3d Spline orbits
Posted: 17.03.2004, 08:34
With the achieved improvements undisputed, the recently
incorporated method of improving the precision
of orbit displays reminds me of a tank battle [latest CVS, 1.3.2.pre7(?)].
Here is an illustration of Saturn's orbit for three values
of OrbitPathSamplingPoints: 100 (default), 500 and 1000.
Here is the full scene:
cel://Follow/Sol:Saturn/2004-03-17T06:56:32.79479?x=gEVCBPSTCK2eDA&y=SvZH1bjGY9T+/////////w&z=9TQ8qKejSJt0/////////w&ow=0.597533&ox=0.368405&oy=-0.707047&oz=0.085538&select=Sol:Saturn&fov=47.787090&ts=1.000000<d=0&rf=120759&lm=0
Aparently the present default of 100 OPSP's produces
really kinky displays in many places! With the present method
it takes a factor of 10 more OPSP's for a really decent orbit display.
Accordingly, the fps rate is bound to drop drastically: by a factor of 1.6
in the present example 100 -> 1000 OPSP's!
In view of this poor "convergence", everyone knowing
about numerical math algorithms would thus start
to explore better, alternative methods...
In cases were the generation of exact points is comparably
"expensive", it is usually much faster to use
3d (cubic) Spline interpolation of a
relatively low number of OPSP's!.
Unlike standard interpolation algorithms, Splines have
many advantages, whence scientists use them exclusively for similar tasks:
-- Splines can handle rapid variations smoothly and cheaply!
-- Splines are "local" interpolations in the sense that only
a few exact points around the interpolated point are
used, rather than the full table of sampled values!
-- There exist extremely fast Spline code templates
(even in assembler ), because Splines are such
important tools.
I have not had the time to study Kendrix' code in detail,
but I though I make these comments to stimulate
perhaps some discussions about this issue.
Bye Fridger
incorporated method of improving the precision
of orbit displays reminds me of a tank battle [latest CVS, 1.3.2.pre7(?)].
Here is an illustration of Saturn's orbit for three values
of OrbitPathSamplingPoints: 100 (default), 500 and 1000.
Here is the full scene:
cel://Follow/Sol:Saturn/2004-03-17T06:56:32.79479?x=gEVCBPSTCK2eDA&y=SvZH1bjGY9T+/////////w&z=9TQ8qKejSJt0/////////w&ow=0.597533&ox=0.368405&oy=-0.707047&oz=0.085538&select=Sol:Saturn&fov=47.787090&ts=1.000000<d=0&rf=120759&lm=0
Aparently the present default of 100 OPSP's produces
really kinky displays in many places! With the present method
it takes a factor of 10 more OPSP's for a really decent orbit display.
Accordingly, the fps rate is bound to drop drastically: by a factor of 1.6
in the present example 100 -> 1000 OPSP's!
In view of this poor "convergence", everyone knowing
about numerical math algorithms would thus start
to explore better, alternative methods...
In cases were the generation of exact points is comparably
"expensive", it is usually much faster to use
3d (cubic) Spline interpolation of a
relatively low number of OPSP's!.
Unlike standard interpolation algorithms, Splines have
many advantages, whence scientists use them exclusively for similar tasks:
-- Splines can handle rapid variations smoothly and cheaply!
-- Splines are "local" interpolations in the sense that only
a few exact points around the interpolated point are
used, rather than the full table of sampled values!
-- There exist extremely fast Spline code templates
(even in assembler ), because Splines are such
important tools.
I have not had the time to study Kendrix' code in detail,
but I though I make these comments to stimulate
perhaps some discussions about this issue.
Bye Fridger