我正在构建一个基于OpenGL3的免费开源3D游戏引擎(这不是一项学校作业,而是用于个人技能开发并向开源社区提供回馈)。我已经到了需要学习大量相关数学的阶段,所以我正在读一本名为“3D游戏编程和计算机图形学数学,第3版”的优秀教科书。
尽管如此,我在尝试做书的练习时遇到了障碍,因为我在C ++中实现“Gram-Schmidt正交化算法”的尝试输出了错误的答案。我不是数学专家(虽然我想要变得更好),而且我在查看数学算法并将其转换为代码方面的经验非常有限(仅限于我从Udacity.com学到的一些东西)。无论如何,如果有人能够查看我的错误代码并给我一个提示或解决方案,那将会非常有帮助。这是:
/*
The Gram-Schmidt Orthogonalization algorithm is as follows:
Given a set of n linearly independent vectors Beta = {e_1, e_2, ..., e_n},
the algorithm produces a set Beta' = {e_1', e_2', ..., e_n'} such that
dot(e_i', e_j') = 0 whenever i != j.
A. Set e_1' = e_1
B. Begin with the index i = 2 and k = 1
C. Subtract the projection of e, onto the vectors e_1', e_2', ..., e_(i-1)'
from e_i, and store the result in e_i', That is,
dot(e_i, e_k')
e_i' = e_i - sum_over(-------------- e_k')
e_k'^2
D. If i < n, increment i and loop back to step C.
*/
#include <iostream>
#include <glm/glm.hpp>
glm::vec3 sum_over_e(glm::vec3* e, glm::vec3* e_prime, int& i)
{
int k = 0;
glm::vec3 result;
while (k < i-2)
{
glm::vec3 e_prime_k_squared(pow(e_prime[k].x, 2), pow(e_prime[k].y, 2), pow(e_prime[k].z, 2));
result += (glm::dot(e[i], e_prime[k]) / e_prime_k_squared) * e_prime[k];
k++;
}
return result;
}
int main(int argc, char** argv)
{
int n = 2; // number of vectors we're working with
glm::vec3 e[] = {
glm::vec3(sqrt(2)/2, sqrt(2)/2, 0),
glm::vec3(-1, 1, -1),
glm::vec3(0, -2, -2)
};
glm::vec3 e_prime[n];
e_prime[0] = e[0]; // step A
int i = 0; // step B
do // step C
{
e_prime[i] = e[i] - sum_over_e(e, e_prime, i);
i++; // step D
} while (i-1 < n);
for (int loop_count = 0; loop_count <= n; loop_count++)
{
std::cout << "Vector e_prime_" << loop_count+1 << ": < "
<< e_prime[loop_count].x << ", "
<< e_prime[loop_count].y << ", "
<< e_prime[loop_count].z << " >" << std::endl;
}
return 0;
}
此代码输出:
Vector e_prime_1: < 0.707107, 0.707107, 0 >
Vector e_prime_2: < -1, 1, -1 >
Vector e_prime_3: < 0, -2, -2 >
但正确答案应该是:
Vector e_prime_1: < 0.707107, 0.707107, 0 >
Vector e_prime_2: < -1, 1, -1 >
Vector e_prime_3: < 1, -1, -2 >
编辑:以下是产生正确答案的代码:
#include <iostream>
#include <glm/glm.hpp>
glm::vec3 sum_over_e(glm::vec3* e, glm::vec3* e_prime, int& i)
{
int k = 0;
glm::vec3 result;
while (k < i-1)
{
float e_prime_k_squared = glm::dot(e_prime[k], e_prime[k]);
result += ((glm::dot(e[i], e_prime[k]) / e_prime_k_squared) * e_prime[k]);
k++;
}
return result;
}
int main(int argc, char** argv)
{
int n = 3; // number of vectors we're working with
glm::vec3 e[] = {
glm::vec3(sqrt(2)/2, sqrt(2)/2, 0),
glm::vec3(-1, 1, -1),
glm::vec3(0, -2, -2)
};
glm::vec3 e_prime[n];
e_prime[0] = e[0]; // step A
int i = 0; // step B
do // step C
{
e_prime[i] = e[i] - sum_over_e(e, e_prime, i);
i++; // step D
} while (i < n);
for (int loop_count = 0; loop_count < n; loop_count++)
{
std::cout << "Vector e_prime_" << loop_count+1 << ": < "
<< e_prime[loop_count].x << ", "
<< e_prime[loop_count].y << ", "
<< e_prime[loop_count].z << " >" << std::endl;
}
return 0;
}
答案 0 :(得分:2)
问题可能在于您定义e_k'^2
的方式。就矢量数学而言,矢量的平方通常被视为其范数的平方。因此,
double e_prime_k_squared = glm::dot(e_prime_k, e_prime_k);
此外,除以向量是未定义的(我想知道为什么GLM允许它?),所以如果e_k'^2
是一个向量,那么整个事物是未定义的。