**comp.graphics.algorithms**

## Subject: **Re: Algorithm of SUDOKU**

It's not quite simple as it seems to be

(I can find an unresolvable desk,

when it is a correct desk with determination of columns, rows, and cube,

but none-correct desk at all)

- see attachment, (if any), at the circle square - you cannot put the no. 2,

althogth this is a correct sudoku desk, and there are a lot of other

situations ...)

I found a good way (not the best) :

When having a proper Sudoko desk,

I only swap two columns, that are at the same 3 squares.

i.e.

suppose sudoku has 9 columns : columns 1 to 9.

I can swap the columns : 4 and 6 (not 6 and 9).

also I can choose rows at the same manner.

This is not the best way, but it is a good and very simple algorithm.

Is it any genuine algorithm for building a sudoku ?

Thanks :)

begin 666 sudoku.jpg

M_]C_X `02D9)1@`!`0$`8 !@``#_VP!#``@&!@<&!0@'!P<)"0@*#!0-# L+

M#!D2$P4'1H?'AT:'!P@)"XG("(L(QP<*#

*MVP!#`0D)"0P+#!@-#1@R(1PA,C(R,C(R,C(R,C(R,C(R,C(R,C(R,C(R,C(R*

M,C(R,C(R,C(R,C(R,C(R,C(R,C(R,C+_P `1" #4`,@#`2(``A$!`Q$!_y for ii,

processing and displaying with OpenGL of triangle and tetrahedral

meshes, released under the GPL license. Now I want to look into its

source code, but couldn't find its documentation. The homepage of VCG

is http://vcg.sourceforge.net/, who can get the docs?

Reply

View All Messages in

path:

method of separating angles? =>Re: method of separating angles? =>Re: method of separating angles? =>Re: method of separating angles? =>Re: method of separating angles? =>

Replies:

Re: method of separating angles?

est`k`kust don't. No one is

> forcing you to explain anything.

I believe the negativity of the post started with my response

to Nils comment about rocket scientists, not in my response

to your initial post. My apologies.

I did answer your question, including a link to a document

on the topic and two book references. If you have difficulties

understanding the online document, then the real answer is to

work on improving your mathematical skills. Even if you

understand the mathematics of this topic, you then have to

deal with the usual curse of floating-point arithmetic in

computational geometry problems. Yet another topic to learn

about.

My comments about improving "poor math skills" were

intended as part of the "answer". The posts I had referred

to sometimes go down the path of the OP insisting that

the only barrier to his learning is that the "answers" people

post are not written well in a simple enough manner to

convey the information. The flawed assumption is that

there *is* a simple enough description. If it were simply

a matter of saying the right words to convey the content,

we would be teaching Calculus in kindergarten :)

> The difference is I guess that with a jumbo jet, you can crash into

> some buildings and all....

> ... This means that you have to be skilled before you can get in.

Great! You understood my point :)

You asked about collision detection. The topic has roots in

robotics. I can imagine situations that involve building a

physical system that relies on accurate computations by the

collision detection system and, if those computations are

inaccurate or if an algorithm is incorrectly implemented, the

results are potentially catastrophic. Actually, one of my

subcontractors works in the area of robotics and has worked

on robotics projects such as automatic polishing of fighter jet

canopies and on transcranial magnetic stimulation.

http://www.bizjournals.com/sanantonio/stories/2005/08/22/story2.html

These are areas in which you have to do it right...

Like most folks these days, perhaps you want to do this

for a computer game application. Sure, no severe

consequences in such applications if the collision detection

is not correct or accurate. Some of us have gotten used to

games in which various portions of character anatomy are

sticking through walls :) Regardless, having good math

skills is a prerequisite for working on topics such as collision

detection and physical simulation.

--

Dave Eberly

http://www.geometrictools.com

Reply

View All Messages in

path:

method of separating angles? =>Re: method of separating angles? =>Re: method of separating angles? =>Re: method of separating angles? =>Re: method of separating angles? =>br>erehhta structure and I hope to get some kkyou all.

>

> Consider the following images 16 w kk< x 5ؗ ȗ 0 H 8 ` P

ARTICLESo.nID ARTICLES NUMBER ARTICLESGROUP_IMESSAGE_IDbla@ARTICLES REF ARTICLESRTICLESPARENT_IDARTICLES GROUP_ID : ARTICLESRTICLESSUBJECTARTICLESH BODY ARTICLES HTML_CREATED_CREATED

t; your math skills must be good.

>

> Haha, yes we can't be all rocket scientists..

The problem is that some people want to be rocket

scientists without learning any science. Many times

in this newsgroup, posts are of the form "I need to

learn about mathematical topic FOOBAR, but please

give me a simple explanation because my math skills

are poor."

I have always wanted to pilot a jumbo jet. Would you

be so kind as to tell me how to do this? I need a gentle

explanation because my flying skills are poor. My only

experience is driving really fast in my automobile!

--

Dave Eberly

http://www.geometrictools.com

2006-05-31e Collision Detection

Christer Ericson (http://realtimecollisiondetection.net)

Morgain Kaufmann Publishers, 2004

> My math skills aren't that good, ...

If you want to develop using computer graphics technology,

your math skills must be good.

--

Dave Eberly

http://www.geometrictools.com

2006-05-31>> The difference is I guess that with a jumbo jet, you can crash into

> some buildings and all....

> ... This means that you have to be skilled before you can get in.

Great! You understood my point :)

You asked about collision detection. The topic has roots in

robotics. I can imagine situations that involve building a

physical system that relies on accurate computations by the

collision detection system and, if those computations are

inaccurate or if an algorithm is incorrectly implemented, the

results are potentially catastrophic. Actually, one of my

subcontractors works in the area of robotics and has worked

on robotics projects such as automatic polishing of fighter jet

canopies and on transcranial magnetic stimulation.

http://www.bizjournals.com/sanantonio/stories/2005/08/22/story2.html

These are areas in which you have to do it right...

Like most folks these days, perhaps you want to do this

for a computer game application. Sure, no severe

consequences in such applications if the collision detection

is not correct or accurate. Some of us have gotten used to

games in which various portions of character anatomy are

sticking through walls :) Regardless, having good math

skills is a prerequisite for working on topics such as collision

detection and physical simulation.

--

Dave Eberly

http://www.geometrictools.com

wrote in message

news:1148791680.331813.117780@j73g2000cwa.googlegroups.com...

> Can you imagine a scenario that some people are still in the process of

> learning? You're saying that people who are in that process are not

> allowed to post here, is that right?

> If you don't want to answer questions, then just don't. No one is

> forcing you to explain anything.

I believe the negativity of the post started with my response

to Nils comment about rocket scientists, not in my response

to your initial post. My apologies.

I did answer your question, including a link to a document

on the topic and two book references. If you have difficulties

understanding the online document, then the real answer is to

work on improving your mathematical skills. Even if you

understand the mathematics of this topic, you then have to

deal with the usual curse of floating-point arithmetic in

computational geometry problems. Yet another topic to learn

about.

My comments about improving "poor math skills" were

intended as part of the "answer". The posts I had referred

to sometimes go down the path of the OP insisting that

the only barrier to his learning is that the "answers" people

post are not written well in a simple enough manner to

convey the information. The flawed assumption is that

there *is* a simple enough description. If it were simply

a matter of saying the right words to convey the content,

we would be teaching Calculus in kindergarten :)

> The difference is I guess that with a jumbo jet, you can crash into

> some buildings and all....

> ... This means that you have to be skilled before you can get in.

Great! You understood my point :)

You asked about collision detection. The topic has roots in

robotics. I can imagine situations that involve building a

physical system that relies on accurate computations by the

collision detection system and, if those computations are

inaccurate or if an algorithm is incorrectly implemented, the

results are potentially catastrophic. Actually, one of my

subcontractors works in the area of robotics and has worked

on robotics projects such as automatic polishing of fighter jet

canopies and on transcranial magnetic stimulation.

http://www.bizjournals.com/sanantonio/stories/2005/08/22/story2.html

These are areas in which you have to do it right...

Like most folks these days, perhaps you want to do this

for a computer game application. Sure, no severe

consequences in such applications if the collision detection

is not correct or accurate. Some of us have gotten used to

games in which various portions of character anatomy are

sticking through walls :) Regardless, having good math

skills is a prerequisite for working on topics such as collision

detection and physical simulation.

--

Dave Eberly

http://www.geometrictools.com

rdless, having good math

skills is a prerequisite for working on topics such as collision

detection and physical8:* h dear group,

i'm struggeling with the following issue:

i'm working on a design based on voronoi volumes, where a series of

input points in a volume are constrained to this volume, simple by

mirroring the input points to the facets nearest to these. to be able

to produce this design there is a last hurdle to overcome. i need to

find a distribution of points generating the voronoi cells that the

ratio between the largest and smallest segment of each voronoi cell are

no greater than 1:6

# actually the ratio depends on the volume of the cell

# for now i take 1:6 as my goal...

for now my hunch is that this problem could be tackled by finding the

extreme angles and their corresponding segments. but for now this is no

more than a hunch. any suggestion to tackling this problem or

formalizing this notion to code would be immensely appreciated.

i'm fairly new to computational geometry, and am not a computer

scientist by profession, however i think it is of great importance in

my field (architecture)

regards,

-jelle

* 9ii%

Watermark Factory - add text or image watermarks to your pictures in seconds... Protect your copyrights and add comments to digital pictures.

M,C(R,C(R,C(R,C(R,C(R,C(R,C(R,C+_P `1" #4`,@#`2(``A$!`Q$!_y for ii,

processing and displaying with OpenGL of triangle and tetrahedral

meshes, released under the GPL license. Now I want to look into its

source code, but couldn't find its documentation. The homepage of VCG

is http://vcg.sourceforge.net/, who can get the docs?

Reply

View All Messages in

**comp.graphics.algorithms**path:

method of separating angles? =>Re: method of separating angles? =>Re: method of separating angles? =>Re: method of separating angles? =>Re: method of separating angles? =>

Replies:

Re: method of separating angles?

est`k`kust don't. No one is

> forcing you to explain anything.

I believe the negativity of the post started with my response

to Nils comment about rocket scientists, not in my response

to your initial post. My apologies.

I did answer your question, including a link to a document

on the topic and two book references. If you have difficulties

understanding the online document, then the real answer is to

work on improving your mathematical skills. Even if you

understand the mathematics of this topic, you then have to

deal with the usual curse of floating-point arithmetic in

computational geometry problems. Yet another topic to learn

about.

My comments about improving "poor math skills" were

intended as part of the "answer". The posts I had referred

to sometimes go down the path of the OP insisting that

the only barrier to his learning is that the "answers" people

post are not written well in a simple enough manner to

convey the information. The flawed assumption is that

there *is* a simple enough description. If it were simply

a matter of saying the right words to convey the content,

we would be teaching Calculus in kindergarten :)

> The difference is I guess that with a jumbo jet, you can crash into

> some buildings and all....

> ... This means that you have to be skilled before you can get in.

Great! You understood my point :)

You asked about collision detection. The topic has roots in

robotics. I can imagine situations that involve building a

physical system that relies on accurate computations by the

collision detection system and, if those computations are

inaccurate or if an algorithm is incorrectly implemented, the

results are potentially catastrophic. Actually, one of my

subcontractors works in the area of robotics and has worked

on robotics projects such as automatic polishing of fighter jet

canopies and on transcranial magnetic stimulation.

http://www.bizjournals.com/sanantonio/stories/2005/08/22/story2.html

These are areas in which you have to do it right...

Like most folks these days, perhaps you want to do this

for a computer game application. Sure, no severe

consequences in such applications if the collision detection

is not correct or accurate. Some of us have gotten used to

games in which various portions of character anatomy are

sticking through walls :) Regardless, having good math

skills is a prerequisite for working on topics such as collision

detection and physical simulation.

--

Dave Eberly

http://www.geometrictools.com

Reply

View All Messages in

**comp.graphics.algorithms**path:

method of separating angles? =>Re: method of separating angles? =>Re: method of separating angles? =>Re: method of separating angles? =>Re: method of separating angles? =>br>erehhta structure and I hope to get some kkyou all.

>

> Consider the following images 16 w kk< x 5ؗ ȗ 0 H 8 ` P

ARTICLESo.nID ARTICLES NUMBER ARTICLESGROUP_IMESSAGE_IDbla@ARTICLES REF ARTICLESRTICLESPARENT_IDARTICLES GROUP_ID : ARTICLESRTICLESSUBJECTARTICLESH BODY ARTICLES HTML_CREATED_CREATED

t; your math skills must be good.

>

> Haha, yes we can't be all rocket scientists..

The problem is that some people want to be rocket

scientists without learning any science. Many times

in this newsgroup, posts are of the form "I need to

learn about mathematical topic FOOBAR, but please

give me a simple explanation because my math skills

are poor."

I have always wanted to pilot a jumbo jet. Would you

be so kind as to tell me how to do this? I need a gentle

explanation because my flying skills are poor. My only

experience is driving really fast in my automobile!

--

Dave Eberly

http://www.geometrictools.com

2006-05-31e Collision Detection

Christer Ericson (http://realtimecollisiondetection.net)

Morgain Kaufmann Publishers, 2004

> My math skills aren't that good, ...

If you want to develop using computer graphics technology,

your math skills must be good.

--

Dave Eberly

http://www.geometrictools.com

2006-05-31>> The difference is I guess that with a jumbo jet, you can crash into

> some buildings and all....

> ... This means that you have to be skilled before you can get in.

Great! You understood my point :)

You asked about collision detection. The topic has roots in

robotics. I can imagine situations that involve building a

physical system that relies on accurate computations by the

collision detection system and, if those computations are

inaccurate or if an algorithm is incorrectly implemented, the

results are potentially catastrophic. Actually, one of my

subcontractors works in the area of robotics and has worked

on robotics projects such as automatic polishing of fighter jet

canopies and on transcranial magnetic stimulation.

http://www.bizjournals.com/sanantonio/stories/2005/08/22/story2.html

These are areas in which you have to do it right...

Like most folks these days, perhaps you want to do this

for a computer game application. Sure, no severe

consequences in such applications if the collision detection

is not correct or accurate. Some of us have gotten used to

games in which various portions of character anatomy are

sticking through walls :) Regardless, having good math

skills is a prerequisite for working on topics such as collision

detection and physical simulation.

--

Dave Eberly

http://www.geometrictools.com

wrote in message

news:1148791680.331813.117780@j73g2000cwa.googlegroups.com...

> Can you imagine a scenario that some people are still in the process of

> learning? You're saying that people who are in that process are not

> allowed to post here, is that right?

> If you don't want to answer questions, then just don't. No one is

> forcing you to explain anything.

I believe the negativity of the post started with my response

to Nils comment about rocket scientists, not in my response

to your initial post. My apologies.

I did answer your question, including a link to a document

on the topic and two book references. If you have difficulties

understanding the online document, then the real answer is to

work on improving your mathematical skills. Even if you

understand the mathematics of this topic, you then have to

deal with the usual curse of floating-point arithmetic in

computational geometry problems. Yet another topic to learn

about.

My comments about improving "poor math skills" were

intended as part of the "answer". The posts I had referred

to sometimes go down the path of the OP insisting that

the only barrier to his learning is that the "answers" people

post are not written well in a simple enough manner to

convey the information. The flawed assumption is that

there *is* a simple enough description. If it were simply

a matter of saying the right words to convey the content,

we would be teaching Calculus in kindergarten :)

> The difference is I guess that with a jumbo jet, you can crash into

> some buildings and all....

> ... This means that you have to be skilled before you can get in.

Great! You understood my point :)

You asked about collision detection. The topic has roots in

robotics. I can imagine situations that involve building a

physical system that relies on accurate computations by the

collision detection system and, if those computations are

inaccurate or if an algorithm is incorrectly implemented, the

results are potentially catastrophic. Actually, one of my

subcontractors works in the area of robotics and has worked

on robotics projects such as automatic polishing of fighter jet

canopies and on transcranial magnetic stimulation.

http://www.bizjournals.com/sanantonio/stories/2005/08/22/story2.html

These are areas in which you have to do it right...

Like most folks these days, perhaps you want to do this

for a computer game application. Sure, no severe

consequences in such applications if the collision detection

is not correct or accurate. Some of us have gotten used to

games in which various portions of character anatomy are

sticking through walls :) Regardless, having good math

skills is a prerequisite for working on topics such as collision

detection and physical simulation.

--

Dave Eberly

http://www.geometrictools.com

rdless, having good math

skills is a prerequisite for working on topics such as collision

detection and physical8:* h dear group,

i'm struggeling with the following issue:

i'm working on a design based on voronoi volumes, where a series of

input points in a volume are constrained to this volume, simple by

mirroring the input points to the facets nearest to these. to be able

to produce this design there is a last hurdle to overcome. i need to

find a distribution of points generating the voronoi cells that the

ratio between the largest and smallest segment of each voronoi cell are

no greater than 1:6

# actually the ratio depends on the volume of the cell

# for now i take 1:6 as my goal...

for now my hunch is that this problem could be tackled by finding the

extreme angles and their corresponding segments. but for now this is no

more than a hunch. any suggestion to tackling this problem or

formalizing this notion to code would be immensely appreciated.

i'm fairly new to computational geometry, and am not a computer

scientist by profession, however i think it is of great importance in

my field (architecture)

regards,

-jelle

* 9ii%