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Freya Holmér
Приєднався 16 сер 2006
I do videos on tech art, math, game dev, and whatever else I want to project to your screens
channel art by yoss ❤ YO_SU_RA
channel art by yoss ❤ YO_SU_RA
Why can't you multiply vectors?
..or can you? A deceptively simple question with a complex answer - come join a mathematical journey into madness and wonder, in search of answers that might just give you a new perspective on the mathematical constructs we use in our games
Recorded at Dutch Game Day 2023, October 4th
Timestamps:
00:00 Intro
04:34 Talk Start
05:17 Anatomy of a Vector
06:09 Products
09:14 Numbers of different kinds
13:32 Complex Numbers
18:10 Code for complex numbers
19:10 Complex multiplication visualized
20:22 Multiplying Vectors (an attempt)
24:08 Frustration
24:36 A Leap of Faith
25:36 A divine axiomatic truth
26:40 Squaring Basis Vectors
27:46 The Diagonal of Bases
29:09 Vector multiplication unraveling
29:36 Dot/Cross Byproducts
30:32 Complex Byproduct
31:17 Quaternionic Byproduct
31:52 The Answer
32:52 Beyond the Algebra
33:29 Basis Bivectors
35:06 Conceptualizing Vectors & Bivectors
37:08 Wedge Product
38:46 Curvature Bivector
40:59 Mental Gymnastics
41:56 Geometric Algebra & Multivectors
43:19 What does the multiplication represent?
44:10 Outro
45:53 Q: When is this useful?
48:11 Q: Does your math lib support geometric algebra?
49:22 Q: Do you plan on making tools for other engines?
50:53 AV team kicking us out
💖 Patreon ❱ www.patreon.com/acegikmo
🐦 Twitter ❱ FreyaHolmer
📺 Twitch ❱ www.twitch.tv/acegikmo
💬 Discord ❱ discord.gg/v5VWuga
📧 Mailing list ❱ acegikmo.substack.com/
🌸 Instagram ❱ freya_holmer
Recorded at Dutch Game Day 2023, October 4th
Timestamps:
00:00 Intro
04:34 Talk Start
05:17 Anatomy of a Vector
06:09 Products
09:14 Numbers of different kinds
13:32 Complex Numbers
18:10 Code for complex numbers
19:10 Complex multiplication visualized
20:22 Multiplying Vectors (an attempt)
24:08 Frustration
24:36 A Leap of Faith
25:36 A divine axiomatic truth
26:40 Squaring Basis Vectors
27:46 The Diagonal of Bases
29:09 Vector multiplication unraveling
29:36 Dot/Cross Byproducts
30:32 Complex Byproduct
31:17 Quaternionic Byproduct
31:52 The Answer
32:52 Beyond the Algebra
33:29 Basis Bivectors
35:06 Conceptualizing Vectors & Bivectors
37:08 Wedge Product
38:46 Curvature Bivector
40:59 Mental Gymnastics
41:56 Geometric Algebra & Multivectors
43:19 What does the multiplication represent?
44:10 Outro
45:53 Q: When is this useful?
48:11 Q: Does your math lib support geometric algebra?
49:22 Q: Do you plan on making tools for other engines?
50:53 AV team kicking us out
💖 Patreon ❱ www.patreon.com/acegikmo
🐦 Twitter ❱ FreyaHolmer
📺 Twitch ❱ www.twitch.tv/acegikmo
💬 Discord ❱ discord.gg/v5VWuga
📧 Mailing list ❱ acegikmo.substack.com/
🌸 Instagram ❱ freya_holmer
Переглядів: 380 971
Відео
The Continuity of Splines
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why are splines? well my god I have good news for you, here's why splines! if you like my work, please consider supporting me 💖 www.patreon.com/acegikmo This project grew much larger in scope than I had originally intended, and burnout made it impossible for me to do more with it. It was already getting incredibly unwieldy, so I apologize in advance for not covering non-uniform splines, and the...
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Переглядів 17 тис.Рік тому
Embers of the Wilds, a live D&D campaign, airing weekly on Sundays 19:00 CET/CEST at twitch.tv/acegikmo 💗 Full episode list, characters and lore: ❱ regalgoblins.fandom.com/wiki/Embers_of_the_Wilds 🎲 Neal Pass Erickson aka Koibu, our DM (www.twitch.tv/koibu) 🔥 Pearl Riverdale, the Tabaxi Sorceress played by Freya Holmér 🎵 Tristelle, the Half-Elf Bard played by Autumn Rose Taylor ( ...
How to rotate a vector
Переглядів 133 тис.2 роки тому
just a quick clip after someone asked a question on twitter~ I'm still working on the sequel to the bézier video! turns out the scope has grown quite large - it's going to be a very long video, but I'm hoping it will be done soon! Patreon ❱ www.patreon.com/acegikmo 🐦 Twitter ❱ FreyaHolmer 📺 Twitch ❱ www.twitch.tv/acegikmo 💬 Discord ❱ discord.gg/v5VWuga 🌸 Instagram ❱ f...
The Beauty of Bézier Curves
Переглядів 2 млн2 роки тому
Bézier curves - how do they do? They're used for animation, text rendering, and all sorts of curved shapes! But how do they actually work? well, like, that's what the video is about, so, watch it to find out etc!! • Lots of love to 💛 Jazz "queenjazz" Mickle for making the music ❱ queenjazz.bandcamp.com/ 💙 Grant "3Blue1Brown" Sanderson for pushing me to finally do this ❱ ua-cam.com/users/3blue1b...
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Normal Maps, Tangent Space & IBL • Shaders for Game Devs [Part 3]
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Healthbars, SDFs & Lighting • Shaders for Game Devs [Part 2]
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Shader Basics, Blending & Textures • Shaders for Game Devs [Part 1]
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Interpolation & Velocity • Math for Game Devs [Part 4]
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Interpolation & Velocity • Math for Game Devs [Part 4]
Trigonometry • Math for Game Devs [Part 3]
Переглядів 104 тис.3 роки тому
Trigonometry • Math for Game Devs [Part 3]
Spaces & Cross Product • Math for Game Devs [Part 2]
Переглядів 141 тис.3 роки тому
Spaces & Cross Product • Math for Game Devs [Part 2]
Vectors & Dot Product • Math for Game Devs [Part 1]
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Vectors & Dot Product • Math for Game Devs [Part 1]
DDR Workout & Political Discourse™ (stream compilation)
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DDR Workout & Political Discourse™ (stream compilation)
Stream Shenans (twitch clip compilation)
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Creative stress, crunch & my career path (w. TheMessyCoder)
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Intro to Tool Dev in Unity [part 4/4]
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Intro to Tool Dev in Unity - An Improvised Live Course [part 1/4]
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Math for Game Dev - An Improvised Live Course
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A chat with Hbomberguy on Budget Cuts, VR & Content Creation
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Procedural Geometry - An Improvised Live Course
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Sine and Cosine - A Visual Explanation
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Specular Lighting - A Visual Explanation
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The Dot Product - A Visual Explanation
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Thank you so much!
This video blow my mind
No because I was about to fall asleep and then this video started playing in the way. I jumped up so fast it generally scared me
You look like WoolieGaming's wife. Are you her? I can't seperate you (singular/plural)
You Will Never Be A Spline
Your C2 continuous spline looked like it would be useful for a robotics application, where looking good isn't important, but the robot needs to reach all the points in a smooth way. I'd be interested to know how you derived it, although, I should probably figure it out myself.
Wow this was really impressive! And thank you, I was trying to calculate Bezier curves without knowing anything about how they worked. You helped me fix my code!
Hey Freya, for question 3a and 3b, I just subtracted the world space position of one point from its parent to get the local space, and added the parent's coordinates to the local space to get the world space. I did that since it's a simple offset calculation. Is my understanding of the problem not correct?
I'm not interested in game development. I clicked on this video because I was genuinely just curious why you can't multiply vectors (I'm a computer science student currently taking linear algebra classes) and this video did not disappoint. It was a lot of fun being able to utilize what I've already learned to follow/think along, make connections I hadn't made before, and see the possibilities and use-cases for linear algebra in general. It honestly has me excited for what more I'll be learning my courses and what I could continue learning outside that. 😁
Perfect video, period. ❤
I never understood math this well in school as much as i am understanding here. I failed my math and if Freya was my teacher, i would be a scientist today
I can marry you and be with you forever
But you can! ab=a.b+a^b
Geometric algebra 101
I think it is in the nature of art that pushing ourselves past our limits produces a voice that feels unfamiliar. It is like seeing a texture through a microscope; we see and know too much. Every part is the countless hours that created it instead of time spent experiencing it. In that mindset it can be disconcerting to hear that your art is perfect or complete. I want to encourage you that even the most frustrating parts of making this video--time wasted in fruitless rabbit holes, months spent in deep avoidance, painful compromises to end an endless project--bring no less value than your beautiful animations and charming, soothing voiceover. I want to encourage you that every great work sits atop a tower of blood and tears that few ever see. I want to encourage you that the world is littered with such piles that lacked the courage to take the last few steps. I've made many such. But you did it. It was a mistake to take on such a big project. But sometimes ignorance is better than bravery. May you continue to make art that challenges you and inspires us.
Was wondering whether a bump/test function could solve the problem of having local control and C∞ continuity, a function like e^(1/(x(1-x))) which is smooth even at 0 and 1, if you take it to be 0 outside this range
Thank you so much. I have a class about this, but the teacher is obliviously bad. you made me understand it in no time.
It’s like 3blue1brown but about computer graphics 👍
This video production deserves some kind of Data Communication & Teaching award. What a fine piece of work. Thanks a lot. I learned so much from this.
25:50 oh no its over.. wait never mind there's still another hour!
After watching all the videos and solving all the questions for the past 3 months, I have arrived at the final part. I feel that I have evolved as a mathematician in this time period. Thank You
R-take
omg little kid you have no idea, IRC is as powerful as the server creator makes it and is as user friendly for new users as the client you choose, we are harsh on discord and slack because they are just a pathetic copy of irc, they are like 1% of the concept of IRC and come to a huge cost, even in user interface they trash compared to the best IRC clients for windows or mac or linux, because discord and slack are electron apps thus computer huggers.
i love u freya this is amzing
how much for you to be my personal maths teacher?
Absolute gold!
Crazy good video. Thank you for the awesome explanation!
well explained.
Spacetime is a quaternion, where time is the real part and space is 3 imaginary parts. minkowsky spacetime diagrams translate between 2 space-times. This sis too often simplified down to complex numbers, BUT In quaternion-space for 3 space-domains, the time component is the result of a dot-product, an the space-components are the result of a cross-product between 2 relative points of view. That spacetime vector is always normalized, its length is always equal to 1, and it is only 100% real (all imaginary parts be 0) IFF the time-part is 0, meaning that; information is massless and information moves with exactly the speed of light, being simultaneous and asymptotic (asymptotic, as in, the 3 imaginary parts are exactly 0) it gets weirder, when you set the real/time component to 0: A "cube without time" is "equal to -1", but most cubes exist to be modeled within time and within a time-interval, and that time-component turns a cube into "more than being -1"
I'm bad at math, trigonometry and english but this series helped me a lot. I've implemented some assignments in godot and now feeling much more comfortable when see code that has these weird functions and vectors. Thank you
😮
Catmull Rom looks like cubic interpolation for images
Be careful! Thats a left handed basis at 5:57 . Normally, at least in science, you have a right handed basis for your coordinate system. Fun fact: there is also a thing called the dyadic product, which you can kinda understand as the counterpart to the dot product. If you understand the vectors in the dot product as matrices, than the matrix X^T looks like row vector and Y looks like a column vector. the matrix product (X^T)Y gives you the dot product x * y of the vectors x and y. No to the fun part. Not instead of X^T and Y you take the matrices X and Y^T then the matrix product X(Y^T) is the same as the dyadic product x o y of vectors x and y. This is a m x n matrix , with m being the dimension of x and n being the dimension of y. Notice that x and y dont have to be the same dimension.
If you ignore the contraction axiom of v² = |v|², and just keep xx, xz, etc all as they were, then the result would basically be equivalent to what you just described. I've mainly heard of it as the "outer product", though I've been calling it The "matrix outer product" to distinguish it from the GA power product.
The work that has gone in to this...just wow !! Thank you so so much 😊
Woah, the animated Voronoi diagram is insanely cool.
Excellent tutorial. Didn't care for the two instances of salty language.
perfect, try to change the ceros and ones under same writed you
0=1 because exist
take infinite from cercle to center like with invinite vector stablised in b
you are great teacher!!!
introduce s between in a.b (s
the cat helpipng you
very good idea 3:57:xx when you move the formula to the same vector!!!!!
Eii, helloo! VERY GREAT! THANKS A LOT! I AM KONSTANTIN
Thank you
Best video about shaders
This was amazing. Finally someone made quaternions make sense.
I hate computer science. You stare at anything for long enough and you realize it's just vector-matrix multiplication
Hi ! I have a question about G2 continuity, at 33:27, it doesn't tell what is the geometrical equivalent of the constraint. I would like to knows where P5 should be in relation to the other points. can anyone explain it to me ? thanks a lot
Dry Transparent Clothing: ua-cam.com/video/3Cypqn4R9e0/v-deo.html
Keep up the good work!