爱情的筹码

一直都认为自己从未谈过恋爱,是因为没有机会。不过细细想来,问题的根本可能在于自己对于女性心理的不了解以及对于此过于吝啬的付出。
 
有人说爱情就像一家合资公司,需要双方的努力与付出。我一直觉得这话挺对,不过今天我又有了新认识。对于婚后爱情的维系,可能就是这样,但对于婚前爱情的创造,可能需要加一个小小的注解:抱着双方都出资50%的期待去成立一家新公司,在双方势均力敌的时候固然可行,若不然则很可能计划流产。
 
然而,在当今的社会中,在爱情的投资事业上,双方势均力敌的情况可能并不多。特别是在东方文化的氛围中。因此,要想计划得以实现,需要有主动的一方。
在很多的情况下,恐怕男人比女人拥有更多的爱情筹码。虽说一般都是男人追求女人,女人做选择,貌似女人拥有选择权。但是追与不追,这个最初的选择权却是在男人的手里。
 
男人的行为则更多的带有攻击性。男人把手搭在女人肩上,很多时候只是因为很单纯的需求;而女人却会因此而有许多期盼。
 
当女人的期盼得不到满足(因为男人根本就不是这么想的),女人就会埋怨不休,而此时的男人,看着女人的脸,会觉得莫名其妙。
 
男人把筹码压在几个女人身上,是想找出哪个最赚;而女人看着几个男人交过来的筹码,踌躇的却是哪个才不会使她血本无归。同是一个选择,内涵却有许多的不同。
 
后记
昨天晚上,也可能是今天临晨,在一位从未见过面的中学女同学的Blog里读了一篇文章。内容是一个上海女孩对于自己初恋的回忆。故事很精彩,也很感人。(我基本很少会读这样的文章,因此尽管故事的架构和当今流行青春偶像剧可能大同小异,依然觉得很新鲜,受益良多)
 

短暂的休息

自3月1日靠港以来,已经过了25天了。虽说当时谁都没有奢望能够休息那么久,不过现实有时还是能够超过预期的。我指的是正方向,你知道的。
 
不过不是每个人都那么好运的。船上的几个有职位的人,最近可是忙得不可开交。虽说是回到了自己出航的地方,入港手续可一点儿不比其他的港口少。况且我们的船只还需要改造:我们需要更为有效的帆。船上的食品和饮用水也需要补给了。
 
前两天我们的国王接见了我们的新船长,并发给我们足够的货币用来购置所需物品。感谢我们伟大的国王。
 
听说我们的王国正在修建一个新的港口给我们用,因为我们的老港口已经难以抵抗恶劣天气的打击了。这无疑又是一个好消息,让人充满期望。不过船长坚持我们必须先回老港和其他的舰只会合,待新港完工后再靠过去。其实我更愿意留在现在这个临时港,直到新港完工,毕竟之前的航行使得大家都很疲惫,靠来靠去得太麻烦。不过船长非常坚决,所以看来只好起航去老港了。
 
看来我们的休假,就这样结束了。下一次的休假不知道还会不会来……

MIT OCW 6.837 Assignment 2

Last weekend I have finished assignment_2.

This assignment adds ambient & normal shading to the raycast program of assignment 1.

Now 3D objects looks much more like 3D objects.

And, here is my code.

MIT_OCW_6.837_ASSIGNMENT2.Tim.tar

Now the objects looks like this. (3 graphics for each scene. From left to right: real, depth, normal[red:x, green:y, blue:z])
Figure 1. A Sphere with normal shading

depth5 normal5 scene5

Figure 2. A Sphere with both normal shading and ambient
depth6 normal5 scene6

Figure 3. Perspective Camera

depth7 scene7

Figure 4. Infinite Plane Object

depth8 normal7 scene8

Figure 5. Triangle

depth9 normal8 scene9

Figure 6. Triangle Mesh

depth10normal9scene10

Figure 7. Rotated Sphere

depth11normal11scene12

 

Figure 8. Transformed Sphere

depth12normal12scene13

Figure 9. Complex Triangle Mesh (n = 200)

depth13 normal13 scene14
Figure 10. More Complex Triangle Mesh (n = 1000)

depth14 normal14 scene15

Figure 11. Axies

depth15 normal15 scene16

MIT OCW

I am learning MIT OCW. Today I have finished 6.837 Computer Graphics, Fall 2003 Assignment 1.

The assignment is:

6.837 Introduction to Computer Graphics Assignment 1: Ray Casting Due Wednesday September 17, 2003 at 11:59pm
In this assignment, you will implement a basic ray caster. This will be the basis of all the following assignments, so proper code design is quite important. As seen in class, a ray caster sends a ray for each pixel and intersects it with all the objects in the scene. You will implement a ray caster for an orthographic camera (parallel rays) for sphere primitives. You will use a very basic shading model: the objects have a constant color. As an alternative, you will also display the distance t of each pixel to the camera.
You will use object-oriented design to make your ray-caster flexible and extendable. A generic Object3D class will serve as the parent class for all 3D primitives. You will derive subclasses, such as Sphere, to implement specialized primitives. In later assignments, you will extend the set of primitives with planes and polygons. Similarly, this assignment requires the implementation of a general Camera class and an OrthographicCamera subclass. In the next assignment, you will also derive a general perspective camera.
We provide you with a Ray class and a Hit class to manipulate camera rays and their intersection points.
Tasks
•Write a pure virtual Object3D class (see specifications below).
•Derive Sphere, a subclass of Object3D, and implement the intersection of a sphere with a ray.
•Derive Group, also a subclass of Object3D, that stores an array of pointers to Object3D instances. Write the intersection routine.
•Write a pure virtual Camera class and subclass OrthographicCamera. Write the corresponding ray generation method for the subclass.
•Use the input file parsing code provided to load the camera, background color and objects of the scene. 1
•Write a main function that reads the scene (using the parsing code provided),
loops over the pixels in the image plane, generates a ray using your OrthographicCamera class, intersects it with the high-level Group that stores the objects of the scene, and writes the color of the closest intersected object.
•Implement a second rendering style to visualize the depth of objects in the scene.
•Extra credit: Write both the geometric and algebraic sphere intersection methods, add cylinders and cones, fog based on distance to the image plane, etc.
•Provide a README.txt file that discusses any problems you encountered, how long it took to complete the assignment, and any extra credit work that you did.

Here is my homework

MIT_OCW_6.837_ASSIGNMENT.Tim.tar

And here is the output.

depth1 depth2 depth3 depth4 scene1 scene2 scene3 scene4