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3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
724 Chapter 16 Numerical Methods
n1
j=1
AV
j
α
nj
N
c
j
= λV
A
n1
j=1
c
j
v
j
n1
j=1
α
nj
c
j
N =λV
AV
N
T
AV
N =λv
(I NN
T
)AV = λV
Therefore, max Q(V) = λ
n1
= Q(V
n1
),whereλ
n1
is the maximum eigenvalue
corresponding to the eigenvector V
n1
of (I NN
T
)A. Note that n 1 of the eigen-
vectors are in {N}
. The remaining eigenvector is V
n
= A
Adj
N,whereAA
Adj
=
(det A)I and λ
n
= 0.
16.3 Least-Squares Fitting
Least-squares fitting is the process of selecting a parameterized equation that repre-
sents a discrete set of points in a continuous manner. The parameters are estimated by
minimizing a nonnegative function of the parameters. This section discusses fitting
by lines, planes, quadratic curves, and quadric surfaces.
16.3.1 Linear Fitting of Points ( x
x
x
, f
f
f
( x
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Publisher Resources

ISBN: 9781482267303