.
A face in computer rendering is typically defines as a filled triangle. I intend to define the surface by functions.
Simon Bridge said:
"n dimensional sphere of various frequencies" again, does not mean anything.
Yes it does, and I can even give you the formula for an n-dimensional sphere.
radius = sqrt(x_1^2 + x_2^2 ... x_n^2)
Taking a small symbolic leap I can apply this as a Fourier series and you can see how I can define a n dimensional sphere of various frequencies. I'm not exactly sure what form the end product would be, but I suspect it will be a matrix of the Fourier series multiplied by (sqrt(x_1^2 + x_2^2 ... x_n^2) x I) where I is the identity matrix. This is good for my light sources and for my objects I somehow need to expand on this with a reflection function for some frequencies, and an absorption function for others. There is also a transformation of this key reflection algorithm in such a way that the reflection is relative to the surface of this n dimensional sphere. It is obvious I don't know the full solution, but I have a general idea of the direction I'm headed. Not everything in this virtual world is going to be spheres but that may be a good place to start since the formulas are fairly simple to get to n dimensions.
Simon Bridge said:
I can see that you have a feeling for the kind of thing you want to achieve, but you don't seem to have the right words to describe it.
Since you say you have a background in algebra etc, perhaps it will be helpful to describe what you want to do in standard maths terms?
I've been down that road before, nearly 20 years ago. I'd have better luck using a permutation of all mathematical functions than trying to use standard mathematics to achieve my goals. Nothing short of linear algebra can achieve what I'm trying to achieve.
Simon Bridge said:
i.e. an object would normally be located by a position vector p (and described by geometry terms.)
If we define a plane with normal vector n that passes through the origin, then the reflection of p in the plane, at the origin, is easy to describe. Similarly the image of the object would be straight-forward to find and describe.
This is somewhat close to what I'm trying to describe and in this case a graph could more easily show it as the graph would have lines follow y= mx +b for all cases where |b| < 1 in the two dimensional case. Moving from two dimensions to three dimensions to n dimensions is something I still need a great deal of work on.
Simon Bridge said:
You appear to have set yourself a very big subject. i.e.
Surfaces of the object would need to be represented by reflection, absorption, and scattering functions of wavelength (color). Not all reflections are like mirror reflections - surfaces can be dull, they may reflect only a few wavelengths etc. Currently surface properties are handled by "textures". And that's just in 3D ... you wanted n-dimensions.
I think it is very important to get the language down if you hope to communicate your ideas to others.
Good luck.
I have always been in the habit of biting off more than I can chew, and this case is no different. Achieving the primary objective would be nice, but the massive amounts of information I learn by the process is what I'm really after. You have contributed a great deal to this process, while you didn't reduce the entire problem to a grand-unified theory, you have pointed out a key issue that I need to learn how to communicate mathematical ideas using "normal" language. Something that will take me a great deal of learning since I think symbolically, and not the nice orderly symbols you see in your typical math-books. Closer to Einstein's formula's where anything I perceive as being implied is simply excluded from the model, but unlike Einstein I don't have a set system. Modern computer languages are perfectly suited for executing symbolic ideas so I rarely run into the need to communicate those ideas to others.
As for your comment "Not all reflections are like mirror reflections - surfaces can be dull, they may reflect only a few wavelengths etc". I'm fully aware there is a large number of things that can be done to light that would be difficult to model, but solid colors is my first step, which is simply reflection of some wavelengths and absorption of others. I will be ecstatic if I can even achieve this part of the problem.