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<small>Cheerio everybody,<br>
<br>
The first scetch of the Fundamentals structure is ready. To give
you a preview what I'm planning:<br>
<br>
1.1 Simulations use models of the light transport (e.g. the </small><small>classical
</small><small>render equation)<br>
1.2 Models of simulation objects (e.g. representations of </small><small>space/
</small><small>volume on a computer)<br>
<br>
Simple light transport model:<br>
lamp(emission) -> surface(reflection) -> eye/ camera
(retina/ sensor)<br>
This model it's parts are revisited several times under varying
points of views and amount of detail.<br>
2. Physics: dynamics: </small><small>e.g. </small><small>mechanics:
springs<br>
3. The digital production pipeline: to blend over to Blender
(*wordplay).<br>
</small><br>
<small>»[...] Simulation is the process by which the output of a
digital computing system represents <br>
an approximate description of the dynamical evolution of another
system.«</small><br>
<small><small>primary: Piccinini, G. 2015, "Physical Computation: A
Mechanistic Account", Oxford: Oxford University Press.<br>
secondary: Piccinini, Gualtiero, "Computation in Physical
Systems", The Stanford Encyclopedia of Philosophy (Summer 2015
Edition), <br>
Edward N. Zalta (ed.), URL =
<a class="moz-txt-link-rfc2396E" href="http://plato.stanford.edu/archives/sum2015/entries/computation-physicalsystems/"><http://plato.stanford.edu/archives/sum2015/entries/computation-physicalsystems/></a>.
<br>
<br>
@Anton<br>
</small>Lorenzen A. F. 2016 on "Re: Propsal: fundamentals,
citation", Blender: documentation mailing list<br>
<br>
</small><small>>CC0-license, no copying of anything!</small><br>
<small>Oh, it didn't thought about that. <br>
I remember Ton talking about it on a BlenCon years ago:<br>
The problem also arises with shipping by bundling up software and
manual.<br>
Even if we </small><small>factor out copyright law, it's a issue
of scientific 'clean' writing. <br>
e.g. Everytime "texture mapping" is mention in theory you have to
cite Ed Catmull who invented it.<br>
Ownership of the text / ownership of the technique.<br>
So I have to choose a save license in the alpha and beta phase,
then we see.<br>
<br>
Answers of the 3. Question:</small> <br>
<small>> Someone has to take care of it.<br>
</small><small>My humble self? and volunteers - *somebody? -
*anybody?<br>
<br>
> It would involve a lot of writing.<br>
</small><small>1. it's a long-term project (1 year min)</small><small><br>
2. it could be a sceleton: <br>
</small><small>summarys </small><small>and </small><small><br>
name droping </small><small>(floating point arithmetics) [user
has to search] </small><small>and explain why it matters in CG
(loss of precision)<br>
3. parts </small><small>already </small><small>exist in the
offical manual, other Blender manuals<br>
<small> e.g.
<a class="moz-txt-link-freetext" href="http://wiki.blender.org/index.php/Doc:2.6/Books/An_introduction_to_BLENDER_3D_a_book_for_beginners">http://wiki.blender.org/index.php/Doc:2.6/Books/An_introduction_to_BLENDER_3D_a_book_for_beginners</a><br>
<big>my study notes and finally </big></small></small><small><small><big>involuntary
co-authors (citation).</big><br>
<br>
<big>Tobias</big><br>
</small></small>
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