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Name: Eddie
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Tuesday, April 24, 2007

oh hohohohohohohohoho

a little more than just a youtube video link


Tuesday, April 10, 2007

A Teaser

A small teaser of what I've been working on.
Here
If your wondering why its duplicated, its because of dual monitor set-up.


Monday, January 29, 2007


Thursday, November 16, 2006

CSE 541 LAB 3: Implicit Ray Tracer Part 2

Eddie Yee
CSE 541
Naeem Shareef
AU 2006

LAB 3: Implicit Surface Ray Tracer Part 3

    I apologize ahead of time for having to use this website for the report. I couldn't get my CSE username website working at all. I tried chmod 644 on index.html in the WWW directory.

All related files Can be Found at http://junjiet.submatrix.org/lab3
Bisection Method and Newton Method Implementation
http://junjiet.submatrix.org/lab3/lab3.cpp


Timing Results
------------------------
The Timing Table can be found at http://junjiet.submatrix.org/lab3/time.txt
I defined a hi-def and a low-def version of each picture generated. A hi-def uses 10 iterations of newton and a low-def uses 3. As expected an increase in iterations results in a slight increase in time taken for each pixel.

Image Results
-------------------------
The images as a whole present a much more cleaner and shaded looking picture than the part 1 implementation. Smoothness and lighting are both added in this implementation. There are a number of discrepancies in each picture that appear often in an intersection of two spheres and contrasting lighting. This alters the shape of some spheres and presents inconsistency in the picture. Surprisingly the low-def pictures can yield higher quality results and contains fewer instances of the problem previously discussed.  This might be an example of one of the problems with newton's method.



  

Figure 1: Arrow and Sphere PPM
Here both versions of Arrow showcase the problem described.




Figure 2: Teddy PPM
The low def teddy bear's eyes show a root finding problem which forms concentric circles rather than eyes in the hi-def version.



Figure 3: Snowman PPM
Probably the worst change of picture from Part1 to Part 2. Many off pixels occur in the hi-def version.




Figure 4: Smiling PPM
One of the clearer pictures. It only exhibits the problem along the eye and mouth borders and slightly on the nose.



Figure 5: Goofy PPM
The nose comes out very clear here but the buckteeth and eyebrows exhibit the problem.



Figure 6: Heart PPM
Perhaps a bad lighting bug here in which black rings appear on spots of the heart.

While the lighting and shading additions to the lab are much better than lab part 1. The discrepancy problem is very apparent and are reproduced across many of the ppm files.


Results Related to Time
----------------------------
More iterations of Newton Method did not necessarily improve the quality of the picture. In some cases a problem would be in the low-def and other times the hi-def picture. Time increased only slightly as iterations increased for the hundred of pixels. I run it a few times with no newton method iterations and it was clear that bisection method was not sufficient enough in generating images with the new illuminate determination of colors of pixels.

Extra Credit
-------------------------
I have attached a file called moustache.txt for the designed file extra credit on the lab.


Sunday, October 29, 2006

CSE 541 LAB 2: IMPLICIT-SURFACE RAY -TRACER P1

Eddie Yee
CSE 541
Naeem Shareef
AU 2006

LAB 2: Implicit Surface Ray Tracer Part 1

    I apologize ahead of time for having to use this website for the report. I couldn't get my CSE username website working at all. I tried chmod 644 on index.html in the WWW directory.

All related files Can be Found at http://junjiet.submatrix.org/lab2/
Bisection Method Implementation
http://junjiet.submatrix.org/lab2/Bisection.cpp
Regula Falsi Method Implentation
http://junjiet.submatrix.org/lab2/RegulaFalsi.cpp

Timing Results
------------------------
The Timing Table can be found at http://junjiet.submatrix.org/lab2/timings.txt
It consists of the # of iterations taken for each picture. Bisection Method seems to be the quicker iteration
between the two. This does not mean it converges faster than Bisection. RegulaFalsi Method takes more time in every case even at this low # of iterations. I believe this might be due to the increased number of function calls to
the Gaussian Evaluate Function. In every case here I'm using the default number of samples taken specified in the input file.

Image Results
-------------------------
I expected the RegulaFalsi Method to give clearer and more smooth pictures due to its faster convergence on the root. Below are Examples of the image difference between Bisection and Regula Falsi Methods, marked by a B or F respectively in the filename. The original ppm files can be found on the first link.


   

Figure 1: Arrow and Sphere PPM




Figure 2: Teddy PPM



Figure 3: Snowman PPM





Figure 4: Smiling PPM

In every case, it is found the Regula Falsi Method generated image is much clearer than its Bisection Method counterpart. The Regula Falsi images are smooth in surface and in color transition. The Bisection Method images have very noticeable contrasts between shifts in shades of gray. The strongest case for this is the Smiling PPM. It is very smoothly carved out and lacks the rings of color in the Bisection Method. It is slightly difficult to see the smoothness of the other Regula Falsi images due to image quality, but they can observed in full effect from their respective ppms.


Results Related to Time
----------------------------
The main trends observed were that Regula Falsi methods took longer than Bisection methods. Also as iterations for both methods increased so did the time elapsed. The # of samplings also affected time taken. The greater the number of samples required, the longer the execution of the program. As both iterations required and samplings increased, so did image quality. The number of functions in each text file also greatly increased program execution times.



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