Introduction
Our problem is to locate all of the intersections between a helix and a
plane that are in general position.
The problem statement leaves several potentially significant parameters
unspecified. In the most general case, solutions may be entirely intractable.
Certainly, such cases would be computationally difficult and therefore inappropriate for real-time simulations. At the onset of our investigation, we
made the following assumptions:
• Software application. The problem is motivated by a desire to predict
intersections using computer software, and therefore any solution should
be proposed as if it were the computational engine for a larger package.
We further assume that all relevant information about the plane and helix
is passed into this engine from the user interface.
• Nonzero tolerance. The engine should be expected to locate approximate points of intersection within a certain numerical tolerance. Exact
solutions are not required for graphical applications. Particularly when
a rapid sequence of solutions is desired, the tolerance should increase, to
minimize computation time.
• Frame-by-frame animation. We approach the problem of real-time simulation as a finite sequence of discrete static instances of the general problem. For example, a 90◦ rotation of the plane is simulated by a handful
of fixed relative orientations, which the engine solves sequentially. Each
solution set is then used to construct a single frame in the sequence, which
is animated for the user in real time.
Introduction
Our problem is to locate all of the intersections between a helix and a
plane that are in general position.
The problem statement leaves several potentially significant parameters
unspecified. In the most general case, solutions may be entirely intractable.
Certainly, such cases would be computationally difficult and therefore inappropriate for real-time simulations. At the onset of our investigation, we
made the following assumptions:
• Software application. The problem is motivated by a desire to predict
intersections using computer software, and therefore any solution should
be proposed as if it were the computational engine for a larger package.
We further assume that all relevant information about the plane and helix
is passed into this engine from the user interface.
• Nonzero tolerance. The engine should be expected to locate approximate points of intersection within a certain numerical tolerance. Exact
solutions are not required for graphical applications. Particularly when
a rapid sequence of solutions is desired, the tolerance should increase, to
minimize computation time.
• Frame-by-frame animation. We approach the problem of real-time simulation as a finite sequence of discrete static instances of the general problem. For example, a 90◦ rotation of the plane is simulated by a handful
of fixed relative orientations, which the engine solves sequentially. Each
solution set is then used to construct a single frame in the sequence, which
is animated for the user in real time.
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