typos in tutorial

This commit is contained in:
Alec Jacobson
2014-07-07 21:34:55 +01:00
parent 8b70024756
commit 78ca36bebc
2 changed files with 10 additions and 11 deletions
+9 -10
View File
@@ -815,10 +815,10 @@ vertices come first and then boundary vertices:
\mathbf{L}_{b,in} & \mathbf{L}_{b,b}\end{array}\right)
\left(\begin{array}{c}
\mathbf{z}_{in}\\
\mathbf{L}_{b}\end{array}\right) =
\mathbf{z}_{b}\end{array}\right) =
\left(\begin{array}{c}
\mathbf{0}_{in}\\
\mathbf{*}_{b}\end{array}\right)$$
\mathbf{z}_{bc}\end{array}\right)$$
The bottom block of equations is no longer meaningful so we'll only consider
the top block:
@@ -1067,7 +1067,7 @@ biharmonic _surfaces_. We will casually define biharmonic surfaces as surface
whose _position functions_ are biharmonic with respect to some initial
parameterization:
$\Delta \mathbf{x}' = 0$
$\Delta^2 \mathbf{x}' = 0$
and subject to some handle constraints, conceptualized as "boundary
conditions":
@@ -1113,7 +1113,7 @@ A smooth deformation field $\mathbf{d}$ which interpolates the deformation
fields of the handle constraints will impose a smooth deformed shape
$\mathbf{x}'$. Naturally, we consider _biharmonic deformation fields_:
$\Delta \mathbf{d} = 0$
$\Delta^2 \mathbf{d} = 0$
subject to the same handle constraints, but rewritten in terms of their implied
deformation field at the boundary (handles):
@@ -1593,7 +1593,7 @@ Kronecker product with a 2x2 identity matrix:
```cpp
SparseMatrix<double> L_flat;
repdiag(L,2,L_flat);
igl::repdiag(L,2,L_flat);
```
The area matrix is computed with `igl::vector_area_matrix`:
@@ -2129,10 +2129,9 @@ Formally, ambient occlusion is defined as:
\\[ A_p = \frac{1}{\pi} \int_\omega V_{p,\omega}(n \cdot \omega) d\omega \\]
where $V_{p,\omega}$ is the visibility function at p, defined to be zero
if p is occluded in the direction $\omega$ and one otherwise, and \\(
d\omega$ is the infinitesimal solid angle step of the integration variable
$\omega$.
where $V_{p,\omega}$ is the visibility function at p, defined to be zero if p
is occluded in the direction $\omega$ and one otherwise, and $d\omega$ is the
infinitesimal solid angle step of the integration variable $\omega$.
The integral is usually approximated by casting rays in random directions
around each vertex. This approximation can be computed using the function:
@@ -2162,7 +2161,7 @@ implementation is not straighforward. Libigl contains a function that solves thi
raycaster. Its usage is demonstrated in [Example 607](607_Picking/main.cpp):
```cpp
bool hit = igl::unproject_in_mesh(
bool hit = igl::unproject_onto_mesh(
Vector2f(x,y),
F,
viewer.core.view * viewer.core.model,