Blog articles tagged 'f#', 'math coding'

0
comment
on 12/23/2015 5:19 AM
So once again the time arrives when Santa is looking for Rudolph and I am writing a blog post for the yearly F# advent As always I hope I can provide you some insight and fun – practicability is not the main focus (as you surely find out soon). the task a[...]
.
0
comment
on 9/11/2015 2:28 AM
I recently became aware of Codility and it’s easy programming exercises. Now I had fun with a few of them and they all shared a common trait: there was no programming skill involved if you knew the right math (usually undergraduate stuff every CS student [...]
.
0
comment
on 2/28/2012 7:47 AM
In math we use the remainder for modular-arithmetic. That is given two numbers and we already saw that we can express as where is in the range – and we call this the remainder of dividing by , so for … Continue reading →
.
0
comment
on 1/24/2012 1:13 PM
I hope to do a series covering some theory and implementation of the RSA algorithm in F# in the near future – and one of it’s main ingredients (for simplifying the hard calculations) is the Chinese remainder theorem – so … Continue reading →
.
0
comment
on 12/13/2011 4:00 PM
In this short article I want to show how to implement a simple polynomial type in F# over a generic field. For this I will use the technique introduced in this great article: Writing generic numeric code So you will … Weiterlesen →
.
0
comment
on 12/8/2011 8:00 AM
Today we start adding another primitive to the scene – a plane. This is what we are looking for: and here is the code that will finally render this: But before going into the implementation of the Plane.Create method let’s … Weiterlesen →
.
0
comment
on 12/7/2011 9:00 AM
It’s time for one of flagship-features of ray tracing: reflection. Indeed this will be rather easy (again) – we basically did have every thing we need already – all that is left is to introduce some recursion in the tracing … Weiterlesen →
.
0
comment
on 12/6/2011 4:00 PM
This time we are going to add specular lightning – this will add “shiny”ness on objects. The basic idea is simple: we reflect the currently traced ray, at the hit-point (using the normal of the object at this point) and … Weiterlesen →
.
0
comment
on 12/6/2011 8:30 AM
This time we will see how to add shadows to our scene. Imagine this scene: that is generated by this snippet: The basic idea is to only use a directional light (ambient will always be used) if there is no … Weiterlesen →
.
0
comment
on 12/5/2011 4:00 PM
Finally we will produce some output. And after the work we did so far it will be rather easy. The last “hard” part will be the shading: First (very) simple shading The idea is very simple. A object will reflect … Weiterlesen →
.
IntelliFactory Offices Copyright (c) 2011-2012 IntelliFactory. All rights reserved.
Home | Products | Consulting | Trainings | Blogs | Jobs | Contact Us
Built with WebSharper