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5:00 AM
Doesn't that follow from $\sum_na_n=0$ and $\sum_{n\ne s}a_n=-a_s$?
 
$-$ is defined to produce the additive inverse
 
Scroll up and read the thingy dude
The question
 
really it should be $\ominus a_s$ to show that we don't know, but i've been a bit lazy
 
ooooh
then really these should be functions
to make it clearer
and prove that the function is negation
(or something that is its own inverse)
just a minor quibble
 
it's a sum, over a finite set...
 
5:01 AM
@Salt Still, it still follows from those two identities, no?
$a_s+\sum_{n\ne s}a_n=\sum_na_n$
so $a_s+\ominus a_s=0$
We assumed commutativity and associativity
Similarly, $\ominus a_s+{\ominus\ominus}a_s=0$
So $a_s+\ominus a_s+{\ominus\ominus}a_s$ can be evaluated in two different ways to yield $a_s$ and ${\ominus\ominus}a_s$, thus they must be equal.
 
yes, but in my case i need to show the definition of $\ominus a \implies \ominus(\ominus a) = a$ without appealing to $a + \ominus a = 0$ and instead just use the identity like i did above
 
@salt what I mean is that you give some abstract operator with abstract qualities. Giving it the symbol $-$ attaches a connotation to it which confuses us into thinking it is negation. Therefore, since this is talking about some arbitrary function maybe using a function name such as $f(x)$ would work better?
 
It confuses you since you jumped in without looking for or asking for context
@Salt I didn't appeal to it, I proved it, didn't I?
 
maybe, lemme gander again
 
@AkivaWeinberger I'm thinking in the context of a formal proof.
like i said
minor quibble
 
5:08 AM
@Salt You agree that $a_s+\sum_{n\ne s}a_n=\sum_na_n$, yes?
 
yes
 
And, by the identities, that gives $a_s+\ominus a_s=0$, right?
 
yep
 
Since $\ominus a_s$ is in the set, it must be $a_t$ for some $t$
The same argument says that $a_t+\ominus a_t=0$
Substituting it back in, we get $\ominus a_s+\ominus(\ominus a_s)=0$.
Yeah?
 
@AkivaWeinberger i have a question. We can use your 3d model for reference.
i know it's fake
but that's irrelevant
@AkivaWeinberger suppose I had a single point on one of those polygons selected. Understand?
I've picked it
now
 
5:16 AM
Sure
 
you can move in any direction to an adjacent polygon so long as that point is one of the vertices of the other polygon
got it?
 
now, let us pick the set of all polygons we can move between
 
So you move along edges?
 
no
 
5:17 AM
yes, but it was so much more fun to cancel the terms combinatorially
 
you move between the insides of the triangles
the segments are the walls
do they compose the set of all polygons sharing that point relevant to calculating the surface normal at that vertex by taking a weighted average of the surface normals?
that is to say
does it exclude any polygons that might be inside the sphere?
that also share the point?
 
I don't understand. Relevant to calculating the surface normal?
 
each of those are a slice of a curve of a progressively smaller sphere
(or rather a polygon approximating a sphere)
from that^^
@AkivaWeinberger you've never done 3d modelling have you?
 
Nope
I don't know the answer to your question
 
ok
take the red black and blue lines as what I said
if i did my algorithm
would I only end up with blue if I started with a blue polygon on the outer surface?
you know what
 
5:27 AM
What algorithm
I don't understand
 
what I described?
the whole thing I just said earlier?
O.o
did you forget?
 
To make $(\mathscr{P}(S),\circ)$ a group for arbitrary set $S$, define $\circ$ as follows:
\begin{align}
\prod_{s \in \mathscr{P}(S)} s & = \emptyset\\
\prod_{s \in \mathscr{P}(S)-\{a\}} s & = a^{-1}\\
A \subset \mathscr{P}(S),\prod_{s \in \mathscr{P}(S)-A} s \circ \prod_{s \in A} s & = \emptyset
\end{align}
 
Smaller and smaller spheres
I thought you meant the thing from earlier
With the vertex
 
I'm doing the same thing
basically I want to grab all the points in the blue
not the red or black
without actually excluding them
(with some explicit marking)
 
5:29 AM
By "it" you mean "them"?
 
sure
XD
I'll just test it
 
OH, OK, I get it
 
it's just a shitty matlab renderer anyways
 
I don't know the answer
 
if it breaks, who cares?
:p
 
5:30 AM
You were not being clear
 
shrugs
there's a lot of documentation on lighting calculation given the normal vectors
but literally jack squat on how to get said vectors
 
No code snippets?
 
it's supposed to be a weighted average of all normal vectors of triangle's containing the point
@AkivaWeinberger nah
just ones using surface normals which I don't want
 
What's the difference between normals and surface normals?
Oh, you mean face normals versus vertex normals?
 
each triangle has it's own set of three vertices each with it's own normal vectors
one tactic is to give the points the normals to the face instead of the actual one prescribed via surface geometry
 
5:33 AM
Doesn't this thing you linked earlier go through vertex normals versus face normals?
 
so of course that's what google gives 90% of the time
idk
 
Re: the last image in that page
 
can't read their code for shit
 
and i think they assume closed surfaces
 
5:34 AM
It's the right programming language, I assume
 
"right programming language"
 
The same one you're coding in
 
berserk button is pressed
ooooh
(there's no RIGHT language, btw)
no im coding it in matlab
 
@Typhon Obviously
 
you ever used matlab?
 
5:35 AM
@Typhon Do you know that language, at least? (I think it's Java but I might be wrong)
@Typhon No
 
that's not matlab
it's C++
 
Do you know C++?
 
yes
 
hmm i got serially downvoted earlier today, then it was reversed by the system, and now it happened again...is this a common thing?
 
that doesnt mean i can read their code, or rather... read it and get anything of value
 
5:36 AM
or did i just anger someone?
 
@Salt Not that I'm aware of. Maybe take it up with the Mathematics Meta site?
 
i figure it'll get reversed again
 
@Salt how can you get serially downvoted if you only asked one question and answered three?
 
@Typhon You should go to Stack Overflow, the site that actually deals with programming
 
the problem is that they don't actually give the computation of the surface normal
it's not a programming question though
 
5:37 AM
i've made 3 posts
 
that's the subtle issue. It's actually a geometry issue
 
and i've attempted 1 answer on one of them
 
it's a question of how to get the normal at a vector of some polygonal surface
 
Then:
@LeakyNun $$\forall A \subset \mathscr{P}(S), \emptyset=\prod_{s \in \mathscr{P}(S)}s = \prod_{s \in \mathscr{P}(S)-A}s\circ \prod_{s \in A} s \implies \left(\prod_{s \in \mathscr{P}(S)-A}s\right)^{-1}=\prod_{s \in A} s$$
 
the problem is that at different points it varies depending on the side of the surface your own
and whether it is closed/unclosed self-intersecting/not-self-intersecting causes the problems.
 
5:39 AM
> If the object is a triangle mesh, then each triangle defines a plane and the vector perpendicular to the plane is the normal of any point lying on the surface of that triangle. The vector perpendicular to the triangle plane can easily be obtained with the cross product of two edges of that triangle.
 
if only that were true
 
That paragraph goes on to describe how to do it in more detail
Do you know cross products?
 
yeah
im a senior in college
the problem is that that only applies to points inside the triangle
consider the whole issue of the derivative at sharp corners
now consider the same, but for normal vectors
ugh
 
it might not be serial downvoting, but as it was across all but one of my posts I assume it is, especially since it happened earlier
 
Wait, by "surface normal" do you mean "face normal" or "vertex normal" @Typhon
 
5:41 AM
vertex normal
 
yeah
i know how to compute it for a closed surface
 
9 mins ago, by Typhon
just ones using surface normals which I don't want
^That's what made me think you meant vertex normals
 
just take a weighted average of all the normals to the triangles in their insides containing the point
 
Why doesn't that work for non-closed surfaces?
 
5:44 AM
more formally if triangles $t_1,t_2,t_3,...$ all contain the point $p$ and $N(t)$ returns the normal vector of the plane containing triangle $t$, and $A(t)$ returns the area of triangle $t$, then the normal vector at $p$ is proportional to $N(t_1) + N(t_2) + N(t_3) + ....$ if and only if the surface is closed locally.
 
Why can't you just compute $\frac1n\sum N(t_i)$ anyway? ($n$ being the number of triangles with $p$ as a vertex)
 
@AkivaWeinberger let's stick a plane through the middle of the inside of your ball. That can arbitrarily be extended through the backside of your ball to infinity and heavily disrupt the weighted sum. However, note that the surface at the point hasn't changed. We've just disrupted the algorithm by taking something into cosideration which we shouldn't be.
 
So, the difference between the finite case and infinite case of $(S,\ominus)$ is that there are inverse elements that cannot be decomposed in terms of sums of $\ominus a_x$
 
Why would it disrupt the weighted sum?
 
more formally if triangles $t_1,t_2,t_3,...$ all contain the point $p$ and $N(t)$ returns the normal vector of the plane containing triangle $t$, and $A(t)$ returns the area of triangle $t$, then the normal vector at $p$ is proportional to $A(t_1)N(t_1) + A(t_2)N(t_2) + A(t_3)N(t_3) + ....$ if and only if the surface is closed locally.
 
5:47 AM
So by plane you mean a new triangle
that contains $p$ as a vertex
 
@AkivaWeinberger Cause yer adding an extra normal vector that has no relevance to the sum.
yes
@AkivaWeinberger yup
@AkivaWeinberger do you see where the problem arises?
technically
such a self-intersecting surface has more than one normal vector depending on which side of the surface you look at and which triangle
 
Why don't you normalize $N(t_1)$ to be a unit vector?
 
@AkivaWeinberger they are normalized.
we just assume they are
no need to do it again
 
I guess I mean, why not ignore the $A(t)$ factors?
 
uuuh
those are the weights
 
5:50 AM
Oh wait I think I see why
 
for the weighted average
the more area a triangle has the more the correct normal vector points in that direction
 
No I meant like why not take a not-weighted average
But I see why
 
@AkivaWeinberger cause then you get garbage
shrugs
 
Seems like the normal would change if you subdivide your mesh though
 
why does the arclength formula use a distance formula type thing instead of direct addition?
@AkivaWeinberger on one side
what about the other side?
heheh
 
5:52 AM
??
 
every time you split on one side, you get more normals
 
I'm still talking about the one vertex
 
sigh
brb
irrelevant blue line
consider the normals in the creases
 
I meant like in general
 
(cant find a decent diagram so just assume it narrows to points or whatever)
 
5:53 AM
Like say you have a cube
 
i know
ok?
@AkivaWeinberger if it's just a cube, you use the formula i gave before
 
You want to find the normals to the vertices of the cube, and it seems to me that that depends on how exactly you triangulate it
 
nah
oooh
hrm
i see
that explains why I was hearing about "angle weighting"
i need to go to bed in a minute though
it's really late and i have to get up to go to church in the morning
:p
 
Yeah, go to bed
I should too
 
angle weighting would fix my issue though
i think. It might only need adjacent triangles to work. That would trivialize my algorithm. More efficient too.
 
5:56 AM
@Typhon It looks like vertexNormal is a keyword in Matlab
 
im writing the 3d engine from scratch
 
yeah im not using that data structure
it needs a triangulation thingy
 
i'm writing a 1d engine right now, but the physics doesn't seem right
 
@salt lol
3d renderer
not engine
 
5:59 AM
i figure i'll just do the 1d case and then use induction to get all the other engines
 
You know, in theory, you could write a 4D renderer, it just wouldn't be able to display it
 
that's great for physics
@AkivaWeinberger actually that's falsew
I could project to a 2d plane
it would just look like gibberish, like if we projected from 3d to a line
anyways
 
don't they usually take a projection to 3-d then usual projection to 2-d
 
goodnight. thanks for the help
@Salt uuuh what?
 
for the 4d case
 
6:01 AM
@Salt There's a video game out there that deals with 3D slices of 4D stuff
 
when showing, like, a hypercube
 
no clue. I've never done that. I'd write to a 3d pixel-space.
 
@Salt That only works if it's wireframe
 
:p
 
Hm, not necessarily true actually
It could work
You'd just miss out on a lot of the detail
 
6:01 AM
i don't actually know, but i thought they projected twice
 
@Salt 4D->3D->2D projection is often highly confusing in a gaming perspective, which is why people tend to do cross sections for 4D games
 
@Salt that was probably something else
 
Usually just the wireframe, though, or possibly with the 3D faces partially see-through
 
4D games are an actual thing?
 
6:02 AM
Let me find a Wikipedia example
 
this is the most famous one
 
woah. OK I AM SICK OF THIS. literally EVERY SINGLE POST OF MINE IS GETTING HIT WITH THE FLODDING FILTER. ARRGGH XD
 
annoying
 
Like that
@Secret That's not out, yet, is it?
The creators of that came out with I think it's called "4D toys" though
You can find online videos of people playing it in VR
 
6:04 AM
oops yeah. Miegakure seemed to be still in development
But 4D toys is available in iphone
 
i a saving that link
 
What is rare are games and applets with surface culled 4D->3D->2D projections
 
starred
now it is saved for me. I'll find it later. Goodnight and thanks for all the help @AkivaWeinberger. I would've been real confused later.
XD
 
TBH technically those are just "projections" @Secret
 
6:07 AM
(when it all started breaking due to the entire formula being flawed)
 
The same way $(x,y,z)\mapsto x$, $\Bbb R^3\to\Bbb R$ is a projection
 
urticator.net/blocks is an example of those rare examples
 
Projecting to a subspace, not necessarily of dimension one down
 
well, i thought it was 4d -> 3d engine of some sort -> 2d screen
 
The space between the wireframes are actually opaque in the 4D sense in that 4D blocks example
 
6:08 AM
@Salt Same result as doing 4D->2D directly
I think
Kinda like 3D->2D->1D can be thought of as projecting onto a line
 
i wouldn't know, i thought the 3d engine sort of gave it a familiar perspective
but maybe you can just skip that middle man
 
The way 4D->3D->2D works is it first project the 4D object as a perspective projection in 3D, and then said projection is projected onto the 2D screen to display. 4D->2D thus omit the perspective distortion of accomodating the 3D depth information
And so you are effectively projecting a parallel projection of 4D to 3D, into the 2D screen
 
do people prefer the 4d->2d way?
 
It's in some sense easier to comprehend since distances are not distorted.
But it works well only with some 4D opacity
 
well, that's sort of a given, i think
though i'd prefer not to (think)
 
6:17 AM
Perspective is best for translucent objects, but it takes time to interpret them properly. And it can be misleading for shapes of low symmetry
In addition, coding cross section is much easier than perspective projections
It is also robust against showing shapes with low symmetry
 
oh, i remember seeing, errr, vihart? making that VR for exploring 4-d objects in a 3-d space
 
Any help on Finite Difference Method?
like I was thinking that in the case of explicit forward finite difference scheme for solving a parabolic PDE will always give us a solution which is perodic in time?
 
it was a numberphile video... of course
 
Anonymous
@Semiclassical Would you be able to answer this question?
 
6:40 AM
0
A: A rigorous treatment of the seemingly simple d.e. $x^2 y' - y = 0$

Kenny LauNaive solution for some intuition (with division of zero involved): $$\begin{array}{rcl} x^2 y' - y &=& 0 \\ x^2 y' &=& y \\ \dfrac{y'}{y} &=& \dfrac1{x^2} \\ \displaystyle \int \dfrac{\mathrm dy}{y} &=& \displaystyle \int \dfrac1{x^2} \ \mathrm dx \\ \ln y &=& C-\dfrac1x \\ y &=& Ae^{-1/x} \end...

@BalarkaSen @AlessandroCodenotti @TedShifrin @Semiclassical
 
7:18 AM
Checks out. And holy shit
I'm just gonna go to bed on that note. See you!
 
I don't suppose anyone has a formula that does the following: f(0)=0, f(1)=1, f(2)=288, f(3)=6670903752021072936960, ...
I tried to formulate it, but yielded naught
 
got a calculator handy? whats $\log_2 (f(3))$?
$\approx 72$
i have no idea, but f(3) has a really big prime factor 27704267971
$f(3)-1$ is the product of two large primes, $28308476633 \times 235650396823$
it's like some number a crypto-algorithm would use
 
Anonymous
7:59 AM
@JennaSloan Huh. It should be pretty easy to find such a polynomial function.
 
i mean you can make a polynomial fit any finite sequence, but surely that sequence is some exponential one
 
9:04 AM
Mar 27 '15 at 21:37, by Ted Shifrin
@Kevin: No, other than saying the set of all comparable metrics. There are uncountably many. :P
(To be investigated) : Topology of the set of all comparable metrics over a topological space X
Hmm, nope, need something larger: The topology of all metric spaces
That is, each metric space forms a subset in the topology, so that there might exists some continuous map between any two metric spaces
Kinda interesting how political science deals with such higher dimensional construct
 
whoa Topology
 
9:36 AM
chat.stackexchange.com/transcript/message/20784598#20784598 Ok so no prime closed form, back to the drawing board
 
I really have to procrastinate less on TV and quickly redo all my chemistry calculations, in order to spare enough time to get back to topology and algebra
right now, I am only halfway redone them. The excel data entry is what slows it down
One issue I had and is mostly responsible for all those [Random] is because there is a lot of things I want to try out in maths, but the guilt of spending too much time in maths jeponise my chemistry PhD prevent me to allocate a sizeable enough chunk of time to actually address those maths problems I am interested in
and this result in I can only do partially complete analysis, time capsuled using the [Random] tag
That does not make them any less random though. They are so named because they are free associations and random maths thought captured to be dealt with when I finally have enough time
 
10:16 AM
I have a quick combinatorics question. Say you have unlimited numbers of red, blue and black balls and you have to choose 5. This is an $r$ combination of $n$ objects with repetition so the answer is ${{n + r - 1}\choose{r}}$ or ${{5 + 3 - 1}\choose{3}}$. So far so good. But what is wrong with this reasoning:

Say you have the following sequence _, _, B, _, B, _, B, _, B, _, B, _, _ (i.e. five Bs and 8_s). To divide the sequence into three parts, insert two $|$. Then, you have three sets of Bs and each set corresponds to one colour. There are ${{8}\choose{3}}$ ways of doing this, hence the
Sorry, that should be ${5 + 3 - 1}\choose{5}$ and ${8}\choose{2}$
 
11:22 AM
metric topologies are boring
prove/disprove
 
Mar 28 '15 at 20:42, by David Wheeler
More immediately relevant to you: every (!) group is a quotient group of a free group.
 
@Secret ?
it's called the presentation of the group
 
Claim: Quotient group = choose which reduced words in a free group to be set to the identity
 
user84215
12:23 PM
Suppose that $\omega_{ij}=\sum da_{ik}a_{jk}$ . I do not know why a minus signappears in the exterior derivative of the above: $d \omega_{ij}=- \sum da_{ik} \land da_{jk}$
 
user84215
A space is needed between "sign" and "appears".
 
user84215
12:53 PM
My problem has been solved. Thanks for your answers.
 
I need to ping mixedmath; has he not been on chat in a while?
(or for that matter, can mods make events in any room?)
 
1:35 PM
$\int_{0}^{1} x^2 \delta(x-2) dx = 0$ right?
as $2 \notin [0,1]$
 
@BAYMAX right
 
actaully $\delta$ function is a linear functional so I can write $\delta(ax+b) = a\delta(x) + \delta(b)?$
$\delta(a(x+\frac{b}{a}))$
=$\frac{1}{|a|} \delta (x - (-\frac{b}{a}))$ hence depends then whether $-\frac{b}{a} \in [a,b]$,the interval of integration!
so $\int_{0}^{3} x^2 \delta(3x - 6)dx = \frac{4}{3}$ by the above method right!
 

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