Пример #1
0
        public static float CalcError(Mat3 A, Vector3 x, Vector3 b)
        {
            Vector3 vtmp = new Vector3();

            vtmp = MatUtils.Vmul(A, x);
            //vtmp = b - vtmp;
            vtmp = VecUtils.Sub(b, vtmp);
            return(Vector3.Dot(vtmp, vtmp));
        }
Пример #2
0
        public static float solveLeastSquares(Mat3 a, Vector3 b, Vector3 x, float svd_tol, int svd_sweeps, float pinv_tol)
        {
            Mat3    at  = new Mat3();
            SMat3   ata = new SMat3();
            Vector3 atb = new Vector3();

            MatUtils.Transpose(at, a);
            MatUtils.Mmul_ata(ata, a);
            atb = MatUtils.Vmul(at, b);
            return(Svd.SolveSymmetric(ata, atb, x, svd_tol, svd_sweeps, pinv_tol));
        }
Пример #3
0
        public static float CalcError(SMat3 origA, Vector3 x, Vector3 b)
        {
            Mat3    A    = new Mat3();
            Vector3 vtmp = new Vector3();

            A.SetSymmetric(origA);
            vtmp = MatUtils.Vmul(A, x);
            vtmp = VecUtils.Sub(b, vtmp);
            //vtmp = b - vtmp;
            return(Vector3.Dot(vtmp, vtmp));
        }
Пример #4
0
        public static float SolveSymmetric(SMat3 A, Vector3 b, Vector3 x, float svd_tol, int svd_sweeps, float pinv_tol)
        {
            Mat3  pinv = new Mat3();
            Mat3  V    = new Mat3();
            SMat3 VTAV = new SMat3();

            GetSymmetricSvd(A, VTAV, V, svd_tol, svd_sweeps);
            Pseudoinverse(pinv, VTAV, V, pinv_tol);
            x = MatUtils.Vmul(pinv, b);
            return(CalcError(A, x, b));
        }
Пример #5
0
        public static void GetSymmetricSvd(SMat3 a, SMat3 vtav, Mat3 v, float tol, int max_sweeps)
        {
            vtav.SetSymmetric(a);
            v.Set(1, 0, 0, 0, 1, 0, 0, 0, 1);
            float delta = tol * MatUtils.Fnorm(vtav);

            for (int i = 0; i < max_sweeps && MatUtils.Off(vtav) > delta; ++i)
            {
                Rotate01(vtav, v);
                Rotate02(vtav, v);
                Rotate12(vtav, v);
            }
        }