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36 Commits

Author SHA1 Message Date
Aaron Fenyes
74529048de Start interface to Macaulay2
I did this to try out Macaulay2's "triangularize" function, but that
turns out to use Maple for rings with more than three variables.
2024-02-16 12:47:06 -08:00
Aaron Fenyes
3170a933e4 Clean up example of three mutually tangent spheres 2024-02-15 17:16:37 -08:00
Aaron Fenyes
f2000e5731 Test different sign patterns for cosines
It seems like there are real solutions if and only if the product of the
cosines is positive.
2024-02-15 16:25:09 -08:00
Aaron Fenyes
ba365174d3 Find real solutions for three mutually tangent spheres
I'm not sure why the solver wasn't working before. It might've been just
an unlucky random number draw.
2024-02-15 16:16:06 -08:00
Aaron Fenyes
ae5db0f9ea Make results reproducible 2024-02-15 16:00:46 -08:00
Aaron Fenyes
8d8bc9162c Store elements in arrays to keep order stable
This seems to restore reproducibility.
2024-02-15 15:42:26 -08:00
Aaron Fenyes
291d5c8ff6 Study mutually tangent spheres with two fixed 2024-02-15 13:28:01 -08:00
Aaron Fenyes
e41bcc7e13 Explore the performance wall
Three points on two spheres is too much.
2024-02-13 04:02:14 -05:00
Aaron Fenyes
31d5e7e864 Play with two points on two spheres
Guess conditions that make the scaling constraint impossible to satisfy.
2024-02-12 22:48:16 -05:00
Aaron Fenyes
a450f701fb Try displaying a chain of spheres
For three mutually tangent spheres, I couldn't find real solutions.
2024-02-12 21:14:07 -05:00
Aaron Fenyes
6cf07dc6a1 Evaluate and display elements 2024-02-12 20:34:12 -05:00
Aaron Fenyes
1f173708eb Move random cut routine into engine 2024-02-10 17:39:26 -05:00
Aaron Fenyes
6f18d4efcc Test lots of uniformly distributed hyperplanes 2024-02-10 15:10:48 -05:00
Aaron Fenyes
621c4c5776 Try uniformly distributed hyperplane orientations
Unit normals are uniformly distributed over the sphere.
2024-02-10 15:02:26 -05:00
Aaron Fenyes
b3b7c2026d Separate the algebraic and numerical parts of the engine 2024-02-10 14:50:50 -05:00
Aaron Fenyes
af1d31f6e6 Test a scale constraint
In all but a few cases (for example, a single point on a plane), we
should be able to us the radius-coradius boost symmetry to make the
average co-radius—representing the "overall scale"—roughly one.
2024-02-10 14:21:52 -05:00
Aaron Fenyes
8e33987f59 Systematically try out different cut planes 2024-02-10 13:46:01 -05:00
Aaron Fenyes
06872a04af Say how many sample solutions we found 2024-02-10 01:06:06 -05:00
Aaron Fenyes
becefe0c47 Try switching to compiled system 2024-02-10 00:59:50 -05:00
Aaron Fenyes
34358a8728 Find witnesses on random rational hyperplanes
Choose hyperplanes that go through the trivial solution.
2024-02-09 23:44:10 -05:00
Aaron Fenyes
95c0ff14b2 Show explicitly that all coefficients are 1 in first cut equation 2024-02-09 17:09:43 -05:00
Aaron Fenyes
f97090c997 Try a cut that goes through the trivial solution
The previous cut was supposed to do this, but I was missing some parentheses.
2024-02-08 01:58:12 -05:00
Aaron Fenyes
45aaaafc8f Seek sample solutions by cutting with a hyperplane
The example hyperplane yields a single solution, with multiplicity six. You can
find it analytically by hand, and homotopy continuation finds it numerically.
2024-02-08 01:53:55 -05:00
Aaron Fenyes
43cbf8a3a0 Add relations to center and orient the construction 2024-02-05 00:10:13 -05:00
Aaron Fenyes
21f09c4a4d Switch element abbreviation from "elem" to "elt" 2024-02-04 16:08:13 -05:00
Aaron Fenyes
a3f3f6a31b Order spheres before points within each coordinate block
In the cases I've tried so far, this leads to substantially smaller
Gröbner bases.
2024-02-01 16:13:22 -05:00
Aaron Fenyes
65d23fb667 Use module names as filenames
You're right: this naming convention seems to be standard for Julia
modules now.
2024-01-30 02:49:33 -05:00
Aaron Fenyes
4e02ee16fc Find dimension of solution variety 2024-01-30 02:45:14 -05:00
Aaron Fenyes
6349f298ae Extend AbstractAlgebra ideals to rational coefficients
The extension should also let us work over finite fields of prime order,
although we don't need to do that.
2024-01-29 19:11:21 -05:00
Aaron Fenyes
0731c7aac1 Correct relation equations 2024-01-29 12:41:07 -05:00
Aaron Fenyes
59a527af43 Correct Minkowski product; build chain of three spheres 2024-01-29 12:28:57 -05:00
Aaron Fenyes
c29000d912 Write a simple solver for the hitting set problem
I think we need this to find the dimension of the solution variety.
2024-01-28 01:34:13 -05:00
Aaron Fenyes
86dbd9ea45 Order variables by coordinate and then element
In other words, order coordinates like
  (rₛ₁, rₛ₂, sₛ₁, sₛ₂, xₛ₁, xₛ₂, xₚ₃, yₛ₁, yₛ₂, yₚ₃, zₛ₁, zₛ₂, zₚ₃)
instead of like
  (rₛ₁, sₛ₁, xₛ₁, yₛ₁, zₛ₁, rₛ₂, sₛ₂, xₛ₂, yₛ₂, zₛ₂, xₚ₃, yₚ₃, zₚ₃).

In the test cases, this really cuts down the size of the Gröbner basis.
2024-01-27 14:21:03 -05:00
Aaron Fenyes
463a3b21e1 Realize relations as equations 2024-01-27 12:28:29 -05:00
Aaron Fenyes
4d5aa3b327 Realize geometric elements as symbolic vectors 2024-01-26 11:14:32 -05:00
Aaron Fenyes
b864cf7866 Start drafting engine prototype 2024-01-24 11:16:24 -05:00
40 changed files with 127 additions and 6161 deletions

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@ -17,51 +17,3 @@ Note that currently this is just the barest beginnings of the project, more of a
* Able to run in browser (so implemented in WASM-compatible language)
* Produce scalable graphics of 3D diagrams, and maybe STL files (or other fabricatable file format) as well.
## Prototype
The latest prototype is in the folder `app-proto`. It includes both a user interface and a numerical constraint-solving engine.
### Install the prerequisites
1. Install [`rustup`](https://rust-lang.github.io/rustup/): the officially recommended Rust toolchain manager
* It's available on Ubuntu as a [Snap](https://snapcraft.io/rustup)
2. Call `rustup default stable` to "download the latest stable release of Rust and set it as your default toolchain"
* If you forget, the `rustup` [help system](https://github.com/rust-lang/rustup/blob/d9b3601c3feb2e88cf3f8ca4f7ab4fdad71441fd/src/errors.rs#L109-L112) will remind you
3. Call `rustup target add wasm32-unknown-unknown` to add the [most generic 32-bit WebAssembly target](https://doc.rust-lang.org/nightly/rustc/platform-support/wasm32-unknown-unknown.html)
4. Call `cargo install wasm-pack` to install the [WebAssembly toolchain](https://rustwasm.github.io/docs/wasm-pack/)
5. Call `cargo install trunk` to install the [Trunk](https://trunkrs.dev/) web-build tool
6. Add the `.cargo/bin` folder in your home directory to your executable search path
* This lets you call Trunk, and other tools installed by Cargo, without specifying their paths
* On POSIX systems, the search path is stored in the `PATH` environment variable
### Play with the prototype
1. Go into the `app-proto` folder
2. Call `trunk serve --release` to build and serve the prototype
* *The crates the prototype depends on will be downloaded and served automatically*
* *For a faster build, at the expense of a much slower prototype, you can call `trunk serve` without the `--release` flag*
3. In a web browser, visit one of the URLs listed under the message `INFO 📡 server listening at:`
* *Touching any file in the `app-proto` folder will make Trunk rebuild and live-reload the prototype*
4. Press *ctrl+C* in the shell where Trunk is running to stop serving the prototype
### Run the engine on some example problems
1. Go into the `app-proto` folder
2. Call `./run-examples`
* *For each example problem, the engine will print the value of the loss function at each optimization step*
* *The first example that prints is the same as the Irisawa hexlet example from the Julia version of the engine prototype. If you go into `engine-proto/gram-test`, launch Julia, and then*
```julia
include("irisawa-hexlet.jl")
for (step, scaled_loss) in enumerate(history_alt.scaled_loss)
println(rpad(step-1, 4), " | ", scaled_loss)
end
```
*you should see that it prints basically the same loss history until the last few steps, when the lower default precision of the Rust engine really starts to show*
### Run the automated tests
1. Go into the `app-proto` folder
2. Call `cargo test`

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@ -1,4 +0,0 @@
target
dist
profiling
Cargo.lock

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@ -1,51 +0,0 @@
[package]
name = "dyna3"
version = "0.1.0"
authors = ["Aaron Fenyes", "Glen Whitney"]
edition = "2021"
[features]
default = ["console_error_panic_hook"]
dev = []
[dependencies]
itertools = "0.13.0"
js-sys = "0.3.70"
lazy_static = "1.5.0"
nalgebra = "0.33.0"
rustc-hash = "2.0.0"
slab = "0.4.9"
sycamore = "0.9.0-beta.3"
# The `console_error_panic_hook` crate provides better debugging of panics by
# logging them with `console.error`. This is great for development, but requires
# all the `std::fmt` and `std::panicking` infrastructure, so isn't great for
# code size when deploying.
console_error_panic_hook = { version = "0.1.7", optional = true }
[dependencies.web-sys]
version = "0.3.69"
features = [
'DomRect',
'HtmlCanvasElement',
'HtmlInputElement',
'Performance',
'WebGl2RenderingContext',
'WebGlBuffer',
'WebGlProgram',
'WebGlShader',
'WebGlUniformLocation',
'WebGlVertexArrayObject'
]
# the self-dependency specifies features to use for tests and examples
#
# https://github.com/rust-lang/cargo/issues/2911#issuecomment-1483256987
#
[dev-dependencies]
dyna3 = { path = ".", default-features = false, features = ["dev"] }
wasm-bindgen-test = "0.3.34"
[profile.release]
opt-level = "s" # optimize for small code size
debug = true # include debug symbols

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@ -1,25 +0,0 @@
use dyna3::engine::{Q, irisawa::realize_irisawa_hexlet};
fn main() {
const SCALED_TOL: f64 = 1.0e-12;
let (config, success, history) = realize_irisawa_hexlet(SCALED_TOL);
print!("\nCompleted Gram matrix:{}", config.tr_mul(&*Q) * &config);
if success {
println!("Target accuracy achieved!");
} else {
println!("Failed to reach target accuracy");
}
println!("Steps: {}", history.scaled_loss.len() - 1);
println!("Loss: {}", history.scaled_loss.last().unwrap());
if success {
println!("\nChain diameters:");
println!(" {} sun (given)", 1.0 / config[(3, 3)]);
for k in 4..9 {
println!(" {} sun", 1.0 / config[(3, k)]);
}
}
println!("\nStep │ Loss\n─────┼────────────────────────────────");
for (step, scaled_loss) in history.scaled_loss.into_iter().enumerate() {
println!("{:<4}{}", step, scaled_loss);
}
}

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@ -1,38 +0,0 @@
use nalgebra::DMatrix;
use dyna3::engine::{Q, point, realize_gram, sphere, PartialMatrix};
fn main() {
let gram = {
let mut gram_to_be = PartialMatrix::new();
for j in 0..2 {
for k in j..2 {
gram_to_be.push_sym(j, k, if (j, k) == (1, 1) { 1.0 } else { 0.0 });
}
}
gram_to_be
};
let guess = DMatrix::from_columns(&[
point(0.0, 0.0, 2.0),
sphere(0.0, 0.0, 0.0, 1.0)
]);
let frozen = [(3, 0)];
println!();
let (config, success, history) = realize_gram(
&gram, guess, &frozen,
1.0e-12, 0.5, 0.9, 1.1, 200, 110
);
print!("\nCompleted Gram matrix:{}", config.tr_mul(&*Q) * &config);
print!("Configuration:{}", config);
if success {
println!("Target accuracy achieved!");
} else {
println!("Failed to reach target accuracy");
}
println!("Steps: {}", history.scaled_loss.len() - 1);
println!("Loss: {}", history.scaled_loss.last().unwrap());
println!("\nStep │ Loss\n─────┼────────────────────────────────");
for (step, scaled_loss) in history.scaled_loss.into_iter().enumerate() {
println!("{:<4}{}", step, scaled_loss);
}
}

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@ -1,40 +0,0 @@
use nalgebra::DMatrix;
use dyna3::engine::{Q, realize_gram, sphere, PartialMatrix};
fn main() {
let gram = {
let mut gram_to_be = PartialMatrix::new();
for j in 0..3 {
for k in j..3 {
gram_to_be.push_sym(j, k, if j == k { 1.0 } else { -1.0 });
}
}
gram_to_be
};
let guess = {
let a: f64 = 0.75_f64.sqrt();
DMatrix::from_columns(&[
sphere(1.0, 0.0, 0.0, 1.0),
sphere(-0.5, a, 0.0, 1.0),
sphere(-0.5, -a, 0.0, 1.0)
])
};
println!();
let (config, success, history) = realize_gram(
&gram, guess, &[],
1.0e-12, 0.5, 0.9, 1.1, 200, 110
);
print!("\nCompleted Gram matrix:{}", config.tr_mul(&*Q) * &config);
if success {
println!("Target accuracy achieved!");
} else {
println!("Failed to reach target accuracy");
}
println!("Steps: {}", history.scaled_loss.len() - 1);
println!("Loss: {}", history.scaled_loss.last().unwrap());
println!("\nStep │ Loss\n─────┼────────────────────────────────");
for (step, scaled_loss) in history.scaled_loss.into_iter().enumerate() {
println!("{:<4}{}", step, scaled_loss);
}
}

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@ -1,11 +0,0 @@
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8"/>
<title>dyna3</title>
<link data-trunk rel="css" href="main.css"/>
<link href="https://fonts.bunny.net/css?family=fira-sans:ital,wght@0,400;1,400&display=swap" rel="stylesheet">
<link href="https://fonts.bunny.net/css?family=noto-emoji:wght@400&text=%f0%9f%94%97%e2%9a%a0&display=swap" rel="stylesheet">
</head>
<body></body>
</html>

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@ -1,175 +0,0 @@
:root {
--text: #fcfcfc; /* almost white */
--text-bright: white;
--text-invalid: #f58fc2; /* bright pink */
--border: #555; /* light gray */
--border-focus: #aaa; /* bright gray */
--border-invalid: #70495c; /* dusky pink */
--selection-highlight: #444; /* medium gray */
--page-background: #222; /* dark gray */
--display-background: #020202; /* almost black */
}
body {
margin: 0px;
color: var(--text);
background-color: var(--page-background);
font-family: 'Fira Sans', sans-serif;
}
/* sidebar */
#sidebar {
display: flex;
flex-direction: column;
float: left;
width: 450px;
height: 100vh;
margin: 0px;
padding: 0px;
border-width: 0px 1px 0px 0px;
border-style: solid;
border-color: var(--border);
}
/* add-remove */
#add-remove {
display: flex;
gap: 8px;
margin: 8px;
}
#add-remove > button {
width: 32px;
height: 32px;
font-size: large;
}
/* KLUDGE */
/*
for convenience, we're using emoji as temporary icons for some buttons. these
buttons need to be displayed in an emoji font
*/
#add-remove > button.emoji {
font-family: 'Noto Emoji', sans-serif;
}
/* outline */
#outline {
flex-grow: 1;
margin: 0px;
padding: 0px;
overflow-y: scroll;
}
li {
user-select: none;
}
summary {
display: flex;
}
summary.selected {
color: var(--text-bright);
background-color: var(--selection-highlight);
}
summary > div, .constraint {
padding-top: 4px;
padding-bottom: 4px;
}
.element, .constraint {
display: flex;
flex-grow: 1;
padding-left: 8px;
padding-right: 8px;
}
.element-switch {
width: 18px;
padding-left: 2px;
text-align: center;
}
details:has(li) .element-switch::after {
content: '▸';
}
details[open]:has(li) .element-switch::after {
content: '▾';
}
.element-label {
flex-grow: 1;
}
.constraint-label {
flex-grow: 1;
}
.element-representation {
display: flex;
}
.element-representation > div {
padding: 2px 0px 0px 0px;
font-size: 10pt;
font-variant-numeric: tabular-nums;
text-align: right;
width: 56px;
}
.constraint {
font-style: italic;
}
.constraint.invalid {
color: var(--text-invalid);
}
.constraint > input[type=checkbox] {
margin: 0px 8px 0px 0px;
}
.constraint > input[type=text] {
color: inherit;
background-color: inherit;
border: 1px solid var(--border);
border-radius: 2px;
}
.constraint.invalid > input[type=text] {
border-color: var(--border-invalid);
}
.status {
width: 20px;
padding-left: 4px;
text-align: center;
font-family: 'Noto Emoji';
font-style: normal;
}
.invalid > .status::after, details:has(.invalid):not([open]) .status::after {
content: '⚠';
color: var(--text-invalid);
}
/* display */
canvas {
float: left;
margin-left: 20px;
margin-top: 20px;
background-color: var(--display-background);
border: 1px solid var(--border);
border-radius: 16px;
}
canvas:focus {
border-color: var(--border-focus);
}

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@ -1,11 +0,0 @@
#!/bin/sh
# run all Cargo examples, as described here:
#
# Karol Kuczmarski. "Add examples to your Rust libraries"
# http://xion.io/post/code/rust-examples.html
#
cargo run --example irisawa-hexlet
cargo run --example three-spheres
cargo run --example point-on-sphere

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@ -1,240 +0,0 @@
use sycamore::prelude::*;
use web_sys::{console, wasm_bindgen::JsValue};
use crate::{engine, AppState, assembly::{Assembly, Constraint, Element}};
/* DEBUG */
// load an example assembly for testing. this code will be removed once we've
// built a more formal test assembly system
fn load_gen_assemb(assembly: &Assembly) {
let _ = assembly.try_insert_element(
Element::new(
String::from("gemini_a"),
String::from("Castor"),
[1.00_f32, 0.25_f32, 0.00_f32],
engine::sphere(0.5, 0.5, 0.0, 1.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("gemini_b"),
String::from("Pollux"),
[0.00_f32, 0.25_f32, 1.00_f32],
engine::sphere(-0.5, -0.5, 0.0, 1.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("ursa_major"),
String::from("Ursa major"),
[0.25_f32, 0.00_f32, 1.00_f32],
engine::sphere(-0.5, 0.5, 0.0, 0.75)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("ursa_minor"),
String::from("Ursa minor"),
[0.25_f32, 1.00_f32, 0.00_f32],
engine::sphere(0.5, -0.5, 0.0, 0.5)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("moon_deimos"),
String::from("Deimos"),
[0.75_f32, 0.75_f32, 0.00_f32],
engine::sphere(0.0, 0.15, 1.0, 0.25)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("moon_phobos"),
String::from("Phobos"),
[0.00_f32, 0.75_f32, 0.50_f32],
engine::sphere(0.0, -0.15, -1.0, 0.25)
)
);
}
/* DEBUG */
// load an example assembly for testing. this code will be removed once we've
// built a more formal test assembly system
fn load_low_curv_assemb(assembly: &Assembly) {
let a = 0.75_f64.sqrt();
let _ = assembly.try_insert_element(
Element::new(
"central".to_string(),
"Central".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(0.0, 0.0, 0.0, 1.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"assemb_plane".to_string(),
"Assembly plane".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere_with_offset(0.0, 0.0, 1.0, 0.0, 0.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"side1".to_string(),
"Side 1".to_string(),
[1.00_f32, 0.00_f32, 0.25_f32],
engine::sphere_with_offset(1.0, 0.0, 0.0, 1.0, 0.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"side2".to_string(),
"Side 2".to_string(),
[0.25_f32, 1.00_f32, 0.00_f32],
engine::sphere_with_offset(-0.5, a, 0.0, 1.0, 0.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"side3".to_string(),
"Side 3".to_string(),
[0.00_f32, 0.25_f32, 1.00_f32],
engine::sphere_with_offset(-0.5, -a, 0.0, 1.0, 0.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"corner1".to_string(),
"Corner 1".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(-4.0/3.0, 0.0, 0.0, 1.0/3.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
"corner2".to_string(),
"Corner 2".to_string(),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(2.0/3.0, -4.0/3.0 * a, 0.0, 1.0/3.0)
)
);
let _ = assembly.try_insert_element(
Element::new(
String::from("corner3"),
String::from("Corner 3"),
[0.75_f32, 0.75_f32, 0.75_f32],
engine::sphere(2.0/3.0, 4.0/3.0 * a, 0.0, 1.0/3.0)
)
);
}
#[component]
pub fn AddRemove() -> View {
/* DEBUG */
let assembly_name = create_signal("general".to_string());
create_effect(move || {
// get name of chosen assembly
let name = assembly_name.get_clone();
console::log_1(
&JsValue::from(format!("Showing assembly \"{}\"", name.clone()))
);
batch(|| {
let state = use_context::<AppState>();
let assembly = &state.assembly;
// clear state
assembly.elements.update(|elts| elts.clear());
assembly.elements_by_id.update(|elts_by_id| elts_by_id.clear());
state.selection.update(|sel| sel.clear());
// load assembly
match name.as_str() {
"general" => load_gen_assemb(assembly),
"low-curv" => load_low_curv_assemb(assembly),
_ => ()
};
});
});
view! {
div(id="add-remove") {
button(
on:click=|_| {
let state = use_context::<AppState>();
state.assembly.insert_new_element();
/* DEBUG */
// print updated list of elements by identifier
console::log_1(&JsValue::from("elements by identifier:"));
for (id, key) in state.assembly.elements_by_id.get_clone().iter() {
console::log_3(
&JsValue::from(" "),
&JsValue::from(id),
&JsValue::from(*key)
);
}
}
) { "+" }
button(
class="emoji", /* KLUDGE */ // for convenience, we're using an emoji as a temporary icon for this button
disabled={
let state = use_context::<AppState>();
state.selection.with(|sel| sel.len() != 2)
},
on:click=|_| {
let state = use_context::<AppState>();
let subjects = state.selection.with(
|sel| {
let subject_vec: Vec<_> = sel.into_iter().collect();
(subject_vec[0].clone(), subject_vec[1].clone())
}
);
let lorentz_prod = create_signal(0.0);
let lorentz_prod_valid = create_signal(false);
let active = create_signal(true);
state.assembly.insert_constraint(Constraint {
subjects: subjects,
lorentz_prod: lorentz_prod,
lorentz_prod_text: create_signal(String::new()),
lorentz_prod_valid: lorentz_prod_valid,
active: active,
});
state.selection.update(|sel| sel.clear());
/* DEBUG */
// print updated constraint list
console::log_1(&JsValue::from("Constraints:"));
state.assembly.constraints.with(|csts| {
for (_, cst) in csts.into_iter() {
console::log_5(
&JsValue::from(" "),
&JsValue::from(cst.subjects.0),
&JsValue::from(cst.subjects.1),
&JsValue::from(":"),
&JsValue::from(cst.lorentz_prod.get_untracked())
);
}
});
// update the realization when the constraint becomes active
// and valid, or is edited while active and valid
create_effect(move || {
console::log_1(&JsValue::from(
format!("Constraint ({}, {}) updated", subjects.0, subjects.1)
));
lorentz_prod.track();
if active.get() && lorentz_prod_valid.get() {
state.assembly.realize();
}
});
}
) { "🔗" }
select(bind:value=assembly_name) { /* DEBUG */ // example assembly chooser
option(value="general") { "General" }
option(value="low-curv") { "Low-curvature" }
option(value="empty") { "Empty" }
}
}
}
}

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@ -1,276 +0,0 @@
use nalgebra::{DMatrix, DVector, Vector3};
use rustc_hash::FxHashMap;
use slab::Slab;
use std::{collections::BTreeSet, sync::atomic::{AtomicU64, Ordering}};
use sycamore::prelude::*;
use web_sys::{console, wasm_bindgen::JsValue}; /* DEBUG */
use crate::engine::{realize_gram, PartialMatrix};
// the types of the keys we use to access an assembly's elements and constraints
pub type ElementKey = usize;
pub type ConstraintKey = usize;
pub type ElementColor = [f32; 3];
/* KLUDGE */
// we should reconsider this design when we build a system for switching between
// assemblies. at that point, we might want to switch to hierarchical keys,
// where each each element has a key that identifies it within its assembly and
// each assembly has a key that identifies it within the sesssion
static NEXT_ELEMENT_SERIAL: AtomicU64 = AtomicU64::new(0);
#[derive(Clone, PartialEq)]
pub struct Element {
pub id: String,
pub label: String,
pub color: ElementColor,
pub representation: Signal<DVector<f64>>,
pub constraints: Signal<BTreeSet<ConstraintKey>>,
// a serial number, assigned by `Element::new`, that uniquely identifies
// each element
pub serial: u64,
// the configuration matrix column index that was assigned to this element
// last time the assembly was realized
column_index: usize
}
impl Element {
pub fn new(
id: String,
label: String,
color: ElementColor,
representation: DVector<f64>
) -> Element {
// take the next serial number, panicking if that was the last number we
// had left. the technique we use to panic on overflow is taken from
// _Rust Atomics and Locks_, by Mara Bos
//
// https://marabos.nl/atomics/atomics.html#example-handle-overflow
//
let serial = NEXT_ELEMENT_SERIAL.fetch_update(
Ordering::SeqCst, Ordering::SeqCst,
|serial| serial.checked_add(1)
).expect("Out of serial numbers for elements");
Element {
id: id,
label: label,
color: color,
representation: create_signal(representation),
constraints: create_signal(BTreeSet::default()),
serial: serial,
column_index: 0
}
}
// the smallest positive depth, represented as a multiple of `dir`, where
// the line generated by `dir` hits the element (which is assumed to be a
// sphere). returns `None` if the line misses the sphere. this function
// should be kept synchronized with `sphere_cast` in `inversive.frag`, which
// does essentially the same thing on the GPU side
pub fn cast(&self, dir: Vector3<f64>, assembly_to_world: &DMatrix<f64>) -> Option<f64> {
// if `a/b` is less than this threshold, we approximate
// `a*u^2 + b*u + c` by the linear function `b*u + c`
const DEG_THRESHOLD: f64 = 1e-9;
let rep = self.representation.with_untracked(|rep| assembly_to_world * rep);
let a = -rep[3] * dir.norm_squared();
let b = rep.rows_range(..3).dot(&dir);
let c = -rep[4];
let adjust = 4.0*a*c/(b*b);
if adjust < 1.0 {
// as long as `b` is non-zero, the linear approximation of
//
// a*u^2 + b*u + c
//
// at `u = 0` will reach zero at a finite depth `u_lin`. the root of
// the quadratic adjacent to `u_lin` is stored in `lin_root`. if
// both roots have the same sign, `lin_root` will be the one closer
// to `u = 0`
let square_rect_ratio = 1.0 + (1.0 - adjust).sqrt();
let lin_root = -(2.0*c)/b / square_rect_ratio;
if a.abs() > DEG_THRESHOLD * b.abs() {
if lin_root > 0.0 {
Some(lin_root)
} else {
let other_root = -b/(2.*a) * square_rect_ratio;
(other_root > 0.0).then_some(other_root)
}
} else {
(lin_root > 0.0).then_some(lin_root)
}
} else {
// the line through `dir` misses the sphere completely
None
}
}
}
#[derive(Clone)]
pub struct Constraint {
pub subjects: (ElementKey, ElementKey),
pub lorentz_prod: Signal<f64>,
pub lorentz_prod_text: Signal<String>,
pub lorentz_prod_valid: Signal<bool>,
pub active: Signal<bool>
}
// a complete, view-independent description of an assembly
#[derive(Clone)]
pub struct Assembly {
// elements and constraints
pub elements: Signal<Slab<Element>>,
pub constraints: Signal<Slab<Constraint>>,
// indexing
pub elements_by_id: Signal<FxHashMap<String, ElementKey>>
}
impl Assembly {
pub fn new() -> Assembly {
Assembly {
elements: create_signal(Slab::new()),
constraints: create_signal(Slab::new()),
elements_by_id: create_signal(FxHashMap::default())
}
}
// --- inserting elements and constraints ---
// insert an element into the assembly without checking whether we already
// have an element with the same identifier. any element that does have the
// same identifier will get kicked out of the `elements_by_id` index
fn insert_element_unchecked(&self, elt: Element) {
let id = elt.id.clone();
let key = self.elements.update(|elts| elts.insert(elt));
self.elements_by_id.update(|elts_by_id| elts_by_id.insert(id, key));
}
pub fn try_insert_element(&self, elt: Element) -> bool {
let can_insert = self.elements_by_id.with_untracked(
|elts_by_id| !elts_by_id.contains_key(&elt.id)
);
if can_insert {
self.insert_element_unchecked(elt);
}
can_insert
}
pub fn insert_new_element(&self) {
// find the next unused identifier in the default sequence
let mut id_num = 1;
let mut id = format!("sphere{}", id_num);
while self.elements_by_id.with_untracked(
|elts_by_id| elts_by_id.contains_key(&id)
) {
id_num += 1;
id = format!("sphere{}", id_num);
}
// create and insert a new element
self.insert_element_unchecked(
Element::new(
id,
format!("Sphere {}", id_num),
[0.75_f32, 0.75_f32, 0.75_f32],
DVector::<f64>::from_column_slice(&[0.0, 0.0, 0.0, 0.5, -0.5])
)
);
}
pub fn insert_constraint(&self, constraint: Constraint) {
let subjects = constraint.subjects;
let key = self.constraints.update(|csts| csts.insert(constraint));
let subject_constraints = self.elements.with(
|elts| (elts[subjects.0].constraints, elts[subjects.1].constraints)
);
subject_constraints.0.update(|csts| csts.insert(key));
subject_constraints.1.update(|csts| csts.insert(key));
}
// --- realization ---
pub fn realize(&self) {
// index the elements
self.elements.update_silent(|elts| {
for (index, (_, elt)) in elts.into_iter().enumerate() {
elt.column_index = index;
}
});
// set up the Gram matrix and the initial configuration matrix
let (gram, guess) = self.elements.with_untracked(|elts| {
// set up the off-diagonal part of the Gram matrix
let mut gram_to_be = PartialMatrix::new();
self.constraints.with_untracked(|csts| {
for (_, cst) in csts {
if cst.active.get_untracked() && cst.lorentz_prod_valid.get_untracked() {
let subjects = cst.subjects;
let row = elts[subjects.0].column_index;
let col = elts[subjects.1].column_index;
gram_to_be.push_sym(row, col, cst.lorentz_prod.get_untracked());
}
}
});
// set up the initial configuration matrix and the diagonal of the
// Gram matrix
let mut guess_to_be = DMatrix::<f64>::zeros(5, elts.len());
for (_, elt) in elts {
let index = elt.column_index;
gram_to_be.push_sym(index, index, 1.0);
guess_to_be.set_column(index, &elt.representation.get_clone_untracked());
}
(gram_to_be, guess_to_be)
});
/* DEBUG */
// log the Gram matrix
console::log_1(&JsValue::from("Gram matrix:"));
gram.log_to_console();
/* DEBUG */
// log the initial configuration matrix
console::log_1(&JsValue::from("Old configuration:"));
for j in 0..guess.nrows() {
let mut row_str = String::new();
for k in 0..guess.ncols() {
row_str.push_str(format!(" {:>8.3}", guess[(j, k)]).as_str());
}
console::log_1(&JsValue::from(row_str));
}
// look for a configuration with the given Gram matrix
let (config, success, history) = realize_gram(
&gram, guess, &[],
1.0e-12, 0.5, 0.9, 1.1, 200, 110
);
/* DEBUG */
// report the outcome of the search
console::log_1(&JsValue::from(
if success {
"Target accuracy achieved!"
} else {
"Failed to reach target accuracy"
}
));
console::log_2(&JsValue::from("Steps:"), &JsValue::from(history.scaled_loss.len() - 1));
console::log_2(&JsValue::from("Loss:"), &JsValue::from(*history.scaled_loss.last().unwrap()));
if success {
// read out the solution
for (_, elt) in self.elements.get_clone_untracked() {
elt.representation.update(
|rep| rep.set_column(0, &config.column(elt.column_index))
);
}
}
}
}

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@ -1,515 +0,0 @@
use core::array;
use nalgebra::{DMatrix, Rotation3, Vector3};
use sycamore::{prelude::*, motion::create_raf};
use web_sys::{
console,
window,
Element,
KeyboardEvent,
MouseEvent,
WebGl2RenderingContext,
WebGlProgram,
WebGlShader,
WebGlUniformLocation,
wasm_bindgen::{JsCast, JsValue}
};
use crate::{AppState, assembly::ElementKey};
fn compile_shader(
context: &WebGl2RenderingContext,
shader_type: u32,
source: &str,
) -> WebGlShader {
let shader = context.create_shader(shader_type).unwrap();
context.shader_source(&shader, source);
context.compile_shader(&shader);
shader
}
fn get_uniform_array_locations<const N: usize>(
context: &WebGl2RenderingContext,
program: &WebGlProgram,
var_name: &str,
member_name_opt: Option<&str>
) -> [Option<WebGlUniformLocation>; N] {
array::from_fn(|n| {
let name = match member_name_opt {
Some(member_name) => format!("{var_name}[{n}].{member_name}"),
None => format!("{var_name}[{n}]")
};
context.get_uniform_location(&program, name.as_str())
})
}
// load the given data into the vertex input of the given name
fn bind_vertex_attrib(
context: &WebGl2RenderingContext,
index: u32,
size: i32,
data: &[f32]
) {
// create a data buffer and bind it to ARRAY_BUFFER
let buffer = context.create_buffer().unwrap();
context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
// load the given data into the buffer. the function `Float32Array::view`
// creates a raw view into our module's `WebAssembly.Memory` buffer.
// allocating more memory will change the buffer, invalidating the view.
// that means we have to make sure we don't allocate any memory until the
// view is dropped
unsafe {
context.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&js_sys::Float32Array::view(&data),
WebGl2RenderingContext::STATIC_DRAW,
);
}
// allow the target attribute to be used
context.enable_vertex_attrib_array(index);
// take whatever's bound to ARRAY_BUFFER---here, the data buffer created
// above---and bind it to the target attribute
//
// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer
//
context.vertex_attrib_pointer_with_i32(
index,
size,
WebGl2RenderingContext::FLOAT,
false, // don't normalize
0, // zero stride
0, // zero offset
);
}
// the direction in camera space that a mouse event is pointing along
fn event_dir(event: &MouseEvent) -> Vector3<f64> {
let target: Element = event.target().unwrap().unchecked_into();
let rect = target.get_bounding_client_rect();
let width = rect.width();
let height = rect.height();
let shortdim = width.min(height);
// this constant should be kept synchronized with `inversive.frag`
const FOCAL_SLOPE: f64 = 0.3;
Vector3::new(
FOCAL_SLOPE * (2.0*(f64::from(event.client_x()) - rect.left()) - width) / shortdim,
FOCAL_SLOPE * (2.0*(rect.bottom() - f64::from(event.client_y())) - height) / shortdim,
-1.0
)
}
#[component]
pub fn Display() -> View {
let state = use_context::<AppState>();
// canvas
let display = create_node_ref();
// viewpoint
let assembly_to_world = create_signal(DMatrix::<f64>::identity(5, 5));
// navigation
let pitch_up = create_signal(0.0);
let pitch_down = create_signal(0.0);
let yaw_right = create_signal(0.0);
let yaw_left = create_signal(0.0);
let roll_ccw = create_signal(0.0);
let roll_cw = create_signal(0.0);
let zoom_in = create_signal(0.0);
let zoom_out = create_signal(0.0);
let turntable = create_signal(false); /* BENCHMARKING */
// change listener
let scene_changed = create_signal(true);
create_effect(move || {
state.assembly.elements.with(|elts| {
for (_, elt) in elts {
elt.representation.track();
}
});
state.selection.track();
scene_changed.set(true);
});
/* INSTRUMENTS */
const SAMPLE_PERIOD: i32 = 60;
let mut last_sample_time = 0.0;
let mut frames_since_last_sample = 0;
let mean_frame_interval = create_signal(0.0);
on_mount(move || {
// timing
let mut last_time = 0.0;
// viewpoint
const ROT_SPEED: f64 = 0.4; // in radians per second
const ZOOM_SPEED: f64 = 0.15; // multiplicative rate per second
const TURNTABLE_SPEED: f64 = 0.1; /* BENCHMARKING */
let mut orientation = DMatrix::<f64>::identity(5, 5);
let mut rotation = DMatrix::<f64>::identity(5, 5);
let mut location_z: f64 = 5.0;
// display parameters
const OPACITY: f32 = 0.5; /* SCAFFOLDING */
const HIGHLIGHT: f32 = 0.2; /* SCAFFOLDING */
const LAYER_THRESHOLD: i32 = 0; /* DEBUG */
const DEBUG_MODE: i32 = 0; /* DEBUG */
/* INSTRUMENTS */
let performance = window().unwrap().performance().unwrap();
// get the display canvas
let canvas = display.get().unchecked_into::<web_sys::HtmlCanvasElement>();
let ctx = canvas
.get_context("webgl2")
.unwrap()
.unwrap()
.dyn_into::<WebGl2RenderingContext>()
.unwrap();
// compile and attach the vertex and fragment shaders
let vertex_shader = compile_shader(
&ctx,
WebGl2RenderingContext::VERTEX_SHADER,
include_str!("identity.vert"),
);
let fragment_shader = compile_shader(
&ctx,
WebGl2RenderingContext::FRAGMENT_SHADER,
include_str!("inversive.frag"),
);
let program = ctx.create_program().unwrap();
ctx.attach_shader(&program, &vertex_shader);
ctx.attach_shader(&program, &fragment_shader);
ctx.link_program(&program);
let link_status = ctx
.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
.as_bool()
.unwrap();
let link_msg = if link_status {
"Linked successfully"
} else {
"Linking failed"
};
console::log_1(&JsValue::from(link_msg));
ctx.use_program(Some(&program));
/* DEBUG */
// print the maximum number of vectors that can be passed as
// uniforms to a fragment shader. the OpenGL ES 3.0 standard
// requires this maximum to be at least 224, as discussed in the
// documentation of the GL_MAX_FRAGMENT_UNIFORM_VECTORS parameter
// here:
//
// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGet.xhtml
//
// there are also other size limits. for example, on Aaron's
// machine, the the length of a float or genType array seems to be
// capped at 1024 elements
console::log_2(
&ctx.get_parameter(WebGl2RenderingContext::MAX_FRAGMENT_UNIFORM_VECTORS).unwrap(),
&JsValue::from("uniform vectors available")
);
// find indices of vertex attributes and uniforms
const SPHERE_MAX: usize = 200;
let position_index = ctx.get_attrib_location(&program, "position") as u32;
let sphere_cnt_loc = ctx.get_uniform_location(&program, "sphere_cnt");
let sphere_sp_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "sphere_list", Some("sp")
);
let sphere_lt_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "sphere_list", Some("lt")
);
let color_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "color_list", None
);
let highlight_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "highlight_list", None
);
let resolution_loc = ctx.get_uniform_location(&program, "resolution");
let shortdim_loc = ctx.get_uniform_location(&program, "shortdim");
let opacity_loc = ctx.get_uniform_location(&program, "opacity");
let layer_threshold_loc = ctx.get_uniform_location(&program, "layer_threshold");
let debug_mode_loc = ctx.get_uniform_location(&program, "debug_mode");
// create a vertex array and bind it to the graphics context
let vertex_array = ctx.create_vertex_array().unwrap();
ctx.bind_vertex_array(Some(&vertex_array));
// set the vertex positions
const VERTEX_CNT: usize = 6;
let positions: [f32; 3*VERTEX_CNT] = [
// northwest triangle
-1.0, -1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
// southeast triangle
-1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
1.0, -1.0, 0.0
];
bind_vertex_attrib(&ctx, position_index, 3, &positions);
// set up a repainting routine
let (_, start_animation_loop, _) = create_raf(move || {
// get the time step
let time = performance.now();
let time_step = 0.001*(time - last_time);
last_time = time;
// get the navigation state
let pitch_up_val = pitch_up.get();
let pitch_down_val = pitch_down.get();
let yaw_right_val = yaw_right.get();
let yaw_left_val = yaw_left.get();
let roll_ccw_val = roll_ccw.get();
let roll_cw_val = roll_cw.get();
let zoom_in_val = zoom_in.get();
let zoom_out_val = zoom_out.get();
let turntable_val = turntable.get(); /* BENCHMARKING */
// update the assembly's orientation
let ang_vel = {
let pitch = pitch_up_val - pitch_down_val;
let yaw = yaw_right_val - yaw_left_val;
let roll = roll_ccw_val - roll_cw_val;
if pitch != 0.0 || yaw != 0.0 || roll != 0.0 {
ROT_SPEED * Vector3::new(-pitch, yaw, roll).normalize()
} else {
Vector3::zeros()
}
} /* BENCHMARKING */ + if turntable_val {
Vector3::new(0.0, TURNTABLE_SPEED, 0.0)
} else {
Vector3::zeros()
};
let mut rotation_sp = rotation.fixed_view_mut::<3, 3>(0, 0);
rotation_sp.copy_from(
Rotation3::from_scaled_axis(time_step * ang_vel).matrix()
);
orientation = &rotation * &orientation;
// update the assembly's location
let zoom = zoom_out_val - zoom_in_val;
location_z *= (time_step * ZOOM_SPEED * zoom).exp();
if scene_changed.get() {
/* INSTRUMENTS */
// measure mean frame interval
frames_since_last_sample += 1;
if frames_since_last_sample >= SAMPLE_PERIOD {
mean_frame_interval.set((time - last_sample_time) / (SAMPLE_PERIOD as f64));
last_sample_time = time;
frames_since_last_sample = 0;
}
// find the map from assembly space to world space
let location = {
let u = -location_z;
DMatrix::from_column_slice(5, 5, &[
1.0, 0.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0, u,
0.0, 0.0, 2.0*u, 1.0, u*u,
0.0, 0.0, 0.0, 0.0, 1.0
])
};
let asm_to_world = &location * &orientation;
// get the assembly
let (
elt_cnt,
reps_world,
colors,
highlights
) = state.assembly.elements.with(|elts| {
(
// number of elements
elts.len() as i32,
// representation vectors in world coordinates
elts.iter().map(
|(_, elt)| elt.representation.with(|rep| &asm_to_world * rep)
).collect::<Vec<_>>(),
// colors
elts.iter().map(|(key, elt)| {
if state.selection.with(|sel| sel.contains(&key)) {
elt.color.map(|ch| 0.2 + 0.8*ch)
} else {
elt.color
}
}).collect::<Vec<_>>(),
// highlight levels
elts.iter().map(|(key, _)| {
if state.selection.with(|sel| sel.contains(&key)) {
1.0_f32
} else {
HIGHLIGHT
}
}).collect::<Vec<_>>()
)
});
// set the resolution
let width = canvas.width() as f32;
let height = canvas.height() as f32;
ctx.uniform2f(resolution_loc.as_ref(), width, height);
ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
// pass the assembly
ctx.uniform1i(sphere_cnt_loc.as_ref(), elt_cnt);
for n in 0..reps_world.len() {
let v = &reps_world[n];
ctx.uniform3f(
sphere_sp_locs[n].as_ref(),
v[0] as f32, v[1] as f32, v[2] as f32
);
ctx.uniform2f(
sphere_lt_locs[n].as_ref(),
v[3] as f32, v[4] as f32
);
ctx.uniform3fv_with_f32_array(
color_locs[n].as_ref(),
&colors[n]
);
ctx.uniform1f(
highlight_locs[n].as_ref(),
highlights[n]
);
}
// pass the display parameters
ctx.uniform1f(opacity_loc.as_ref(), OPACITY);
ctx.uniform1i(layer_threshold_loc.as_ref(), LAYER_THRESHOLD);
ctx.uniform1i(debug_mode_loc.as_ref(), DEBUG_MODE);
// draw the scene
ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
// update the viewpoint
assembly_to_world.set(asm_to_world);
// clear the scene change flag
scene_changed.set(
pitch_up_val != 0.0
|| pitch_down_val != 0.0
|| yaw_left_val != 0.0
|| yaw_right_val != 0.0
|| roll_cw_val != 0.0
|| roll_ccw_val != 0.0
|| zoom_in_val != 0.0
|| zoom_out_val != 0.0
|| turntable_val /* BENCHMARKING */
);
} else {
frames_since_last_sample = 0;
mean_frame_interval.set(-1.0);
}
});
start_animation_loop();
});
let set_nav_signal = move |event: KeyboardEvent, value: f64| {
let mut navigating = true;
let shift = event.shift_key();
match event.key().as_str() {
"ArrowUp" if shift => zoom_in.set(value),
"ArrowDown" if shift => zoom_out.set(value),
"ArrowUp" => pitch_up.set(value),
"ArrowDown" => pitch_down.set(value),
"ArrowRight" if shift => roll_cw.set(value),
"ArrowLeft" if shift => roll_ccw.set(value),
"ArrowRight" => yaw_right.set(value),
"ArrowLeft" => yaw_left.set(value),
_ => navigating = false
};
if navigating {
scene_changed.set(true);
event.prevent_default();
}
};
view! {
/* TO DO */
// switch back to integer-valued parameters when that becomes possible
// again
canvas(
ref=display,
width="600",
height="600",
tabindex="0",
on:keydown=move |event: KeyboardEvent| {
if event.key() == "Shift" {
roll_cw.set(yaw_right.get());
roll_ccw.set(yaw_left.get());
zoom_in.set(pitch_up.get());
zoom_out.set(pitch_down.get());
yaw_right.set(0.0);
yaw_left.set(0.0);
pitch_up.set(0.0);
pitch_down.set(0.0);
} else {
if event.key() == "Enter" { /* BENCHMARKING */
turntable.set_fn(|turn| !turn);
scene_changed.set(true);
}
set_nav_signal(event, 1.0);
}
},
on:keyup=move |event: KeyboardEvent| {
if event.key() == "Shift" {
yaw_right.set(roll_cw.get());
yaw_left.set(roll_ccw.get());
pitch_up.set(zoom_in.get());
pitch_down.set(zoom_out.get());
roll_cw.set(0.0);
roll_ccw.set(0.0);
zoom_in.set(0.0);
zoom_out.set(0.0);
} else {
set_nav_signal(event, 0.0);
}
},
on:blur=move |_| {
pitch_up.set(0.0);
pitch_down.set(0.0);
yaw_right.set(0.0);
yaw_left.set(0.0);
roll_ccw.set(0.0);
roll_cw.set(0.0);
},
on:click=move |event: MouseEvent| {
// find the nearest element along the pointer direction
let dir = event_dir(&event);
console::log_1(&JsValue::from(dir.to_string()));
let mut clicked: Option<(ElementKey, f64)> = None;
for (key, elt) in state.assembly.elements.get_clone_untracked() {
match assembly_to_world.with(|asm_to_world| elt.cast(dir, asm_to_world)) {
Some(depth) => match clicked {
Some((_, best_depth)) => {
if depth < best_depth {
clicked = Some((key, depth))
}
},
None => clicked = Some((key, depth))
}
None => ()
};
}
// if we clicked something, select it
match clicked {
Some((key, _)) => state.select(key, event.shift_key()),
None => state.selection.update(|sel| sel.clear())
};
}
)
}
}

View File

@ -1,445 +0,0 @@
use lazy_static::lazy_static;
use nalgebra::{Const, DMatrix, DVector, Dyn};
use web_sys::{console, wasm_bindgen::JsValue}; /* DEBUG */
// --- elements ---
#[cfg(feature = "dev")]
pub fn point(x: f64, y: f64, z: f64) -> DVector<f64> {
DVector::from_column_slice(&[x, y, z, 0.5, 0.5*(x*x + y*y + z*z)])
}
// the sphere with the given center and radius, with inward-pointing normals
pub fn sphere(center_x: f64, center_y: f64, center_z: f64, radius: f64) -> DVector<f64> {
let center_norm_sq = center_x * center_x + center_y * center_y + center_z * center_z;
DVector::from_column_slice(&[
center_x / radius,
center_y / radius,
center_z / radius,
0.5 / radius,
0.5 * (center_norm_sq / radius - radius)
])
}
// the sphere of curvature `curv` whose closest point to the origin has position
// `off * dir` and normal `dir`, where `dir` is a unit vector. setting the
// curvature to zero gives a plane
pub fn sphere_with_offset(dir_x: f64, dir_y: f64, dir_z: f64, off: f64, curv: f64) -> DVector<f64> {
let norm_sp = 1.0 + off * curv;
DVector::from_column_slice(&[
norm_sp * dir_x,
norm_sp * dir_y,
norm_sp * dir_z,
0.5 * curv,
off * (1.0 + 0.5 * off * curv)
])
}
// --- partial matrices ---
struct MatrixEntry {
index: (usize, usize),
value: f64
}
pub struct PartialMatrix(Vec<MatrixEntry>);
impl PartialMatrix {
pub fn new() -> PartialMatrix {
PartialMatrix(Vec::<MatrixEntry>::new())
}
pub fn push_sym(&mut self, row: usize, col: usize, value: f64) {
let PartialMatrix(entries) = self;
entries.push(MatrixEntry { index: (row, col), value: value });
if row != col {
entries.push(MatrixEntry { index: (col, row), value: value });
}
}
/* DEBUG */
pub fn log_to_console(&self) {
let PartialMatrix(entries) = self;
for ent in entries {
let ent_str = format!(" {} {} {}", ent.index.0, ent.index.1, ent.value);
console::log_1(&JsValue::from(ent_str.as_str()));
}
}
fn proj(&self, a: &DMatrix<f64>) -> DMatrix<f64> {
let mut result = DMatrix::<f64>::zeros(a.nrows(), a.ncols());
let PartialMatrix(entries) = self;
for ent in entries {
result[ent.index] = a[ent.index];
}
result
}
fn sub_proj(&self, rhs: &DMatrix<f64>) -> DMatrix<f64> {
let mut result = DMatrix::<f64>::zeros(rhs.nrows(), rhs.ncols());
let PartialMatrix(entries) = self;
for ent in entries {
result[ent.index] = ent.value - rhs[ent.index];
}
result
}
}
// --- descent history ---
pub struct DescentHistory {
pub config: Vec<DMatrix<f64>>,
pub scaled_loss: Vec<f64>,
pub neg_grad: Vec<DMatrix<f64>>,
pub min_eigval: Vec<f64>,
pub base_step: Vec<DMatrix<f64>>,
pub backoff_steps: Vec<i32>
}
impl DescentHistory {
fn new() -> DescentHistory {
DescentHistory {
config: Vec::<DMatrix<f64>>::new(),
scaled_loss: Vec::<f64>::new(),
neg_grad: Vec::<DMatrix<f64>>::new(),
min_eigval: Vec::<f64>::new(),
base_step: Vec::<DMatrix<f64>>::new(),
backoff_steps: Vec::<i32>::new(),
}
}
}
// --- gram matrix realization ---
// the Lorentz form
lazy_static! {
pub static ref Q: DMatrix<f64> = DMatrix::from_row_slice(5, 5, &[
1.0, 0.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0, -2.0,
0.0, 0.0, 0.0, -2.0, 0.0
]);
}
struct SearchState {
config: DMatrix<f64>,
err_proj: DMatrix<f64>,
loss: f64
}
impl SearchState {
fn from_config(gram: &PartialMatrix, config: DMatrix<f64>) -> SearchState {
let err_proj = gram.sub_proj(&(config.tr_mul(&*Q) * &config));
let loss = err_proj.norm_squared();
SearchState {
config: config,
err_proj: err_proj,
loss: loss
}
}
}
fn basis_matrix(index: (usize, usize), nrows: usize, ncols: usize) -> DMatrix<f64> {
let mut result = DMatrix::<f64>::zeros(nrows, ncols);
result[index] = 1.0;
result
}
// use backtracking line search to find a better configuration
fn seek_better_config(
gram: &PartialMatrix,
state: &SearchState,
base_step: &DMatrix<f64>,
base_target_improvement: f64,
min_efficiency: f64,
backoff: f64,
max_backoff_steps: i32
) -> Option<(SearchState, i32)> {
let mut rate = 1.0;
for backoff_steps in 0..max_backoff_steps {
let trial_config = &state.config + rate * base_step;
let trial_state = SearchState::from_config(gram, trial_config);
let improvement = state.loss - trial_state.loss;
if improvement >= min_efficiency * rate * base_target_improvement {
return Some((trial_state, backoff_steps));
}
rate *= backoff;
}
None
}
// seek a matrix `config` for which `config' * Q * config` matches the partial
// matrix `gram`. use gradient descent starting from `guess`
pub fn realize_gram(
gram: &PartialMatrix,
guess: DMatrix<f64>,
frozen: &[(usize, usize)],
scaled_tol: f64,
min_efficiency: f64,
backoff: f64,
reg_scale: f64,
max_descent_steps: i32,
max_backoff_steps: i32
) -> (DMatrix<f64>, bool, DescentHistory) {
// start the descent history
let mut history = DescentHistory::new();
// find the dimension of the search space
let element_dim = guess.nrows();
let assembly_dim = guess.ncols();
let total_dim = element_dim * assembly_dim;
// scale the tolerance
let scale_adjustment = (gram.0.len() as f64).sqrt();
let tol = scale_adjustment * scaled_tol;
// convert the frozen indices to stacked format
let frozen_stacked: Vec<usize> = frozen.into_iter().map(
|index| index.1*element_dim + index.0
).collect();
// use Newton's method with backtracking and gradient descent backup
let mut state = SearchState::from_config(gram, guess);
for _ in 0..max_descent_steps {
// stop if the loss is tolerably low
history.config.push(state.config.clone());
history.scaled_loss.push(state.loss / scale_adjustment);
if state.loss < tol { break; }
// find the negative gradient of the loss function
let neg_grad = 4.0 * &*Q * &state.config * &state.err_proj;
let mut neg_grad_stacked = neg_grad.clone().reshape_generic(Dyn(total_dim), Const::<1>);
history.neg_grad.push(neg_grad.clone());
// find the negative Hessian of the loss function
let mut hess_cols = Vec::<DVector<f64>>::with_capacity(total_dim);
for col in 0..assembly_dim {
for row in 0..element_dim {
let index = (row, col);
let basis_mat = basis_matrix(index, element_dim, assembly_dim);
let neg_d_err =
basis_mat.tr_mul(&*Q) * &state.config
+ state.config.tr_mul(&*Q) * &basis_mat;
let neg_d_err_proj = gram.proj(&neg_d_err);
let deriv_grad = 4.0 * &*Q * (
-&basis_mat * &state.err_proj
+ &state.config * &neg_d_err_proj
);
hess_cols.push(deriv_grad.reshape_generic(Dyn(total_dim), Const::<1>));
}
}
let mut hess = DMatrix::from_columns(hess_cols.as_slice());
// regularize the Hessian
let min_eigval = hess.symmetric_eigenvalues().min();
if min_eigval <= 0.0 {
hess -= reg_scale * min_eigval * DMatrix::identity(total_dim, total_dim);
}
history.min_eigval.push(min_eigval);
// project the negative gradient and negative Hessian onto the
// orthogonal complement of the frozen subspace
let zero_col = DVector::zeros(total_dim);
let zero_row = zero_col.transpose();
for &k in &frozen_stacked {
neg_grad_stacked[k] = 0.0;
hess.set_row(k, &zero_row);
hess.set_column(k, &zero_col);
hess[(k, k)] = 1.0;
}
// compute the Newton step
/*
we need to either handle or eliminate the case where the minimum
eigenvalue of the Hessian is zero, so the regularized Hessian is
singular. right now, this causes the Cholesky decomposition to return
`None`, leading to a panic when we unrap
*/
let base_step_stacked = hess.cholesky().unwrap().solve(&neg_grad_stacked);
let base_step = base_step_stacked.reshape_generic(Dyn(element_dim), Dyn(assembly_dim));
history.base_step.push(base_step.clone());
// use backtracking line search to find a better configuration
match seek_better_config(
gram, &state, &base_step, neg_grad.dot(&base_step),
min_efficiency, backoff, max_backoff_steps
) {
Some((better_state, backoff_steps)) => {
state = better_state;
history.backoff_steps.push(backoff_steps);
},
None => return (state.config, false, history)
};
}
(state.config, state.loss < tol, history)
}
// --- tests ---
// this problem is from a sangaku by Irisawa Shintarō Hiroatsu. the article
// below includes a nice translation of the problem statement, which was
// recorded in Uchida Itsumi's book _Kokon sankan_ (_Mathematics, Past and
// Present_)
//
// "Japan's 'Wasan' Mathematical Tradition", by Abe Haruki
// https://www.nippon.com/en/japan-topics/c12801/
//
#[cfg(feature = "dev")]
pub mod irisawa {
use std::{array, f64::consts::PI};
use super::*;
pub fn realize_irisawa_hexlet(scaled_tol: f64) -> (DMatrix<f64>, bool, DescentHistory) {
let gram = {
let mut gram_to_be = PartialMatrix::new();
for s in 0..9 {
// each sphere is represented by a spacelike vector
gram_to_be.push_sym(s, s, 1.0);
// the circumscribing sphere is tangent to all of the other
// spheres, with matching orientation
if s > 0 {
gram_to_be.push_sym(0, s, 1.0);
}
if s > 2 {
// each chain sphere is tangent to the "sun" and "moon"
// spheres, with opposing orientation
for n in 1..3 {
gram_to_be.push_sym(s, n, -1.0);
}
// each chain sphere is tangent to the next chain sphere,
// with opposing orientation
let s_next = 3 + (s-2) % 6;
gram_to_be.push_sym(s, s_next, -1.0);
}
}
gram_to_be
};
let guess = DMatrix::from_columns(
[
sphere(0.0, 0.0, 0.0, 15.0),
sphere(0.0, 0.0, -9.0, 5.0),
sphere(0.0, 0.0, 11.0, 3.0)
].into_iter().chain(
(1..=6).map(
|k| {
let ang = (k as f64) * PI/3.0;
sphere(9.0 * ang.cos(), 9.0 * ang.sin(), 0.0, 2.5)
}
)
).collect::<Vec<_>>().as_slice()
);
// the frozen entries fix the radii of the circumscribing sphere, the
// "sun" and "moon" spheres, and one of the chain spheres
let frozen: [(usize, usize); 4] = array::from_fn(|k| (3, k));
realize_gram(
&gram, guess, &frozen,
scaled_tol, 0.5, 0.9, 1.1, 200, 110
)
}
}
#[cfg(test)]
mod tests {
use super::{*, irisawa::realize_irisawa_hexlet};
#[test]
fn sub_proj_test() {
let target = PartialMatrix(vec![
MatrixEntry { index: (0, 0), value: 19.0 },
MatrixEntry { index: (0, 2), value: 39.0 },
MatrixEntry { index: (1, 1), value: 59.0 },
MatrixEntry { index: (1, 2), value: 69.0 }
]);
let attempt = DMatrix::<f64>::from_row_slice(2, 3, &[
1.0, 2.0, 3.0,
4.0, 5.0, 6.0
]);
let expected_result = DMatrix::<f64>::from_row_slice(2, 3, &[
18.0, 0.0, 36.0,
0.0, 54.0, 63.0
]);
assert_eq!(target.sub_proj(&attempt), expected_result);
}
#[test]
fn zero_loss_test() {
let gram = PartialMatrix({
let mut entries = Vec::<MatrixEntry>::new();
for j in 0..3 {
for k in 0..3 {
entries.push(MatrixEntry {
index: (j, k),
value: if j == k { 1.0 } else { -1.0 }
});
}
}
entries
});
let config = {
let a: f64 = 0.75_f64.sqrt();
DMatrix::from_columns(&[
sphere(1.0, 0.0, 0.0, a),
sphere(-0.5, a, 0.0, a),
sphere(-0.5, -a, 0.0, a)
])
};
let state = SearchState::from_config(&gram, config);
assert!(state.loss.abs() < f64::EPSILON);
}
#[test]
fn irisawa_hexlet_test() {
// solve Irisawa's problem
const SCALED_TOL: f64 = 1.0e-12;
let (config, _, _) = realize_irisawa_hexlet(SCALED_TOL);
// check against Irisawa's solution
let entry_tol = SCALED_TOL.sqrt();
let solution_diams = [30.0, 10.0, 6.0, 5.0, 15.0, 10.0, 3.75, 2.5, 2.0 + 8.0/11.0];
for (k, diam) in solution_diams.into_iter().enumerate() {
assert!((config[(3, k)] - 1.0 / diam).abs() < entry_tol);
}
}
// at the frozen indices, the optimization steps should have exact zeros,
// and the realized configuration should match the initial guess
#[test]
fn frozen_entry_test() {
let gram = {
let mut gram_to_be = PartialMatrix::new();
for j in 0..2 {
for k in j..2 {
gram_to_be.push_sym(j, k, if (j, k) == (1, 1) { 1.0 } else { 0.0 });
}
}
gram_to_be
};
let guess = DMatrix::from_columns(&[
point(0.0, 0.0, 2.0),
sphere(0.0, 0.0, 0.0, 1.0)
]);
let frozen = [(3, 0), (3, 1)];
println!();
let (config, success, history) = realize_gram(
&gram, guess.clone(), &frozen,
1.0e-12, 0.5, 0.9, 1.1, 200, 110
);
assert_eq!(success, true);
for base_step in history.base_step.into_iter() {
for index in frozen {
assert_eq!(base_step[index], 0.0);
}
}
for index in frozen {
assert_eq!(config[index], guess[index]);
}
}
}

View File

@ -1,7 +0,0 @@
#version 300 es
in vec4 position;
void main() {
gl_Position = position;
}

View File

@ -1,234 +0,0 @@
#version 300 es
precision highp float;
out vec4 outColor;
// --- inversive geometry ---
struct vecInv {
vec3 sp;
vec2 lt;
};
// --- uniforms ---
// assembly
const int SPHERE_MAX = 200;
uniform int sphere_cnt;
uniform vecInv sphere_list[SPHERE_MAX];
uniform vec3 color_list[SPHERE_MAX];
uniform float highlight_list[SPHERE_MAX];
// view
uniform vec2 resolution;
uniform float shortdim;
// controls
uniform float opacity;
uniform int layer_threshold;
uniform bool debug_mode;
// light and camera
const float focal_slope = 0.3;
const vec3 light_dir = normalize(vec3(2., 2., 1.));
const float ixn_threshold = 0.005;
const float INTERIOR_DIMMING = 0.7;
// --- sRGB ---
// map colors from RGB space to sRGB space, as specified in the sRGB standard
// (IEC 61966-2-1:1999)
//
// https://www.color.org/sRGB.pdf
// https://www.color.org/chardata/rgb/srgb.xalter
//
// in RGB space, color value is proportional to light intensity, so linear
// color-vector interpolation corresponds to physical light mixing. in sRGB
// space, the color encoding used by many monitors, we use more of the value
// interval to represent low intensities, and less of the interval to represent
// high intensities. this improves color quantization
float sRGB(float t) {
if (t <= 0.0031308) {
return 12.92*t;
} else {
return 1.055*pow(t, 5./12.) - 0.055;
}
}
vec3 sRGB(vec3 color) {
return vec3(sRGB(color.r), sRGB(color.g), sRGB(color.b));
}
// --- shading ---
struct Fragment {
vec3 pt;
vec3 normal;
vec4 color;
};
Fragment sphere_shading(vecInv v, vec3 pt, vec3 base_color) {
// the expression for normal needs to be checked. it's supposed to give the
// negative gradient of the lorentz product between the impact point vector
// and the sphere vector with respect to the coordinates of the impact
// point. i calculated it in my head and decided that the result looked good
// enough for now
vec3 normal = normalize(-v.sp + 2.*v.lt.s*pt);
float incidence = dot(normal, light_dir);
float illum = mix(0.4, 1.0, max(incidence, 0.0));
return Fragment(pt, normal, vec4(illum * base_color, opacity));
}
float intersection_dist(Fragment a, Fragment b) {
float intersection_sin = length(cross(a.normal, b.normal));
vec3 disp = a.pt - b.pt;
return max(
abs(dot(a.normal, disp)),
abs(dot(b.normal, disp))
) / intersection_sin;
}
// --- ray-casting ---
struct TaggedDepth {
float depth;
float dimming;
int id;
};
// if `a/b` is less than this threshold, we approximate `a*u^2 + b*u + c` by
// the linear function `b*u + c`
const float DEG_THRESHOLD = 1e-9;
// the depths, represented as multiples of `dir`, where the line generated by
// `dir` hits the sphere represented by `v`. if both depths are positive, the
// smaller one is returned in the first component. if only one depth is
// positive, it could be returned in either component
vec2 sphere_cast(vecInv v, vec3 dir) {
float a = -v.lt.s * dot(dir, dir);
float b = dot(v.sp, dir);
float c = -v.lt.t;
float adjust = 4.*a*c/(b*b);
if (adjust < 1.) {
// as long as `b` is non-zero, the linear approximation of
//
// a*u^2 + b*u + c
//
// at `u = 0` will reach zero at a finite depth `u_lin`. the root of the
// quadratic adjacent to `u_lin` is stored in `lin_root`. if both roots
// have the same sign, `lin_root` will be the one closer to `u = 0`
float square_rect_ratio = 1. + sqrt(1. - adjust);
float lin_root = -(2.*c)/b / square_rect_ratio;
if (abs(a) > DEG_THRESHOLD * abs(b)) {
return vec2(lin_root, -b/(2.*a) * square_rect_ratio);
} else {
return vec2(lin_root, -1.);
}
} else {
// the line through `dir` misses the sphere completely
return vec2(-1., -1.);
}
}
void main() {
vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
vec3 dir = vec3(focal_slope * scr, -1.);
// cast rays through the spheres
const int LAYER_MAX = 12;
TaggedDepth top_hits [LAYER_MAX];
int layer_cnt = 0;
for (int id = 0; id < sphere_cnt; ++id) {
// find out where the ray hits the sphere
vec2 hit_depths = sphere_cast(sphere_list[id], dir);
// insertion-sort the points we hit into the hit list
float dimming = 1.;
for (int side = 0; side < 2; ++side) {
float depth = hit_depths[side];
if (depth > 0.) {
for (int layer = layer_cnt; layer >= 0; --layer) {
if (layer < 1 || top_hits[layer-1].depth <= depth) {
// we're not as close to the screen as the hit before
// the empty slot, so insert here
if (layer < LAYER_MAX) {
top_hits[layer] = TaggedDepth(depth, dimming, id);
}
break;
} else {
// we're closer to the screen than the hit before the
// empty slot, so move that hit into the empty slot
top_hits[layer] = top_hits[layer-1];
}
}
layer_cnt = min(layer_cnt + 1, LAYER_MAX);
dimming = INTERIOR_DIMMING;
}
}
}
/* DEBUG */
// in debug mode, show the layer count instead of the shaded image
if (debug_mode) {
// at the bottom of the screen, show the color scale instead of the
// layer count
if (gl_FragCoord.y < 10.) layer_cnt = int(16. * gl_FragCoord.x / resolution.x);
// convert number to color
ivec3 bits = layer_cnt / ivec3(1, 2, 4);
vec3 color = mod(vec3(bits), 2.);
if (layer_cnt % 16 >= 8) {
color = mix(color, vec3(0.5), 0.5);
}
outColor = vec4(color, 1.);
return;
}
// composite the sphere fragments
vec3 color = vec3(0.);
int layer = layer_cnt - 1;
TaggedDepth hit = top_hits[layer];
Fragment frag_next = sphere_shading(
sphere_list[hit.id],
hit.depth * dir,
hit.dimming * color_list[hit.id]
);
float highlight_next = highlight_list[hit.id];
--layer;
for (; layer >= layer_threshold; --layer) {
// load the current fragment
Fragment frag = frag_next;
float highlight = highlight_next;
// shade the next fragment
hit = top_hits[layer];
frag_next = sphere_shading(
sphere_list[hit.id],
hit.depth * dir,
hit.dimming * color_list[hit.id]
);
highlight_next = highlight_list[hit.id];
// highlight intersections
float ixn_dist = intersection_dist(frag, frag_next);
float max_highlight = max(highlight, highlight_next);
float ixn_highlight = 0.5 * max_highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist));
frag.color = mix(frag.color, vec4(1.), ixn_highlight);
frag_next.color = mix(frag_next.color, vec4(1.), ixn_highlight);
// highlight cusps
float cusp_cos = abs(dot(dir, frag.normal));
float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[hit.id].lt.s);
float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos));
frag.color = mix(frag.color, vec4(1.), cusp_highlight);
// composite the current fragment
color = mix(color, frag.color.rgb, frag.color.a);
}
color = mix(color, frag_next.color.rgb, frag_next.color.a);
outColor = vec4(sRGB(color), 1.);
}

View File

@ -1 +0,0 @@
pub mod engine;

View File

@ -1,60 +0,0 @@
mod add_remove;
mod assembly;
mod display;
mod engine;
mod outline;
use rustc_hash::FxHashSet;
use sycamore::prelude::*;
use add_remove::AddRemove;
use assembly::{Assembly, ElementKey};
use display::Display;
use outline::Outline;
#[derive(Clone)]
struct AppState {
assembly: Assembly,
selection: Signal<FxHashSet<ElementKey>>
}
impl AppState {
fn new() -> AppState {
AppState {
assembly: Assembly::new(),
selection: create_signal(FxHashSet::default())
}
}
// in single-selection mode, select the element with the given key. in
// multiple-selection mode, toggle whether the element with the given key
// is selected
fn select(&self, key: ElementKey, multi: bool) {
if multi {
self.selection.update(|sel| {
if !sel.remove(&key) {
sel.insert(key);
}
});
} else {
self.selection.update(|sel| {
sel.clear();
sel.insert(key);
});
}
}
}
fn main() {
sycamore::render(|| {
provide_context(AppState::new());
view! {
div(id="sidebar") {
AddRemove {}
Outline {}
}
Display {}
}
});
}

View File

@ -1,196 +0,0 @@
use itertools::Itertools;
use sycamore::prelude::*;
use web_sys::{
Event,
HtmlInputElement,
KeyboardEvent,
MouseEvent,
wasm_bindgen::JsCast
};
use crate::{AppState, assembly, assembly::{Constraint, ConstraintKey, ElementKey}};
// an editable view of the Lorentz product representing a constraint
#[component(inline_props)]
fn LorentzProductInput(constraint: Constraint) -> View {
view! {
input(
r#type="text",
bind:value=constraint.lorentz_prod_text,
on:change=move |event: Event| {
let target: HtmlInputElement = event.target().unwrap().unchecked_into();
match target.value().parse::<f64>() {
Ok(lorentz_prod) => batch(|| {
constraint.lorentz_prod.set(lorentz_prod);
constraint.lorentz_prod_valid.set(true);
}),
Err(_) => constraint.lorentz_prod_valid.set(false)
};
}
)
}
}
// a list item that shows a constraint in an outline view of an element
#[component(inline_props)]
fn ConstraintOutlineItem(constraint_key: ConstraintKey, element_key: ElementKey) -> View {
let state = use_context::<AppState>();
let assembly = &state.assembly;
let constraint = assembly.constraints.with(|csts| csts[constraint_key].clone());
let other_subject = if constraint.subjects.0 == element_key {
constraint.subjects.1
} else {
constraint.subjects.0
};
let other_subject_label = assembly.elements.with(|elts| elts[other_subject].label.clone());
let class = constraint.lorentz_prod_valid.map(
|&lorentz_prod_valid| if lorentz_prod_valid { "constraint" } else { "constraint invalid" }
);
view! {
li(class=class.get()) {
input(r#type="checkbox", bind:checked=constraint.active)
div(class="constraint-label") { (other_subject_label) }
LorentzProductInput(constraint=constraint)
div(class="status")
}
}
}
// a list item that shows an element in an outline view of an assembly
#[component(inline_props)]
fn ElementOutlineItem(key: ElementKey, element: assembly::Element) -> View {
let state = use_context::<AppState>();
let class = state.selection.map(
move |sel| if sel.contains(&key) { "selected" } else { "" }
);
let label = element.label.clone();
let rep_components = element.representation.map(
|rep| rep.iter().map(
|u| format!("{:.3}", u).replace("-", "\u{2212}")
).collect()
);
let constrained = element.constraints.map(|csts| csts.len() > 0);
let constraint_list = element.constraints.map(
|csts| csts.clone().into_iter().collect()
);
let details_node = create_node_ref();
view! {
li {
details(ref=details_node) {
summary(
class=class.get(),
on:keydown={
move |event: KeyboardEvent| {
match event.key().as_str() {
"Enter" => {
state.select(key, event.shift_key());
event.prevent_default();
},
"ArrowRight" if constrained.get() => {
let _ = details_node
.get()
.unchecked_into::<web_sys::Element>()
.set_attribute("open", "");
},
"ArrowLeft" => {
let _ = details_node
.get()
.unchecked_into::<web_sys::Element>()
.remove_attribute("open");
},
_ => ()
}
}
}
) {
div(
class="element-switch",
on:click=|event: MouseEvent| event.stop_propagation()
)
div(
class="element",
on:click={
move |event: MouseEvent| {
if event.shift_key() {
state.selection.update(|sel| {
if !sel.remove(&key) {
sel.insert(key);
}
});
} else {
state.selection.update(|sel| {
sel.clear();
sel.insert(key);
});
}
event.stop_propagation();
event.prevent_default();
}
}
) {
div(class="element-label") { (label) }
div(class="element-representation") {
Indexed(
list=rep_components,
view=|coord_str| view! {
div { (coord_str) }
}
)
}
div(class="status")
}
}
ul(class="constraints") {
Keyed(
list=constraint_list,
view=move |cst_key| view! {
ConstraintOutlineItem(
constraint_key=cst_key,
element_key=key
)
},
key=|cst_key| cst_key.clone()
)
}
}
}
}
}
// a component that lists the elements of the current assembly, showing the
// constraints on each element as a collapsible sub-list. its implementation
// is based on Kate Morley's HTML + CSS tree views:
//
// https://iamkate.com/code/tree-views/
//
#[component]
pub fn Outline() -> View {
let state = use_context::<AppState>();
// list the elements alphabetically by ID
let element_list = state.assembly.elements.map(
|elts| elts
.clone()
.into_iter()
.sorted_by_key(|(_, elt)| elt.id.clone())
.collect()
);
view! {
ul(
id="outline",
on:click={
let state = use_context::<AppState>();
move |_| state.selection.update(|sel| sel.clear())
}
) {
Keyed(
list=element_list,
view=|(key, elt)| view! {
ElementOutlineItem(key=key, element=elt)
},
key=|(_, elt)| elt.serial
)
}
}
}

View File

@ -29,6 +29,18 @@ end
dimension(I::Generic.Ideal{U}, maxdepth = Inf) where {T <: RingElement, U <: MPolyRingElem{T}} =
length(gens(base_ring(I))) - codimension(I, maxdepth)
m2_ordering(R::MPolyRing) = Dict(
:lex => :Lex,
:deglex => :GLex,
:degrevlex => :GRevLex
)[ordering(R)]
string_m2(ring::MPolyRing) =
"QQ[$(join(symbols(ring), ", ")), MonomialOrder => $(m2_ordering(ring))]"
string_m2(f::MPolyRingElem) =
replace(string(f), "//" => "/")
# --- primitve elements ---
abstract type Element{T} end
@ -149,7 +161,10 @@ function Base.push!(ctx::Construction{T}, rel::Relation{T}) where T
end
end
function realize(ctx::Construction{T}) where T
# output options:
# nothing - find a Gröbner basis
# :m2 - write a system of polynomials to a Macaulay2 file
function realize(ctx::Construction{T}; output = nothing) where T
# collect coordinate names
coordnamelist = Symbol[]
eltenum = enumerate(Iterators.flatten((ctx.spheres, ctx.points)))
@ -197,7 +212,16 @@ function realize(ctx::Construction{T}) where T
push!(eqns, sum(elt.vec[2] for elt in Iterators.flatten((ctx.points, ctx.spheres))) - n_elts)
end
(Generic.Ideal(coordring, eqns), eqns)
if output == :m2
file = open("macaulay2/construction.m2", "w")
write(file, string(
"coordring = $(string_m2(coordring))\n",
"eqns = {\n $(join(string_m2.(eqns), ",\n "))\n}"
))
close(file)
else
return (Generic.Ideal(coordring, eqns), eqns)
end
end
end

77
engine-proto/Engine.jl Normal file
View File

@ -0,0 +1,77 @@
include("HittingSet.jl")
module Engine
include("Engine.Algebraic.jl")
include("Engine.Numerical.jl")
using .Algebraic
using .Numerical
export Construction, mprod, codimension, dimension
end
# ~~~ sandbox setup ~~~
using Random
using Distributions
using LinearAlgebra
using AbstractAlgebra
using HomotopyContinuation
using GLMakie
CoeffType = Rational{Int64}
spheres = [Engine.Sphere{CoeffType}() for _ in 1:3]
tangencies = [
Engine.AlignsWithBy{CoeffType}(
spheres[n],
spheres[mod1(n+1, length(spheres))],
CoeffType(1)
)
for n in 1:3
]
ctx_tan_sph = Engine.Construction{CoeffType}(elements = spheres, relations = tangencies)
##ideal_tan_sph, eqns_tan_sph = Engine.realize(ctx_tan_sph)
Engine.realize(ctx_tan_sph, output = :m2)
##freedom = Engine.dimension(ideal_tan_sph)
##println("Three mutually tangent spheres: $freedom degrees of freedom")
# --- test rational cut ---
##coordring = base_ring(ideal_tan_sph)
##vbls = Variable.(symbols(coordring))
# test a random witness set
##system = CompiledSystem(System(eqns_tan_sph, variables = vbls))
##norm2 = vec -> real(dot(conj.(vec), vec))
##rng = MersenneTwister(6071)
##n_planes = 6
##samples = []
##for _ in 1:n_planes
## real_solns = solution.(Engine.Numerical.real_samples(system, freedom, rng = rng))
## for soln in real_solns
## if all(norm2(soln - samp) > 1e-4*length(gens(coordring)) for samp in samples)
## push!(samples, soln)
## end
## end
##end
##println("Found $(length(samples)) sample solutions")
# show a sample solution
##function show_solution(ctx, vals)
## # evaluate elements
## real_vals = real.(vals)
## disp_points = [Engine.Numerical.evaluate(pt, real_vals) for pt in ctx.points]
## disp_spheres = [Engine.Numerical.evaluate(sph, real_vals) for sph in ctx.spheres]
##
## # create scene
## scene = Scene()
## cam3d!(scene)
## scatter!(scene, disp_points, color = :green)
## for sph in disp_spheres
## mesh!(scene, sph, color = :gray)
## end
## scene
##end

View File

@ -1,223 +0,0 @@
module Viewer
using Blink
using Colors
using Printf
using Main.Engine
export ConstructionViewer, display!, opentools!, closetools!
# === Blink utilities ===
append_to_head!(w, type, content) = @js w begin
@var element = document.createElement($type)
element.appendChild(document.createTextNode($content))
document.head.appendChild(element)
end
style!(w, stylesheet) = append_to_head!(w, "style", stylesheet)
script!(w, code) = append_to_head!(w, "script", code)
# === construction viewer ===
mutable struct ConstructionViewer
win::Window
function ConstructionViewer()
# create window and open developer console
win = Window(Blink.Dict(:width => 620, :height => 830))
# set stylesheet
style!(win, """
body {
background-color: #ccc;
}
/* the maximum dimensions keep Ganja from blowing up the canvas */
#view {
display: block;
width: 600px;
height: 600px;
margin-top: 10px;
margin-left: 10px;
border-radius: 10px;
background-color: #f0f0f0;
}
#control-panel {
width: 600px;
height: 200px;
box-sizing: border-box;
padding: 5px 10px 5px 10px;
margin-top: 10px;
margin-left: 10px;
overflow-y: scroll;
border-radius: 10px;
background-color: #f0f0f0;
}
#control-panel > div {
margin-top: 5px;
padding: 4px;
border-radius: 5px;
border: solid;
font-family: monospace;
}
""")
# load Ganja.js. for an automatically updated web-hosted version, load from
#
# https://unpkg.com/ganja.js
#
# instead
loadjs!(win, "http://localhost:8000/ganja-1.0.204.js")
# create global functions and variables
script!(win, """
// create algebra
var CGA3 = Algebra(4, 1);
// initialize element list and palette
var elements = [];
var palette = [];
// declare handles for the view and its options
var view;
var viewOpt;
// declare handles for the controls
var controlPanel;
var visToggles;
// create scene function
function scene() {
commands = [];
for (let n = 0; n < elements.length; ++n) {
if (visToggles[n].checked) {
commands.push(palette[n], elements[n]);
}
}
return commands;
}
function updateView() {
requestAnimationFrame(view.update.bind(view, scene));
}
""")
@js win begin
# create view
viewOpt = Dict(
:conformal => true,
:gl => true,
:devicePixelRatio => window.devicePixelRatio
)
view = CGA3.graph(scene, viewOpt)
view.setAttribute(:id, "view")
view.removeAttribute(:style)
document.body.replaceChildren(view)
# create control panel
controlPanel = document.createElement(:div)
controlPanel.setAttribute(:id, "control-panel")
document.body.appendChild(controlPanel)
end
new(win)
end
end
mprod(v, w) =
v[1]*w[1] + v[2]*w[2] + v[3]*w[3] + v[4]*w[4] - v[5]*w[5]
function display!(viewer::ConstructionViewer, elements::Matrix)
# load elements
elements_full = []
for elt in eachcol(Engine.unmix * elements)
if mprod(elt, elt) < 0.5
elt_full = [0; elt; fill(0, 26)]
else
# `elt` is a spacelike vector, representing a generalized sphere, so we
# take its Hodge dual before passing it to Ganja.js. the dual represents
# the same generalized sphere, but Ganja.js only displays planes when
# they're represented by vectors in grade 4 rather than grade 1
elt_full = [fill(0, 26); -elt[5]; -elt[4]; elt[3]; -elt[2]; elt[1]; 0]
end
push!(elements_full, elt_full)
end
@js viewer.win elements = $elements_full.map((elt) -> @new CGA3(elt))
# generate palette. this is Gadfly's `default_discrete_colors` palette,
# available under the MIT license
palette = distinguishable_colors(
length(elements_full),
[LCHab(70, 60, 240)],
transform = c -> deuteranopic(c, 0.5),
lchoices = Float64[65, 70, 75, 80],
cchoices = Float64[0, 50, 60, 70],
hchoices = range(0, stop=330, length=24)
)
palette_packed = [RGB24(c).color for c in palette]
@js viewer.win palette = $palette_packed
# create visibility toggles
@js viewer.win begin
controlPanel.replaceChildren()
visToggles = []
end
for (elt, c) in zip(eachcol(elements), palette)
vec_str = join(map(t -> @sprintf("%.3f", t), elt), ", ")
color_str = "#$(hex(c))"
style_str = "background-color: $color_str; border-color: $color_str;"
@js viewer.win begin
@var toggle = document.createElement(:div)
toggle.setAttribute(:style, $style_str)
toggle.checked = true
toggle.addEventListener(
"click",
() -> begin
toggle.checked = !toggle.checked
toggle.style.backgroundColor = toggle.checked ? $color_str : "inherit";
updateView()
end
)
toggle.appendChild(document.createTextNode($vec_str))
visToggles.push(toggle);
controlPanel.appendChild(toggle);
end
end
# update view
@js viewer.win updateView()
end
function opentools!(viewer::ConstructionViewer)
size(viewer.win, 1240, 830)
opentools(viewer.win)
end
function closetools!(viewer::ConstructionViewer)
closetools(viewer.win)
size(viewer.win, 620, 830)
end
end
# ~~~ sandbox setup ~~~
elements = let
a = sqrt(BigFloat(3)/2)
sqrt(0.5) * BigFloat[
1 1 -1 -1 0
1 -1 1 -1 0
1 -1 -1 1 0
0.5 0.5 0.5 0.5 1+a
0.5 0.5 0.5 0.5 1-a
]
end
# show construction
viewer = Viewer.ConstructionViewer()
Viewer.display!(viewer, elements)

View File

@ -1,76 +0,0 @@
include("HittingSet.jl")
module Engine
include("Engine.Algebraic.jl")
include("Engine.Numerical.jl")
using .Algebraic
using .Numerical
export Construction, mprod, codimension, dimension
end
# ~~~ sandbox setup ~~~
using Random
using Distributions
using LinearAlgebra
using AbstractAlgebra
using HomotopyContinuation
using GLMakie
CoeffType = Rational{Int64}
spheres = [Engine.Sphere{CoeffType}() for _ in 1:3]
tangencies = [
Engine.AlignsWithBy{CoeffType}(
spheres[n],
spheres[mod1(n+1, length(spheres))],
CoeffType(1)
)
for n in 1:3
]
ctx_tan_sph = Engine.Construction{CoeffType}(elements = spheres, relations = tangencies)
ideal_tan_sph, eqns_tan_sph = Engine.realize(ctx_tan_sph)
freedom = Engine.dimension(ideal_tan_sph)
println("Three mutually tangent spheres: $freedom degrees of freedom")
# --- test rational cut ---
coordring = base_ring(ideal_tan_sph)
vbls = Variable.(symbols(coordring))
# test a random witness set
system = CompiledSystem(System(eqns_tan_sph, variables = vbls))
norm2 = vec -> real(dot(conj.(vec), vec))
rng = MersenneTwister(6071)
n_planes = 6
samples = []
for _ in 1:n_planes
real_solns = solution.(Engine.Numerical.real_samples(system, freedom, rng = rng))
for soln in real_solns
if all(norm2(soln - samp) > 1e-4*length(gens(coordring)) for samp in samples)
push!(samples, soln)
end
end
end
println("Found $(length(samples)) sample solutions")
# show a sample solution
function show_solution(ctx, vals)
# evaluate elements
real_vals = real.(vals)
disp_points = [Engine.Numerical.evaluate(pt, real_vals) for pt in ctx.points]
disp_spheres = [Engine.Numerical.evaluate(sph, real_vals) for sph in ctx.spheres]
# create scene
scene = Scene()
cam3d!(scene)
scatter!(scene, disp_points, color = :green)
for sph in disp_spheres
mesh!(scene, sph, color = :gray)
end
scene
end

View File

@ -1,96 +0,0 @@
<!DOCTYPE html>
<html>
<head>
<style>
body {
background-color: #ffe0f0;
}
/* needed to keep Ganja canvas from blowing up */
canvas {
min-width: 600px;
max-width: 600px;
min-height: 600px;
max-height: 600px;
}
</style>
<script src="https://unpkg.com/ganja.js"></script>
</head>
<body>
<p><button onclick="flip()">Flip</button></p>
<script>
// in the default view, e4 + e5 is the point at infinity
let CGA3 = Algebra(4, 1);
let elements = [
CGA3.inline(() => Math.sqrt(0.5)*( 1e1 + 1e2 + 1e3 + 1e5))(),
CGA3.inline(() => Math.sqrt(0.5)*( 1e1 - 1e2 - 1e3 + 1e5))(),
CGA3.inline(() => Math.sqrt(0.5)*(-1e1 + 1e2 - 1e3 + 1e5))(),
CGA3.inline(() => Math.sqrt(0.5)*(-1e1 - 1e2 + 1e3 + 1e5))(),
CGA3.inline(() => -Math.sqrt(3)*1e4 + Math.sqrt(2)*1e5)()
];
/*
these blocks of commented-out code can be used to confirm that a spacelike
vector and its Hodge dual represent the same generalized sphere
*/
/*let elements = [
CGA3.inline(() => Math.sqrt(0.5)*!( 1e1 + 1e2 + 1e3 + 1e5))(),
CGA3.inline(() => Math.sqrt(0.5)*!( 1e1 - 1e2 - 1e3 + 1e5))(),
CGA3.inline(() => Math.sqrt(0.5)*!(-1e1 + 1e2 - 1e3 + 1e5))(),
CGA3.inline(() => Math.sqrt(0.5)*!(-1e1 - 1e2 + 1e3 + 1e5))(),
CGA3.inline(() => !(-Math.sqrt(3)*1e4 + Math.sqrt(2)*1e5))()
];*/
/*let elements = [
CGA3.inline(() => 1e1 + 1e5)(),
CGA3.inline(() => 1e2 + 1e5)(),
CGA3.inline(() => 1e3 + 1e5)(),
CGA3.inline(() => -1e4 + 1e5)(),
CGA3.inline(() => Math.sqrt(0.5)*(1e1 + 1e2 + 1e3 + 1e5))(),
CGA3.inline(() => Math.sqrt(0.5)*!(1e1 + 1e2 + 1e3 - 0.01e4 + 1e5))()
];*/
// set up palette
var colorIndex;
var palette = [0xff00b0, 0x00ffb0, 0x00b0ff, 0x8040ff, 0xc0c0c0];
function nextColor() {
colorIndex = (colorIndex + 1) % palette.length;
return palette[colorIndex];
}
function resetColorCycle() {
colorIndex = palette.length - 1;
}
resetColorCycle();
// create scene function
function scene() {
commands = [];
resetColorCycle();
elements.forEach((elt) => commands.push(nextColor(), elt));
return commands;
}
// initialize graph
let graph = CGA3.graph(
scene,
{
conformal: true, gl: true, grid: true
}
)
document.body.appendChild(graph);
function flip() {
let last = elements.length - 1;
for (let n = 0; n < last; ++n) {
// reflect
elements[n] = CGA3.Mul(CGA3.Mul(elements[last], elements[n]), elements[last]);
// de-noise
for (let k = 6; k < elements[n].length; ++k) {
/*for (let k = 0; k < 26; ++k) {*/
elements[n][k] = 0;
}
}
requestAnimationFrame(graph.update.bind(graph, scene));
}
</script>
</body>
</html>

View File

@ -1,127 +0,0 @@
using Blink
using Colors
# === utilities ===
append_to_head!(w, type, content) = @js w begin
@var element = document.createElement($type)
element.appendChild(document.createTextNode($content))
document.head.appendChild(element)
end
style!(w, stylesheet) = append_to_head!(w, "style", stylesheet)
script!(w, code) = append_to_head!(w, "script", code)
function add_element!(vec)
# add element
full_vec = [0; vec; fill(0, 26)]
n = @js win elements.push(@new CGA3($full_vec))
# generate palette. this is Gadfly's `default_discrete_colors` palette,
# available under the MIT license
palette = distinguishable_colors(
n,
[LCHab(70, 60, 240)],
transform = c -> deuteranopic(c, 0.5),
lchoices = Float64[65, 70, 75, 80],
cchoices = Float64[0, 50, 60, 70],
hchoices = range(0, stop=330, length=24)
)
palette_packed = [RGB24(c).color for c in palette]
@js win palette = $palette_packed
end
# === build page ===
# create window and open developer console
win = Window()
opentools(win)
# set stylesheet
style!(win, """
body {
background-color: #ffe0f0;
}
/* needed to keep Ganja canvas from blowing up */
canvas {
min-width: 600px;
max-width: 600px;
min-height: 600px;
max-height: 600px;
}
""")
# load Ganja.js
loadjs!(win, "https://unpkg.com/ganja.js")
# create global functions and variables
script!(win, """
// create algebra
var CGA3 = Algebra(4, 1);
// initialize element list and palette
var elements = [];
var palette = [];
// declare visualization handle
var graph;
// create scene function
function scene() {
commands = [];
for (let n = 0; n < elements.length; ++n) {
commands.push(palette[n], elements[n]);
}
return commands;
}
function flip() {
let last = elements.length - 1;
for (let n = 0; n < last; ++n) {
// reflect
elements[n] = CGA3.Mul(CGA3.Mul(elements[last], elements[n]), elements[last]);
// de-noise
for (let k = 6; k < elements[n].length; ++k) {
elements[n][k] = 0;
}
}
requestAnimationFrame(graph.update.bind(graph, scene));
}
""")
# set up controls
body!(win, """
<p><button id="flip-button" onclick="flip()">Flip</button></p>
""", async = false)
# === set up visualization ===
# list elements. in the default view, e4 + e5 is the point at infinity
elements = sqrt(0.5) * BigFloat[
1 1 -1 -1 0;
1 -1 1 -1 0;
1 -1 -1 1 0;
0 0 0 0 -sqrt(6);
1 1 1 1 2
]
# load elements
for vec in eachcol(elements)
add_element!(vec)
end
# initialize visualization
@js win begin
graph = CGA3.graph(
scene,
Dict(
"conformal" => true,
"gl" => true,
"grid" => true
)
)
document.body.appendChild(graph)
end

View File

@ -1,573 +0,0 @@
module Engine
using LinearAlgebra
using GenericLinearAlgebra
using SparseArrays
using Random
using Optim
export
rand_on_shell, Q, DescentHistory,
realize_gram_gradient, realize_gram_newton, realize_gram_optim,
realize_gram_alt_proj, realize_gram
# === guessing ===
sconh(t, u) = 0.5*(exp(t) + u*exp(-t))
function rand_on_sphere(rng::AbstractRNG, ::Type{T}, n) where T
out = randn(rng, T, n)
tries_left = 2
while dot(out, out) < 1e-6 && tries_left > 0
out = randn(rng, T, n)
tries_left -= 1
end
normalize(out)
end
##[TO DO] write a test to confirm that the outputs are on the correct shells
function rand_on_shell(rng::AbstractRNG, shell::T) where T <: Number
space_part = rand_on_sphere(rng, T, 4)
rapidity = randn(rng, T)
sig = sign(shell)
nullmix * [sconh(rapidity, sig)*space_part; sconh(rapidity, -sig)]
end
rand_on_shell(rng::AbstractRNG, shells::Array{T}) where T <: Number =
hcat([rand_on_shell(rng, sh) for sh in shells]...)
rand_on_shell(shells::Array{<:Number}) = rand_on_shell(Random.default_rng(), shells)
# === elements ===
point(pos) = [pos; 0.5; 0.5 * dot(pos, pos)]
plane(normal, offset) = [-normal; 0; -offset]
function sphere(center, radius)
dist_sq = dot(center, center)
[
center / radius;
0.5 / radius;
0.5 * (dist_sq / radius - radius)
]
end
# === Gram matrix realization ===
# basis changes
nullmix = [Matrix{Int64}(I, 3, 3) zeros(Int64, 3, 2); zeros(Int64, 2, 3) [-1 1; 1 1]//2]
unmix = [Matrix{Int64}(I, 3, 3) zeros(Int64, 3, 2); zeros(Int64, 2, 3) [-1 1; 1 1]]
# the Lorentz form
Q = [Matrix{Int64}(I, 3, 3) zeros(Int64, 3, 2); zeros(Int64, 2, 3) [0 -2; -2 0]]
# project a matrix onto the subspace of matrices whose entries vanish away from
# the given indices
function proj_to_entries(mat, indices)
result = zeros(size(mat))
for (j, k) in indices
result[j, k] = mat[j, k]
end
result
end
# the difference between the matrices `target` and `attempt`, projected onto the
# subspace of matrices whose entries vanish at each empty index of `target`
function proj_diff(target::SparseMatrixCSC{T, <:Any}, attempt::Matrix{T}) where T
J, K, values = findnz(target)
result = zeros(size(target))
for (j, k, val) in zip(J, K, values)
result[j, k] = val - attempt[j, k]
end
result
end
# a type for keeping track of gradient descent history
struct DescentHistory{T}
scaled_loss::Array{T}
neg_grad::Array{Matrix{T}}
base_step::Array{Matrix{T}}
hess::Array{Hermitian{T, Matrix{T}}}
slope::Array{T}
stepsize::Array{T}
positive::Array{Bool}
backoff_steps::Array{Int64}
last_line_L::Array{Matrix{T}}
last_line_loss::Array{T}
function DescentHistory{T}(
scaled_loss = Array{T}(undef, 0),
neg_grad = Array{Matrix{T}}(undef, 0),
hess = Array{Hermitian{T, Matrix{T}}}(undef, 0),
base_step = Array{Matrix{T}}(undef, 0),
slope = Array{T}(undef, 0),
stepsize = Array{T}(undef, 0),
positive = Bool[],
backoff_steps = Int64[],
last_line_L = Array{Matrix{T}}(undef, 0),
last_line_loss = Array{T}(undef, 0)
) where T
new(scaled_loss, neg_grad, hess, base_step, slope, stepsize, positive, backoff_steps, last_line_L, last_line_loss)
end
end
# seek a matrix `L` for which `L'QL` matches the sparse matrix `gram` at every
# explicit entry of `gram`. use gradient descent starting from `guess`
function realize_gram_gradient(
gram::SparseMatrixCSC{T, <:Any},
guess::Matrix{T};
scaled_tol = 1e-30,
min_efficiency = 0.5,
init_stepsize = 1.0,
backoff = 0.9,
max_descent_steps = 600,
max_backoff_steps = 110
) where T <: Number
# start history
history = DescentHistory{T}()
# scale tolerance
scale_adjustment = sqrt(T(nnz(gram)))
tol = scale_adjustment * scaled_tol
# initialize variables
stepsize = init_stepsize
L = copy(guess)
# do gradient descent
Δ_proj = proj_diff(gram, L'*Q*L)
loss = dot(Δ_proj, Δ_proj)
for _ in 1:max_descent_steps
# stop if the loss is tolerably low
if loss < tol
break
end
# find the negative gradient of the loss function
neg_grad = 4*Q*L*Δ_proj
slope = norm(neg_grad)
dir = neg_grad / slope
# store current position, loss, and slope
L_last = L
loss_last = loss
push!(history.scaled_loss, loss / scale_adjustment)
push!(history.neg_grad, neg_grad)
push!(history.slope, slope)
# find a good step size using backtracking line search
push!(history.stepsize, 0)
push!(history.backoff_steps, max_backoff_steps)
empty!(history.last_line_L)
empty!(history.last_line_loss)
for backoff_steps in 0:max_backoff_steps
history.stepsize[end] = stepsize
L = L_last + stepsize * dir
Δ_proj = proj_diff(gram, L'*Q*L)
loss = dot(Δ_proj, Δ_proj)
improvement = loss_last - loss
push!(history.last_line_L, L)
push!(history.last_line_loss, loss / scale_adjustment)
if improvement >= min_efficiency * stepsize * slope
history.backoff_steps[end] = backoff_steps
break
end
stepsize *= backoff
end
# [DEBUG] if we've hit a wall, quit
if history.backoff_steps[end] == max_backoff_steps
break
end
end
# return the factorization and its history
push!(history.scaled_loss, loss / scale_adjustment)
L, history
end
function basis_matrix(::Type{T}, j, k, dims) where T
result = zeros(T, dims)
result[j, k] = one(T)
result
end
# seek a matrix `L` for which `L'QL` matches the sparse matrix `gram` at every
# explicit entry of `gram`. use Newton's method starting from `guess`
function realize_gram_newton(
gram::SparseMatrixCSC{T, <:Any},
guess::Matrix{T};
scaled_tol = 1e-30,
rate = 1,
max_steps = 100
) where T <: Number
# start history
history = DescentHistory{T}()
# find the dimension of the search space
dims = size(guess)
element_dim, construction_dim = dims
total_dim = element_dim * construction_dim
# list the constrained entries of the gram matrix
J, K, _ = findnz(gram)
constrained = zip(J, K)
# scale the tolerance
scale_adjustment = sqrt(T(length(constrained)))
tol = scale_adjustment * scaled_tol
# use Newton's method
L = copy(guess)
for step in 0:max_steps
# evaluate the loss function
Δ_proj = proj_diff(gram, L'*Q*L)
loss = dot(Δ_proj, Δ_proj)
# store the current loss
push!(history.scaled_loss, loss / scale_adjustment)
# stop if the loss is tolerably low
if loss < tol || step > max_steps
break
end
# find the negative gradient of the loss function
neg_grad = 4*Q*L*Δ_proj
# find the negative Hessian of the loss function
hess = Matrix{T}(undef, total_dim, total_dim)
indices = [(j, k) for k in 1:construction_dim for j in 1:element_dim]
for (j, k) in indices
basis_mat = basis_matrix(T, j, k, dims)
neg_dΔ = basis_mat'*Q*L + L'*Q*basis_mat
neg_dΔ_proj = proj_to_entries(neg_dΔ, constrained)
deriv_grad = 4*Q*(-basis_mat*Δ_proj + L*neg_dΔ_proj)
hess[:, (k-1)*element_dim + j] = reshape(deriv_grad, total_dim)
end
hess = Hermitian(hess)
push!(history.hess, hess)
# compute the Newton step
step = hess \ reshape(neg_grad, total_dim)
L += rate * reshape(step, dims)
end
# return the factorization and its history
L, history
end
LinearAlgebra.eigen!(A::Symmetric{BigFloat, Matrix{BigFloat}}; sortby::Nothing) =
eigen!(Hermitian(A))
function convertnz(type, mat)
J, K, values = findnz(mat)
sparse(J, K, type.(values))
end
function realize_gram_optim(
gram::SparseMatrixCSC{T, <:Any},
guess::Matrix{T}
) where T <: Number
# find the dimension of the search space
dims = size(guess)
element_dim, construction_dim = dims
total_dim = element_dim * construction_dim
# list the constrained entries of the gram matrix
J, K, _ = findnz(gram)
constrained = zip(J, K)
# scale the loss function
scale_adjustment = length(constrained)
function loss(L_vec)
L = reshape(L_vec, dims)
Δ_proj = proj_diff(gram, L'*Q*L)
dot(Δ_proj, Δ_proj) / scale_adjustment
end
function loss_grad!(storage, L_vec)
L = reshape(L_vec, dims)
Δ_proj = proj_diff(gram, L'*Q*L)
storage .= reshape(-4*Q*L*Δ_proj, total_dim) / scale_adjustment
end
function loss_hess!(storage, L_vec)
L = reshape(L_vec, dims)
Δ_proj = proj_diff(gram, L'*Q*L)
indices = [(j, k) for k in 1:construction_dim for j in 1:element_dim]
for (j, k) in indices
basis_mat = basis_matrix(T, j, k, dims)
neg_dΔ = basis_mat'*Q*L + L'*Q*basis_mat
neg_dΔ_proj = proj_to_entries(neg_dΔ, constrained)
deriv_grad = 4*Q*(-basis_mat*Δ_proj + L*neg_dΔ_proj) / scale_adjustment
storage[:, (k-1)*element_dim + j] = reshape(deriv_grad, total_dim)
end
end
optimize(
loss, loss_grad!, loss_hess!,
reshape(guess, total_dim),
Newton()
)
end
# seek a matrix `L` for which `L'QL` matches the sparse matrix `gram` at every
# explicit entry of `gram`. use gradient descent starting from `guess`, with an
# alternate technique for finding the projected base step from the unprojected
# Hessian
function realize_gram_alt_proj(
gram::SparseMatrixCSC{T, <:Any},
guess::Matrix{T},
frozen = CartesianIndex[];
scaled_tol = 1e-30,
min_efficiency = 0.5,
backoff = 0.9,
reg_scale = 1.1,
max_descent_steps = 200,
max_backoff_steps = 110
) where T <: Number
# start history
history = DescentHistory{T}()
# find the dimension of the search space
dims = size(guess)
element_dim, construction_dim = dims
total_dim = element_dim * construction_dim
# list the constrained entries of the gram matrix
J, K, _ = findnz(gram)
constrained = zip(J, K)
# scale the tolerance
scale_adjustment = sqrt(T(length(constrained)))
tol = scale_adjustment * scaled_tol
# convert the frozen indices to stacked format
frozen_stacked = [(index[2]-1)*element_dim + index[1] for index in frozen]
# initialize search state
L = copy(guess)
Δ_proj = proj_diff(gram, L'*Q*L)
loss = dot(Δ_proj, Δ_proj)
# use Newton's method with backtracking and gradient descent backup
for step in 1:max_descent_steps
# stop if the loss is tolerably low
if loss < tol
break
end
# find the negative gradient of the loss function
neg_grad = 4*Q*L*Δ_proj
# find the negative Hessian of the loss function
hess = Matrix{T}(undef, total_dim, total_dim)
indices = [(j, k) for k in 1:construction_dim for j in 1:element_dim]
for (j, k) in indices
basis_mat = basis_matrix(T, j, k, dims)
neg_dΔ = basis_mat'*Q*L + L'*Q*basis_mat
neg_dΔ_proj = proj_to_entries(neg_dΔ, constrained)
deriv_grad = 4*Q*(-basis_mat*Δ_proj + L*neg_dΔ_proj)
hess[:, (k-1)*element_dim + j] = reshape(deriv_grad, total_dim)
end
hess_sym = Hermitian(hess)
push!(history.hess, hess_sym)
# regularize the Hessian
min_eigval = minimum(eigvals(hess_sym))
push!(history.positive, min_eigval > 0)
if min_eigval <= 0
hess -= reg_scale * min_eigval * I
end
# compute the Newton step
neg_grad_stacked = reshape(neg_grad, total_dim)
for k in frozen_stacked
neg_grad_stacked[k] = 0
hess[k, :] .= 0
hess[:, k] .= 0
hess[k, k] = 1
end
base_step_stacked = Hermitian(hess) \ neg_grad_stacked
base_step = reshape(base_step_stacked, dims)
push!(history.base_step, base_step)
# store the current position, loss, and slope
L_last = L
loss_last = loss
push!(history.scaled_loss, loss / scale_adjustment)
push!(history.neg_grad, neg_grad)
push!(history.slope, norm(neg_grad))
# find a good step size using backtracking line search
push!(history.stepsize, 0)
push!(history.backoff_steps, max_backoff_steps)
empty!(history.last_line_L)
empty!(history.last_line_loss)
rate = one(T)
step_success = false
base_target_improvement = dot(neg_grad, base_step)
for backoff_steps in 0:max_backoff_steps
history.stepsize[end] = rate
L = L_last + rate * base_step
Δ_proj = proj_diff(gram, L'*Q*L)
loss = dot(Δ_proj, Δ_proj)
improvement = loss_last - loss
push!(history.last_line_L, L)
push!(history.last_line_loss, loss / scale_adjustment)
if improvement >= min_efficiency * rate * base_target_improvement
history.backoff_steps[end] = backoff_steps
step_success = true
break
end
rate *= backoff
end
# if we've hit a wall, quit
if !step_success
return L_last, false, history
end
end
# return the factorization and its history
push!(history.scaled_loss, loss / scale_adjustment)
L, loss < tol, history
end
# seek a matrix `L` for which `L'QL` matches the sparse matrix `gram` at every
# explicit entry of `gram`. use gradient descent starting from `guess`
function realize_gram(
gram::SparseMatrixCSC{T, <:Any},
guess::Matrix{T},
frozen = nothing;
scaled_tol = 1e-30,
min_efficiency = 0.5,
backoff = 0.9,
reg_scale = 1.1,
max_descent_steps = 200,
max_backoff_steps = 110
) where T <: Number
# start history
history = DescentHistory{T}()
# find the dimension of the search space
dims = size(guess)
element_dim, construction_dim = dims
total_dim = element_dim * construction_dim
# list the constrained entries of the gram matrix
J, K, _ = findnz(gram)
constrained = zip(J, K)
# scale the tolerance
scale_adjustment = sqrt(T(length(constrained)))
tol = scale_adjustment * scaled_tol
# list the un-frozen indices
has_frozen = !isnothing(frozen)
if has_frozen
is_unfrozen = fill(true, size(guess))
is_unfrozen[frozen] .= false
unfrozen = findall(is_unfrozen)
unfrozen_stacked = reshape(is_unfrozen, total_dim)
end
# initialize search state
L = copy(guess)
Δ_proj = proj_diff(gram, L'*Q*L)
loss = dot(Δ_proj, Δ_proj)
# use Newton's method with backtracking and gradient descent backup
for step in 1:max_descent_steps
# stop if the loss is tolerably low
if loss < tol
break
end
# find the negative gradient of the loss function
neg_grad = 4*Q*L*Δ_proj
# find the negative Hessian of the loss function
hess = Matrix{T}(undef, total_dim, total_dim)
indices = [(j, k) for k in 1:construction_dim for j in 1:element_dim]
for (j, k) in indices
basis_mat = basis_matrix(T, j, k, dims)
neg_dΔ = basis_mat'*Q*L + L'*Q*basis_mat
neg_dΔ_proj = proj_to_entries(neg_dΔ, constrained)
deriv_grad = 4*Q*(-basis_mat*Δ_proj + L*neg_dΔ_proj)
hess[:, (k-1)*element_dim + j] = reshape(deriv_grad, total_dim)
end
hess = Hermitian(hess)
push!(history.hess, hess)
# regularize the Hessian
min_eigval = minimum(eigvals(hess))
push!(history.positive, min_eigval > 0)
if min_eigval <= 0
hess -= reg_scale * min_eigval * I
end
# compute the Newton step
neg_grad_stacked = reshape(neg_grad, total_dim)
if has_frozen
hess = hess[unfrozen_stacked, unfrozen_stacked]
neg_grad_compressed = neg_grad_stacked[unfrozen_stacked]
else
neg_grad_compressed = neg_grad_stacked
end
base_step_compressed = hess \ neg_grad_compressed
if has_frozen
base_step_stacked = zeros(total_dim)
base_step_stacked[unfrozen_stacked] .= base_step_compressed
else
base_step_stacked = base_step_compressed
end
base_step = reshape(base_step_stacked, dims)
push!(history.base_step, base_step)
# store the current position, loss, and slope
L_last = L
loss_last = loss
push!(history.scaled_loss, loss / scale_adjustment)
push!(history.neg_grad, neg_grad)
push!(history.slope, norm(neg_grad))
# find a good step size using backtracking line search
push!(history.stepsize, 0)
push!(history.backoff_steps, max_backoff_steps)
empty!(history.last_line_L)
empty!(history.last_line_loss)
rate = one(T)
step_success = false
base_target_improvement = dot(neg_grad, base_step)
for backoff_steps in 0:max_backoff_steps
history.stepsize[end] = rate
L = L_last + rate * base_step
Δ_proj = proj_diff(gram, L'*Q*L)
loss = dot(Δ_proj, Δ_proj)
improvement = loss_last - loss
push!(history.last_line_L, L)
push!(history.last_line_loss, loss / scale_adjustment)
if improvement >= min_efficiency * rate * base_target_improvement
history.backoff_steps[end] = backoff_steps
step_success = true
break
end
rate *= backoff
end
# if we've hit a wall, quit
if !step_success
return L_last, false, history
end
end
# return the factorization and its history
push!(history.scaled_loss, loss / scale_adjustment)
L, loss < tol, history
end
end

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@ -1,99 +0,0 @@
include("Engine.jl")
using LinearAlgebra
using SparseArrays
function sphere_in_tetrahedron_shape()
# initialize the partial gram matrix for a sphere inscribed in a regular
# tetrahedron
J = Int64[]
K = Int64[]
values = BigFloat[]
for j in 1:5
for k in 1:5
push!(J, j)
push!(K, k)
if j == k
push!(values, 1)
elseif (j <= 4 && k <= 4)
push!(values, -1/BigFloat(3))
else
push!(values, -1)
end
end
end
gram = sparse(J, K, values)
# plot loss along a slice
loss_lin = []
loss_sq = []
mesh = range(0.9, 1.1, 101)
for t in mesh
L = hcat(
Engine.plane(normalize(BigFloat[ 1, 1, 1]), BigFloat(1)),
Engine.plane(normalize(BigFloat[ 1, -1, -1]), BigFloat(1)),
Engine.plane(normalize(BigFloat[-1, 1, -1]), BigFloat(1)),
Engine.plane(normalize(BigFloat[-1, -1, 1]), BigFloat(1)),
Engine.sphere(BigFloat[0, 0, 0], BigFloat(t))
)
Δ_proj = Engine.proj_diff(gram, L'*Engine.Q*L)
push!(loss_lin, norm(Δ_proj))
push!(loss_sq, dot(Δ_proj, Δ_proj))
end
mesh, loss_lin, loss_sq
end
function circles_in_triangle_shape()
# initialize the partial gram matrix for a sphere inscribed in a regular
# tetrahedron
J = Int64[]
K = Int64[]
values = BigFloat[]
for j in 1:8
for k in 1:8
filled = false
if j == k
push!(values, 1)
filled = true
elseif (j == 1 || k == 1)
push!(values, 0)
filled = true
elseif (j == 2 || k == 2)
push!(values, -1)
filled = true
end
#=elseif (j <= 5 && j != 2 && k == 9 || k == 9 && k <= 5 && k != 2)
push!(values, 0)
filled = true
end=#
if filled
push!(J, j)
push!(K, k)
end
end
end
append!(J, [6, 4, 6, 5, 7, 5, 7, 3, 8, 3, 8, 4])
append!(K, [4, 6, 5, 6, 5, 7, 3, 7, 3, 8, 4, 8])
append!(values, fill(-1, 12))
# plot loss along a slice
loss_lin = []
loss_sq = []
mesh = range(0.99, 1.01, 101)
for t in mesh
L = hcat(
Engine.plane(BigFloat[0, 0, 1], BigFloat(0)),
Engine.sphere(BigFloat[0, 0, 0], BigFloat(t)),
Engine.plane(BigFloat[1, 0, 0], BigFloat(1)),
Engine.plane(BigFloat[cos(2pi/3), sin(2pi/3), 0], BigFloat(1)),
Engine.plane(BigFloat[cos(-2pi/3), sin(-2pi/3), 0], BigFloat(1)),
Engine.sphere(4//3*BigFloat[-1, 0, 0], BigFloat(1//3)),
Engine.sphere(4//3*BigFloat[cos(-pi/3), sin(-pi/3), 0], BigFloat(1//3)),
Engine.sphere(4//3*BigFloat[cos(pi/3), sin(pi/3), 0], BigFloat(1//3))
)
Δ_proj = Engine.proj_diff(gram, L'*Engine.Q*L)
push!(loss_lin, norm(Δ_proj))
push!(loss_sq, dot(Δ_proj, Δ_proj))
end
mesh, loss_lin, loss_sq
end

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@ -1,76 +0,0 @@
include("Engine.jl")
using SparseArrays
using Random
# initialize the partial gram matrix for a sphere inscribed in a regular
# tetrahedron
J = Int64[]
K = Int64[]
values = BigFloat[]
for j in 1:9
for k in 1:9
filled = false
if j == 9
if k <= 5 && k != 2
push!(values, 0)
filled = true
end
elseif k == 9
if j <= 5 && j != 2
push!(values, 0)
filled = true
end
elseif j == k
push!(values, 1)
filled = true
elseif j == 1 || k == 1
push!(values, 0)
filled = true
elseif j == 2 || k == 2
push!(values, -1)
filled = true
end
if filled
push!(J, j)
push!(K, k)
end
end
end
append!(J, [6, 4, 6, 5, 7, 5, 7, 3, 8, 3, 8, 4])
append!(K, [4, 6, 5, 6, 5, 7, 3, 7, 3, 8, 4, 8])
append!(values, fill(-1, 12))
#= make construction rigid
append!(J, [3, 4, 4, 5])
append!(K, [4, 3, 5, 4])
append!(values, fill(-0.5, 4))
=#
gram = sparse(J, K, values)
# set initial guess
Random.seed!(58271)
guess = hcat(
Engine.plane(BigFloat[0, 0, 1], BigFloat(0)),
Engine.sphere(BigFloat[0, 0, 0], BigFloat(1//2)) + 0.1*Engine.rand_on_shell([BigFloat(-1)]),
Engine.plane(-BigFloat[1, 0, 0], BigFloat(-1)) + 0.1*Engine.rand_on_shell([BigFloat(-1)]),
Engine.plane(-BigFloat[cos(2pi/3), sin(2pi/3), 0], BigFloat(-1)) + 0.1*Engine.rand_on_shell([BigFloat(-1)]),
Engine.plane(-BigFloat[cos(-2pi/3), sin(-2pi/3), 0], BigFloat(-1)) + 0.1*Engine.rand_on_shell([BigFloat(-1)]),
Engine.sphere(BigFloat[-1, 0, 0], BigFloat(1//5)) + 0.1*Engine.rand_on_shell([BigFloat(-1)]),
Engine.sphere(BigFloat[cos(-pi/3), sin(-pi/3), 0], BigFloat(1//5)) + 0.1*Engine.rand_on_shell([BigFloat(-1)]),
Engine.sphere(BigFloat[cos(pi/3), sin(pi/3), 0], BigFloat(1//5)) + 0.1*Engine.rand_on_shell([BigFloat(-1)]),
BigFloat[0, 0, 0, 0, 1]
)
frozen = [CartesianIndex(j, 9) for j in 1:5]
# complete the gram matrix using Newton's method with backtracking
L, success, history = Engine.realize_gram(gram, guess, frozen)
completed_gram = L'*Engine.Q*L
println("Completed Gram matrix:\n")
display(completed_gram)
if success
println("\nTarget accuracy achieved!")
else
println("\nFailed to reach target accuracy")
end
println("Steps: ", size(history.scaled_loss, 1))
println("Loss: ", history.scaled_loss[end], "\n")

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@ -1,85 +0,0 @@
using LinearAlgebra
using AbstractAlgebra
function printgood(msg)
printstyled("", color = :green)
println(" ", msg)
end
function printbad(msg)
printstyled("", color = :red)
println(" ", msg)
end
F, gens = rational_function_field(AbstractAlgebra.Rationals{BigInt}(), ["a₁", "a₂", "b₁", "b₂", "c₁", "c₂"])
a = gens[1:2]
b = gens[3:4]
c = gens[5:6]
# three mutually tangent spheres which are all perpendicular to the x, y plane
gram = [
-1 1 1;
1 -1 1;
1 1 -1
]
eig = eigen(gram)
n_pos = count(eig.values .> 0.5)
n_neg = count(eig.values .< -0.5)
if n_pos + n_neg == size(gram, 1)
printgood("Non-degenerate subspace")
else
printbad("Degenerate subspace")
end
sig_rem = Int64[ones(1-n_pos); -ones(4-n_neg)]
unk = hcat(a, b, c)
M = matrix_space(F, 5, 5)
big_gram = M(F.([
diagm(sig_rem) unk;
transpose(unk) gram
]))
r, p, L, U = lu(big_gram)
if isone(p)
printgood("Found a solution")
else
printbad("Didn't find a solution")
end
solution = transpose(L)
mform = U * inv(solution)
vals = [0, 0, 0, 1, 0, -3//4]
solution_ex = [evaluate(entry, vals) for entry in solution]
mform_ex = [evaluate(entry, vals) for entry in mform]
std_basis = [
0 0 0 1 1;
0 0 0 1 -1;
1 0 0 0 0;
0 1 0 0 0;
0 0 1 0 0
]
std_solution = M(F.(std_basis)) * solution
std_solution_ex = std_basis * solution_ex
println("Minkowski form:")
display(mform_ex)
big_gram_recovered = transpose(solution_ex) * mform_ex * solution_ex
valid = all(iszero.(
[evaluate(entry, vals) for entry in big_gram] - big_gram_recovered
))
if valid
printgood("Recovered Gram matrix:")
else
printbad("Didn't recover Gram matrix. Instead, got:")
end
display(big_gram_recovered)
# this should be a solution
hand_solution = [0 0 1 0 0; 0 0 -1 2 2; 0 0 0 1 -1; 1 0 0 0 0; 0 1 0 0 0]
unmix = Rational{Int64}[[1//2 1//2; 1//2 -1//2] zeros(Int64, 2, 3); zeros(Int64, 3, 2) Matrix{Int64}(I, 3, 3)]
hand_solution_diag = unmix * hand_solution
big_gram_hand_recovered = transpose(hand_solution_diag) * diagm([1; -ones(Int64, 4)]) * hand_solution_diag
println("Gram matrix from hand-written solution:")
display(big_gram_hand_recovered)

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@ -1,27 +0,0 @@
F = QQ['a', 'b', 'c'].fraction_field()
a, b, c = F.gens()
# three mutually tangent spheres which are all perpendicular to the x, y plane
gram = matrix([
[-1, 0, 0, 0, 0],
[0, -1, a, b, c],
[0, a, -1, 1, 1],
[0, b, 1, -1, 1],
[0, c, 1, 1, -1]
])
P, L, U = gram.LU()
solution = (P * L).transpose()
mform = U * L.transpose().inverse()
concrete = solution.subs({a: 0, b: 1, c: -3/4})
std_basis = matrix([
[0, 0, 0, 1, 1],
[0, 0, 0, 1, -1],
[1, 0, 0, 0, 0],
[0, 1, 0, 0, 0],
[0, 0, 1, 0, 0]
])
std_solution = std_basis * solution
std_concrete = std_basis * concrete

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@ -1,86 +0,0 @@
include("Engine.jl")
using SparseArrays
# this problem is from a sangaku by Irisawa Shintarō Hiroatsu. the article below
# includes a nice translation of the problem statement, which was recorded in
# Uchida Itsumi's book _Kokon sankan_ (_Mathematics, Past and Present_)
#
# "Japan's 'Wasan' Mathematical Tradition", by Abe Haruki
# https://www.nippon.com/en/japan-topics/c12801/
#
# initialize the partial gram matrix
J = Int64[]
K = Int64[]
values = BigFloat[]
for s in 1:9
# each sphere is represented by a spacelike vector
push!(J, s)
push!(K, s)
push!(values, 1)
# the circumscribing sphere is internally tangent to all of the other spheres
if s > 1
append!(J, [1, s])
append!(K, [s, 1])
append!(values, [1, 1])
end
if s > 3
# each chain sphere is externally tangent to the "sun" and "moon" spheres
for n in 2:3
append!(J, [s, n])
append!(K, [n, s])
append!(values, [-1, -1])
end
# each chain sphere is externally tangent to the next chain sphere
s_next = 4 + mod(s-3, 6)
append!(J, [s, s_next])
append!(K, [s_next, s])
append!(values, [-1, -1])
end
end
gram = sparse(J, K, values)
# make an initial guess
guess = hcat(
Engine.sphere(BigFloat[0, 0, 0], BigFloat(15)),
Engine.sphere(BigFloat[0, 0, -9], BigFloat(5)),
Engine.sphere(BigFloat[0, 0, 11], BigFloat(3)),
(
Engine.sphere(9*BigFloat[cos(k*π/3), sin(k*π/3), 0], BigFloat(2.5))
for k in 1:6
)...
)
frozen = [CartesianIndex(4, k) for k in 1:4]
# complete the gram matrix using Newton's method with backtracking
L, success, history = Engine.realize_gram(gram, guess, frozen)
completed_gram = L'*Engine.Q*L
println("Completed Gram matrix:\n")
display(completed_gram)
if success
println("\nTarget accuracy achieved!")
else
println("\nFailed to reach target accuracy")
end
println("Steps: ", size(history.scaled_loss, 1))
println("Loss: ", history.scaled_loss[end], "\n")
if success
println("Chain diameters:")
println(" ", 1 / L[4,4], " sun (given)")
for k in 5:9
println(" ", 1 / L[4,k], " sun")
end
end
# test an alternate technique for finding the projected base step from the
# unprojected Hessian
L_alt, success_alt, history_alt = Engine.realize_gram_alt_proj(gram, guess, frozen)
completed_gram_alt = L_alt'*Engine.Q*L_alt
println("\nDifference in result using alternate projection:\n")
display(completed_gram_alt - completed_gram)
println("\nDifference in steps: ", size(history_alt.scaled_loss, 1) - size(history.scaled_loss, 1))
println("Difference in loss: ", history_alt.scaled_loss[end] - history.scaled_loss[end], "\n")

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@ -1,49 +0,0 @@
using LowRankModels
using LinearAlgebra
using SparseArrays
# testing Gram matrix recovery using the LowRankModels package
# initialize the partial gram matrix for an arrangement of seven spheres in
# which spheres 1 through 5 are mutually tangent, and spheres 3 through 7 are
# also mutually tangent
I = Int64[]
J = Int64[]
values = Float64[]
for i in 1:7
for j in 1:7
if (i <= 5 && j <= 5) || (i >= 3 && j >= 3)
push!(I, i)
push!(J, j)
push!(values, i == j ? 1 : -1)
end
end
end
gram = sparse(I, J, values)
# in this initial guess, the mutual tangency condition is satisfied for spheres
# 1 through 5
X₀ = sqrt(0.5) * [
1 0 1 1 1;
1 0 1 -1 -1;
1 0 -1 1 -1;
1 0 -1 -1 1;
2 -sqrt(6) 0 0 0;
0.2 0.3 -0.1 -0.2 0.1;
0.1 -0.2 0.3 0.4 -0.1
]'
Y₀ = diagm([-1, 1, 1, 1, 1]) * X₀
# search parameters
search_params = ProxGradParams(
1.0;
max_iter = 100,
inner_iter = 1,
abs_tol = 1e-16,
rel_tol = 1e-9,
min_stepsize = 0.01
)
# complete gram matrix
model = GLRM(gram, QuadLoss(), ZeroReg(), ZeroReg(), 5, X = X₀, Y = Y₀)
X, Y, history = fit!(model, search_params)

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@ -1,37 +0,0 @@
using LinearAlgebra
using AbstractAlgebra
function printgood(msg)
printstyled("", color = :green)
println(" ", msg)
end
function printbad(msg)
printstyled("", color = :red)
println(" ", msg)
end
F, gens = rational_function_field(AbstractAlgebra.Rationals{BigInt}(), ["x", "t₁", "t₂", "t₃"])
x = gens[1]
t = gens[2:4]
# three mutually tangent spheres which are all perpendicular to the x, y plane
M = matrix_space(F, 7, 7)
gram = M(F[
1 -1 -1 -1 -1 t[1] t[2];
-1 1 -1 -1 -1 x t[3]
-1 -1 1 -1 -1 -1 -1;
-1 -1 -1 1 -1 -1 -1;
-1 -1 -1 -1 1 -1 -1;
t[1] x -1 -1 -1 1 -1;
t[2] t[3] -1 -1 -1 -1 1
])
r, p, L, U = lu(gram)
if isone(p)
printgood("Found a solution")
else
printbad("Didn't find a solution")
end
solution = transpose(L)
mform = U * inv(solution)

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@ -1,90 +0,0 @@
include("Engine.jl")
using SparseArrays
using AbstractAlgebra
using PolynomialRoots
using Random
# initialize the partial gram matrix for an arrangement of seven spheres in
# which spheres 1 through 5 are mutually tangent, and spheres 3 through 7 are
# also mutually tangent
J = Int64[]
K = Int64[]
values = BigFloat[]
for j in 1:7
for k in 1:7
if (j <= 5 && k <= 5) || (j >= 3 && k >= 3)
push!(J, j)
push!(K, k)
push!(values, j == k ? 1 : -1)
end
end
end
gram = sparse(J, K, values)
# set the independent variable
indep_val = -9//5
gram[6, 1] = BigFloat(indep_val)
gram[1, 6] = gram[6, 1]
# in this initial guess, the mutual tangency condition is satisfied for spheres
# 1 through 5
Random.seed!(50793)
guess = let
a = sqrt(BigFloat(3)/2)
hcat(
sqrt(1/BigFloat(2)) * BigFloat[
1 1 -1 -1 0
1 -1 1 -1 0
1 -1 -1 1 0
0.5 0.5 0.5 0.5 1+a
0.5 0.5 0.5 0.5 1-a
] + 0.2*Engine.rand_on_shell(fill(BigFloat(-1), 5)),
Engine.rand_on_shell(fill(BigFloat(-1), 2))
)
end
# complete the gram matrix using Newton's method with backtracking
L, success, history = Engine.realize_gram(gram, guess)
completed_gram = L'*Engine.Q*L
println("Completed Gram matrix:\n")
display(completed_gram)
if success
println("\nTarget accuracy achieved!")
else
println("\nFailed to reach target accuracy")
end
println("Steps: ", size(history.scaled_loss, 1))
println("Loss: ", history.scaled_loss[end], "\n")
# === algebraic check ===
#=
R, gens = polynomial_ring(AbstractAlgebra.Rationals{BigInt}(), ["x", "t₁", "t₂", "t₃"])
x = gens[1]
t = gens[2:4]
S, u = polynomial_ring(AbstractAlgebra.Rationals{BigInt}(), "u")
M = matrix_space(R, 7, 7)
gram_symb = M(R[
1 -1 -1 -1 -1 t[1] t[2];
-1 1 -1 -1 -1 x t[3]
-1 -1 1 -1 -1 -1 -1;
-1 -1 -1 1 -1 -1 -1;
-1 -1 -1 -1 1 -1 -1;
t[1] x -1 -1 -1 1 -1;
t[2] t[3] -1 -1 -1 -1 1
])
rank_constraints = det.([
gram_symb[1:6, 1:6],
gram_symb[2:7, 2:7],
gram_symb[[1, 3, 4, 5, 6, 7], [1, 3, 4, 5, 6, 7]]
])
# solve for x and t
x_constraint = 25//16 * to_univariate(S, evaluate(rank_constraints[1], [2], [indep_val]))
t₂_constraint = 25//16 * to_univariate(S, evaluate(rank_constraints[3], [2], [indep_val]))
x_vals = PolynomialRoots.roots(x_constraint.coeffs)
t₂_vals = PolynomialRoots.roots(t₂_constraint.coeffs)
=#

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@ -1,76 +0,0 @@
include("Engine.jl")
using SparseArrays
using Random
# initialize the partial gram matrix for a sphere inscribed in a regular
# tetrahedron
J = Int64[]
K = Int64[]
values = BigFloat[]
for j in 1:6
for k in 1:6
filled = false
if j == 6
if k <= 4
push!(values, 0)
filled = true
end
elseif k == 6
if j <= 4
push!(values, 0)
filled = true
end
elseif j == k
push!(values, 1)
filled = true
elseif j <= 4 && k <= 4
push!(values, -1/BigFloat(3))
filled = true
else
push!(values, -1)
filled = true
end
if filled
push!(J, j)
push!(K, k)
end
end
end
gram = sparse(J, K, values)
# set initial guess
Random.seed!(99230)
guess = hcat(
sqrt(1/BigFloat(3)) * BigFloat[
1 1 -1 -1 0
1 -1 1 -1 0
1 -1 -1 1 0
0 0 0 0 1.5
1 1 1 1 -0.5
] + 0.2*Engine.rand_on_shell(fill(BigFloat(-1), 5)),
BigFloat[0, 0, 0, 0, 1]
)
frozen = [CartesianIndex(j, 6) for j in 1:5]
# complete the gram matrix using Newton's method with backtracking
L, success, history = Engine.realize_gram(gram, guess, frozen)
completed_gram = L'*Engine.Q*L
println("Completed Gram matrix:\n")
display(completed_gram)
if success
println("\nTarget accuracy achieved!")
else
println("\nFailed to reach target accuracy")
end
println("Steps: ", size(history.scaled_loss, 1))
println("Loss: ", history.scaled_loss[end], "\n")
# test an alternate technique for finding the projected base step from the
# unprojected Hessian
L_alt, success_alt, history_alt = Engine.realize_gram_alt_proj(gram, guess, frozen)
completed_gram_alt = L_alt'*Engine.Q*L_alt
println("\nDifference in result using alternate projection:\n")
display(completed_gram_alt - completed_gram)
println("\nDifference in steps: ", size(history_alt.scaled_loss, 1) - size(history.scaled_loss, 1))
println("Difference in loss: ", history_alt.scaled_loss[end] - history.scaled_loss[end], "\n")

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@ -1,105 +0,0 @@
include("Engine.jl")
using LinearAlgebra
using SparseArrays
using Random
# initialize the partial gram matrix for a sphere inscribed in a regular
# tetrahedron
J = Int64[]
K = Int64[]
values = BigFloat[]
for j in 1:11
for k in 1:11
filled = false
if j == 11
if k <= 4
push!(values, 0)
filled = true
end
elseif k == 11
if j <= 4
push!(values, 0)
filled = true
end
elseif j == k
push!(values, j <= 6 ? 1 : 0)
filled = true
elseif j <= 4
if k <= 4
push!(values, -1/BigFloat(3))
filled = true
elseif k == 5
push!(values, -1)
filled = true
elseif 7 <= k <= 10 && k - j != 6
push!(values, 0)
filled = true
end
elseif k <= 4
if j == 5
push!(values, -1)
filled = true
elseif 7 <= j <= 10 && j - k != 6
push!(values, 0)
filled = true
end
elseif j == 6 && 7 <= k <= 10 || k == 6 && 7 <= j <= 10
push!(values, 0)
filled = true
end
if filled
push!(J, j)
push!(K, k)
end
end
end
gram = sparse(J, K, values)
# set initial guess
Random.seed!(99230)
guess = hcat(
sqrt(1/BigFloat(3)) * BigFloat[
1 1 -1 -1 0 0
1 -1 1 -1 0 0
1 -1 -1 1 0 0
0 0 0 0 1.5 0.5
1 1 1 1 -0.5 -1.5
] + 0.0*Engine.rand_on_shell(fill(BigFloat(-1), 6)),
Engine.point([-0.5, -0.5, -0.5] + 0.3*randn(3)),
Engine.point([-0.5, 0.5, 0.5] + 0.3*randn(3)),
Engine.point([ 0.5, -0.5, 0.5] + 0.3*randn(3)),
Engine.point([ 0.5, 0.5, -0.5] + 0.3*randn(3)),
BigFloat[0, 0, 0, 0, 1]
)
frozen = vcat(
[CartesianIndex(4, k) for k in 7:10],
[CartesianIndex(j, 11) for j in 1:5]
)
# complete the gram matrix using Newton's method with backtracking
L, success, history = Engine.realize_gram(gram, guess, frozen)
completed_gram = L'*Engine.Q*L
println("Completed Gram matrix:\n")
display(completed_gram)
if success
println("\nTarget accuracy achieved!")
else
println("\nFailed to reach target accuracy")
end
println("Steps: ", size(history.scaled_loss, 1))
println("Loss: ", history.scaled_loss[end])
if success
infty = BigFloat[0, 0, 0, 0, 1]
radius_ratio = dot(infty, Engine.Q * L[:,5]) / dot(infty, Engine.Q * L[:,6])
println("\nCircumradius / inradius: ", radius_ratio)
end
# test an alternate technique for finding the projected base step from the
# unprojected Hessian
L_alt, success_alt, history_alt = Engine.realize_gram_alt_proj(gram, guess, frozen)
completed_gram_alt = L_alt'*Engine.Q*L_alt
println("\nDifference in result using alternate projection:\n")
display(completed_gram_alt - completed_gram)
println("\nDifference in steps: ", size(history_alt.scaled_loss, 1) - size(history.scaled_loss, 1))
println("Difference in loss: ", history_alt.scaled_loss[end] - history.scaled_loss[end], "\n")

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@ -0,0 +1,3 @@
needsPackage "TriangularSets"
mprod = (v, w) -> (v#0*w#1 + w#0*v#1) / 2 - v#2*w#2 - v#3*w#3 - v#4*w#4

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@ -2,29 +2,28 @@
(proposed by Alex Kontorovich as a practical system for doing 3D geometric calculations)
These coordinates are of form $I=(c, b, x, y, z)$ where we think of $c$ as the co-radius, $b$ as the "bend" (reciprocal radius), and $x, y, z$ as the "Euclidean" part, which we abbreviate $E_I$. There is an underlying basic quadratic form $Q(I_1,I_2) = (c_1b_2+c_2b_1)/2 - x_1x_2 -y_1y_2-z_1z_2$ which aids in calculation/verification of coordinates in this representation. We have:
These coordinates are of form $I=(c, r, x, y, z)$ where we think of $c$ as the co-radius, $r$ as the radius, and $x, y, z$ as the "Euclidean" part, which we abbreviate $E_I$. There is an underlying basic quadratic form $Q(I_1,I_2) = (c_1r_2+c_2r_1)/2 - x_1x_2 -y_1y_2-z_1z_2$ which aids in calculation/verification of coordinates in this representation. We have:
| Entity or Relationship | Representation | Comments/questions |
| ---------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Sphere $s$ with radius $r>0$ centered on $P = (x,y,z)$ | $I_s = (\frac1{c}, \frac1{r}, \frac{x}{r}, \frac{y}{r}, \frac{z}{r})$ satisfying $Q(I_s,I_s) = -1,$ i.e., $c = r/(\|P\|^2 - r^2)$. | Note that $1/c = \|P\|^2/r - r$, so there is no trouble if $\|P\| = r$; we just get first coordinate to be 0. Using the point representation $I_P$ from below, let's orient the sphere so that its normals point into the "positive side," where $Q(I_P, I_s) > 0$. The vector $I_s$ then represents a sphere with outward normals, while $-I_s$ represents one with inward normals. |
| Plane $p$ with unit normal $(x,y,z)$ through the (Euclidean) point $(sx,sy,sz)$ | $I_p = (-2s, 0, -x, -y, -z)$ | Note that $Q(I_p, I_p)$ is still $-1$. We orient planes using the same convention we use for spheres. For example, $(-2, 0, -1/\sqrt3, -1/\sqrt3, -1/\sqrt3)$ and $(2, 0, 1/\sqrt3, 1/\sqrt3, 1/\sqrt3)$ represent planes that coincide in space, which have their normals pointing away from and toward the origin, respectively. Note that the ray from $(sx, sy, sz) \in p$ in direction $(-x, -y, -z)$ is the ray perpendicular to the plane through the origin; since $(-x, -y, -z)$ is a unit vector, $(sx, sy, sz)$ and hence $p$ is at distance $s$ from the origin. These coordinates are essentially the limit of a sphere's coordinates as its radius goes to infinity, or equivalently, as its bend goes to 0. |
| Point $P$ with Euclidean coordinates $(x,y,z)$ | $I_P = (\|P\|^2, 1, x, y, z)$ | Note $Q(I_P,I_P) = 0$. This gives us the freedom to choose a different normalization. For example, we could scale the representation shown here by $(\|P\|^2+1)^{-1}$, putting it on the sphere where the light cone intersects the plane where the first two coordinates sum to $1$. |
| ∞, the "point at infinity" | $I_\infty = (1,0,0,0,0)$ | The only solution to $Q(I,I) = 0$ not covered by (some normalization of) the above case. |
| Point $P$ lies on sphere or plane given by $I$ | $Q(I_P, I) = 0$ | Actually also works if $I$ is the coordinates of a point, in which case "lies on" simply means "coincides with". |
| Sphere/planes represented by $I$ and $J$ are tangent | If $I$ and $J$ have the same orientation where they touch, $Q(I,J) = -1$. If they have opposing orientations, $Q(I,J) = 1$. | For example, the $xy$ plane with normal $-e_z$, represented by $(0,0,0,0,1)$, is tangent with matching orientation to the unit sphere centered at $(0,0,1)$ with outward normals, represented by $(0,1,0,0,1).$ Accordingly, their $Q$ - product is $-1$. |
| Sphere/planes represented by $I$ and $J$ intersect (respectively, don't intersect) | $\lvert Q(I,J)\rvert \le (\text{resp. }>)\; 1$ | Follows from the angle formula and the tangency condition, at least conceptually. One subtlety: parallel planes have $Q$ - product $\pm 1$, because they intersect at infinity (and in fact, are "tangent" there)! |
| $P$ is center of sphere rep'd by $I$ | $Q(I, I_P) = -r/2$, where $1/r = 2Q(I_\infty, I)$ is the signed bend of the sphere, and $I_P$ is normalized in the standard way, which is to set $Q(I_\infty, I_P) = 1/2$ | This relationship is equivalent to both of the following. (1) The point $P$ has signed distance $-r$ from the sphere. (2) Inversion across the sphere maps $\infty$ to $P$. |
| Distance between points $P$ and $R$ is $d$ | $Q(I_P, I_R) = d^2/2$ | If $P$ and $R$ are represented by non-normalized vectors $V_P$ and $V_R$, the relation becomes $Q(V_P, V_R) = 2\,Q(V_P, I_\infty)\,Q(V_R, I_\infty)\,d^2$. This version of the relation makes it easier to see why $d$ goes to infinity as $P$ or $R$ approaches the point at infinity. |
| Signed distance between point rep'd by $V$ and sphere/plane rep'd by $I$ is $d$ | In general, $\frac{Q(I, V)}{2Q(I_\infty, V)} = Q(I_\infty, I)\,d^2 + d$. When $V$ is normalized in the usual way, this simplifies to $Q(I, V) = d^2/r + d$ for a sphere of radius $r$, and to $Q(I, V) = d$ for a plane. | We can use a Euclidean motion, represented linearly by a Lorentz transformation that fixes $I_\infty$, to put the point on the $z$ axis and put the nearest point on the sphere/plane at the origin with its normal pointing in the positive $z$ direction. Then the sphere/plane is represented by $I = (0, 1/r, 0, 0, -1)$, and the point can be represented by any multiple of $I_P = (d^2, 1, 0, 0, d)$, giving $Q(I, I_P) = d^2/2r + d.$ We turn this into a general expression by writing it in terms of Lorentz-invariant quantities and making it independent of the normalization of $I_P$. |
| Distance between sphere/planes rep by $I$ and $J$ | Note that for any two Euclidean-concentric spheres rep by $I$ and $J$ with radius $r$ and $s,$ $Q(I,J) = -\frac12\left(\frac rs + \frac sr\right)$ depends only on the ratio of $r$ and $s$. So this can't give something that determines the Euclidean distance between the two spheres, which presumably grows as the two spheres are blown up proportionally. For another example, for any two parallel planes, $Q(I,J) = \pm1$. | Alex had said: $Q(I,J)=\cosh(d/2)^2$ maybe where d is distance in usual hyperbolic metric. Or maybe $\cosh(d)$. That may be right depending on what's meant by the hyperbolic metric there, but it seems like it won't determine a reasonable Euclidean distance between planes, which should differ between different pairs of parallel planes. |
| Sphere centered on point $P$ through point $R$ | | Probably just calculate distance etc. |
| Plane rep'd by $I$ goes through center of sphere rep'd by $J$ | This is equivalent to the plane being perpendicular to the sphere: that is, $Q(I, J) = 0$. | |
| Dihedral angle between planes or spheres rep by $I$ and $J$ | $\theta = \arccos(Q(I,J))$ | Aaron Fenyes points out: The angle between spheres in $S^3$ matches the angle between the planes they bound in $R^{(1,4)}$, which matches the angle between the spacelike vectors perpendicular to those planes. So we should have $Q(I,J) = \cos(\theta)$. Note that when the spheres do not intersect, we can interpret this as the "imaginary angle" between them, via $\cosh(t) = \cos(it)$. |
| Points $R, P, S$ are collinear | Maybe just cross product of two differences is 0. Or, $R,P,S,\infty$ lie on a circle, or equivalently, $I_R,I_P,I_S,I_\infty$ span a plane (rather than a three-space). Or we can add two planes constrained to be perpendicular with one constrained to contain the origin, and all three points constrained to lie on both. But that's a lot of auxiliary entities and constraints... | $R,P,S$ lying on a line isn't a conformal property, but $R,P,S,\infty$ lying on a circle is. |
| Plane through noncollinear $R, P, S$ | Should be, just solve $Q(I, I_R) = 0$ etc. | |
| circle | Maybe concentric sphere and the containing plane? Note it is easy to constrain the relationship between those two: they must be perpendicular. | Defn: circle is intersection of two spheres. That does cover lines. But you lose the canonicalness |
| line | Maybe two perpendicular containing planes? Maybe the plane perpendicular to the line and through origin, together with the point of the line on that plane? Or maybe just as a bag of collinear points? | The first is the limiting case of the possible circle rep, but it is not canonical. However, there is a distinguished "standard" choice we could make: always choose one plane to contain the origin and the line, and the other to be the perpendicular plane containing the line. That choice or Plücker coordinates might be the best we can do. If we use the standardized perpendicular planes choice, then adding a line would be equivalent to adding two planes and the two constraints that one contains the origin and the other is perpendicular to it. That doesn't seem so bad. The second convention (perpendicular plane through the origin and a point on it) appears to be canonical, but there doesn't seem to be a circle representation that tends to it in the limit. |
| Inversion of entity represented by $v$ across sphere $s$, rep'd by $I_s$ | $v \mapsto v + 2Q(I_s, v)\,I_s$ | This is just an educated guess, but its behavior is consistent with inversion in at least two ways. (1) It fixes points on $s$ and spheres perpendicular to $s$. (2) It preserves dihedral angles with $s$. |
| Entity or Relationship | Representation | Comments/questions |
| ------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Sphere s with radius r>0 centered on P = (x,y,z) | $I_s = (1/c, 1/r, x/r, y/r, z/r)$ satisfying $Q(I_s,I_s) = -1$, i.e., $c = r/(\|P\|^2 - r^2)$. | Can also write $I_s = (\|P\|^2/r - r, 1/r, x/r. y/r, z/r)$ -- so there is no trouble if $\|E_{I_s}\| = r$, just get first coordinate to be 0. |
| Plane p with unit normal (x,y,z), a distance s from origin | $I_p = (2s, 0, x, y, z)$ | Note $Q(I_p, I_p)$ is still -1. Also, there are two representations for each plane through the origin, namely $(0,0,x,y,z)$ and $(0,0,-x,-y,-z)$ |
| Point P with Euclidean coordinates (x,y,z) | $I_P = (\|P\|^2, 1, x, y, z)$ | Note $Q(I_P,I_P) = 0$.  Because of this we might choose  some other scaling of the inversive coordinates, say $(\||P\||,1/\||P\||,x/\||P\||,y/\||P\||,z/\||P\||)$ instead, but that fails at the origin, and likely won't have some of the other nice properties listed below.  Note that scaling just the co-radius by $s$ and the radius by $1/s$ (which still preserves $Q=0$) dilates by a factor of $s$ about the origin, so that $(\|P\|, \|P\|, x, y, z)$, which might look symmetric, would actually have to represent the Euclidean point $(x/\||P\||, y/\||P\||, z/\||P\||)$ . |
| ∞, the "point at infinity" | $I_\infty = (1,0,0,0,0)$ | The only solution to $Q(I,I) = 0$ not covered by the above case. |
| P lies on sphere or plane given by I | $Q(I_P, I) = 0$ | |
| Sphere/planes represented by I and J are tangent | $Q(I,J) = 1$ (??, see note at right) | Seems as though this must be $Q(I,J) = \pm1$  ? For example, the $xy$ plane represented by (0,0,0,0,1)  is tangent to the unit circle centered at (0,0,1) rep'd by (0,1,0,0,1), but their Q-product is -1. And in general you can reflect any sphere tangent to any plane through the plane and it should flip the sign of $Q(I,J)$, if I am not mistaken. |
| Sphere/planes represented by I and J intersect (respectively, don't intersect) | $\|Q(I,J)\| < (\text{resp. }>)\; 1$ | Follows from the angle formula, at least conceptually. |
| P is center of sphere represented by I | Well, $Q(I_P, I)$ comes out to be $(\|P\|^2/r - r + \|P\|^2/r)/2 - \|P\|^2/r$ or just $-r/2$ . | Is it if and only if ?   No this probably doesn't work because center is not conformal quantity. |
| Distance between P and R is d | $Q(I_P, I_R) = d^2/2$ | |
| Distance between P and sphere/plane rep by I | | In the very simple case of a plane $I$ rep'd by $(2s, 0, x, y, z)$ and a point $P$ that lies on its perpendicular through the origin, rep'd by $(r^2, 1, rx, ry, rz)$ we get $Q(I, I_p) = s-r$, which is indeed the signed distance between $I$ and $P$. Not sure if this generalizes to other combinations? |
| Distance between sphere/planes rep by I and J | Note that for any two Euclidean-concentric spheres rep by $I$ and $J$ with radius $r$ and $s,$ $Q(I,J) = -\frac12\left(\frac rs  + \frac sr\right)$ depends only on the ratio of $r$ and $s$. So this can't give something that determines the Euclidean distance between the two spheres, which presumably grows as the two spheres are blown up proportionally. For another example, for any two parallel planes, $Q(I,J) = \pm1$. | Alex had said: Q(I,J)=cosh^2 (d/2) maybe where d is distance in usual hyperbolic metric. Or maybe cosh d. That may be right depending on what's meant by the hyperbolic metric there, but it seems like it won't determine a reasonable Euclidean distance between planes, which should differ between different pairs of parallel planes. |
| Sphere centered on P through R | | Probably just calculate distance etc. |
| Plane rep'd by I goes through center of sphere rep'd by J | I think this is equivalent to the plane being perpendicular to the sphere, i.e.$Q(I,J) = 0$. | |
| Dihedral angle between planes (or spheres?) rep by I and J | $\theta = \arccos(Q(I,J))$ | Aaron Fenyes points out: The angle between spheres in $S^3$ matches the angle between the planes they bound in $R^{(1,4)}$, which matches the angle between the spacelike vectors perpendicular to those planes. So we should have $Q(I,J) = \cos\theta$. Note that when the spheres do not intersect, we can interpret this as the "imaginary angle" between them, via $\cosh t = \cos it$. |
| R, P, S are collinear | Maybe just cross product of two differences is 0. Or, $R,P,S,\infty$ lie on a circle, or equivalently, $I_R,I_P,I_S,I_\infty$ span a plane (rather than a three-space). | Not a conformal property, but $R,P,S,\infty$ lying on a circle _is_. |
| Plane through noncollinear R, P, S | Should be, just solve Q(I, I_R) = 0 etc. | |
| circle | Maybe concentric sphere and the containing plane? Note it is easy to constrain the relationship between those two: they must be perpendicular. | Defn: circle is intersection of two spheres. That does cover lines. But you lose the canonicalness |
| line | Maybe two perpendicular containing planes? Maybe the plane perpendicular to the line and through origin, together with the point of the line on that plane? Or maybe just as a bag of collinear points? | The first is the limiting case of the possible circle rep, but it is not canonical. The second appears to be canonical, but I don't see a circle rep that corresponds to it. |
The unification of spheres/planes is indeed attractive for a project like Dyna3. The relationship between this representation and Geometric Algebras is a bit murky; likely it somehow fits under the Geometric Algebra umbrella.
@ -41,25 +40,3 @@ I will have to work out formulas for the Euclidean distance between two entities
In this vein, it seems as though if J1 and J2 are the reps of two points, then Q(J1,J2) = d^2/2. So then the sphere centered at J1 through J2 is (J1-(2Q(J1,J2),0,0,0,0))/sqrt(2Q(J1,J2)). Ugh has a sqrt in it. Similarly for sphere centered at J3 through J2, (J3-(2Q(J3,J2),0000))/sqrt(2Q(J3,J2)). J1,J2,J3 are collinear if these spheres are tangent, i.e. if those vectors have Q-inner-product 1, which is to say Q(J1,J3) - Q(J1,J2) - Q(J3,J2) = 2sqrt(Q(J1,J2)Q(J2,J3)). But maybe that's not the simplest way of putting it. After all, we can just say that the cross-product of the two differences is 0; that has no square roots in it.
One conceivable way to canonicalize lines is to use the *perpendicular* plane that goes through the origin, that's uniquely defined, and anyway just amounts to I = (0,0,d) where d is the ordinary direction vector of the line; and a point J in that plane that the line goes through, which just amounts to J=(r^2,1,E) with Q(I,J) = 0, i.e. E\dot d = 0. It's also the point on the line closest to the origin. The reason that we don't usually use that point as the companion to the direction vector is that the resulting set of six coordinates is not homogeneous. But here that's not an issue, since we have our standard point coordinates and plane coordinates; and for a plane through the origin, only two of the direction coordinates are really free, and then we have the one dot-product relation, so only two of the point coordinates are really free, giving us the correct dimensionality of 4 for the set of lines. So in some sense this says that we could take naively as coordinates for a line the projection of the unit direction vector to the xy plane and the projection of the line's closest point to the origin to the xy plane. That doesn't seem to have any weird gimbal locks or discontinuities or anything. And with these coordinates, you can test if the point E=x,y,z is on the line (dx,dy,cx,cy) by extending (dx,dy) to d via dz = sqrt(1-dx^2 - dy^2), extending (cx,cy) to c by determining cz via d\dot c = 0, and then checking if d\cross(E-c) = 0. And you can see if two lines are parallel just by checking if they have the same direction vector, and if not, you can see if they are coplanar by projecting both of their closest points perpendicularly onto the line in the direction of the cross product of their directions, and if the projections match they are coplanar.
#### Engine Conventions
The coordinate conventions used in the engine are different from the ones used in these notes. Marking the engine vectors and coordinates with $'$, we have
$$I' = (x', y', z', b', c'),$$
where
$$
\begin{align*}
x' & = x & b' & = b/2 \\
y' & = y & c' & = c/2. \\
z' & = z
\end{align*}
$$
The engine uses the quadratic form $Q' = -Q$, which is expressed in engine coordinates as
$$Q'(I'_1, I'_2) = x'_1 x'_2 + y'_1 y'_2 + z'_1 z'_2 - 2(b'_1c'_2 + c'_1 b'_2).$$
In the `engine` module, the matrix of $Q'$ is encoded in the lazy static variable `Q`.
In the engine's coordinate conventions, a sphere with radius $r > 0$ centered on $P = (P_x, P_y, P_z)$ is represented by the vector
$$I'_s = \left(\frac{P_x}{r}, \frac{P_y}{r}, \frac{P_z}{r}, \frac1{2r}, \frac{\|P\|^2 - r^2}{2r}\right),$$
which has the normalization $Q'(I'_s, I'_s) = 1$. The point $P$ is represented by the vector
$$I'_P = \left(P_x, P_y, P_z, \frac{1}{2}, \frac{\|P\|^2}{2}\right).$$
In the `engine` module, these formulas are encoded in the `sphere` and `point` functions.