Archives week 2 of 2006

Jan. 9, 2006 - Jan. 15, 2006

Why no productive output today (I need home for a rest...)


Out rather late yesterday (or this morning, I suppose). Leigh and I hit a trance club after Simon's party. Got home around 5am. Despite the lack of sleep, however, I triumphed 3 games to 1 against grams. However, I haven't been able to get to sleep for a nap yet (despite trying all ...

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Refined and Abundant Depth (First of the rest of the chapter...)


The chapter on depth is really very long. The introduction to this section is a little to strong when read without that context, the division outlined here is one of many aspects of depth that gets discussed; you don't need to point out that there are others just as important:

For the purposes of ...

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How We Perceive Depth (Section after the introduction from yesterday...)


This is the section just after the introduction. I've edited the introduction slightly (added a few paragraphs of clarification), but it's still basically the same. The section here deals with the question of how we perceive (detect) depth in our environment:

Human beings generally do not know everything about the environments they inhabit ...

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Rewritten Intro to Depth (Probably need another rewrite eventually...)


I really want to try teaching this to people. It's so difficult to judge whether I'm going way too fast, or way too slow without some idea of what people can process (and what they already know).

Anyway, on a lark, here's the introduction to the section on Depth, this is now ...

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Nurbs working in OpenGL-ctypes (Should have been writing...)


Wasn't really in the mood to write this afternoon, so I spent a few hours on OpenGL-ctypes. The nurbs support is pretty much finished, all of the tests I have work fine, including the callback test that didn't work under PyOpenGL. There's still problems where the slowdown on NURBS rendering winds up ...

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Round trip completed (finally) (CAD Views to topological views to CAD views...)


Finished off the CAD-system integration code for Cinemon today. Lots of little details mostly. Upside is that as of now we can import the files, store them properly, populate them for demos, and produce files to have the viewer pull up the CAD map with annotations for an area on user request.

Off to UU ...

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Oil-based Paint


I want the red
Deep and rich
Full of fats and oils
To dig itself in
Deep into the surface
Take full possession
Become the wall
Shed all that comes after
So many rain drops
Gathered on the floor
So no white-washing
Will cover its memory
Or forget that
We were here

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