@Doctorwhorage The linear direct method is to setup the basis for doing direct method interpolation using higher order polynomials. You should look at the Newton Divided Difference polynomial method playlist at the numericalmethodsguy channel for your approach!
nice video.but in an exam time is limited,i need a FAST SOLUTION and here it is: provided that we have a linear system as the video suggests, step1=> (t=20) - (t=15) = 5, so five steps from 15 up to 20 step2=> (100%)/5=20% , yes it is number 5 from step one step3=> v(16)=362.78+20%(517.35-362.78)=393,69. BAM! so fast! the secret behind step 3: from number 362.78 move up by 20%. WHY 517.35-362.78? Because, 517.35-362.78=154.57 which corresponds to 100% increase from 362.78,but i want only 20%.
Just use linear newtons' divided difference polynomial. Given (x1,y1) and (x2,y2) as two data pairs, the straight line equation is y=(y2-y1)/(x2-x1)*(x-x1)+y1
@YoZZgAtLiii66 Solve the two equations and two unknowns. You could use Gaussian elimination method. Go to numericalmethods(dot)eng(dot)usf(dot)edu and click on Keyword> Gaussian Elimination > Textbook chapter.
Oh ya instead of doin ur method we can just use slop formula y2-y1=m(x2-x1) solving for m then choosing the neart point and substitutin in this Eq. y2=m(x2-x1)+K where K is the wanted value am i right ?? :D
An excellent resource for demystifying the general fog around especially "cubic (Hermite) curve interpolation" is this one by "Nils Pipenbrinck" which comes up right away in any Google search and consists of about 2, mostly blank, pages. But here it is anyway: cubic.org/docs/hermite.htm . From Hermite curve interpolation between two points he constructs a semi-generalized cubic spline algorithm that any school child should be able to understand. The famed "Catmull-Rom" spline being a special case said splines.
Alpha is usually a float value from 0 to 1 in blending functions. So Alpha is basically the position between A and B. Let's say you have: A=50 and B=100. if your alpha is 0.5, then you'll get 75, because 0.5 is half of Alpha value which leads to a result that is the value that stands in middle of A to B. I hope this helped. I guess you are blending textures, so Alpha value will make the pixel at a certain position of both texture to find a middle value... still if your Alpha is 0.5. if Texture A is white and B is Black, then the Alpha of 0.5 will give you a grey pixel. :)
You just awesome! Best maths teacher you ever seen! Keep up sharing this valuable informations!
@Doctorwhorage The linear direct method is to setup the basis for doing direct method interpolation using higher order polynomials. You should look at the Newton Divided Difference polynomial method playlist at the numericalmethodsguy channel for your approach!
@DaruiAkaBlackNinja It is a straight line in this case, but let's not confuse regression with interpolation.
nice video.but in an exam time is limited,i need a FAST SOLUTION and here it is:
provided that we have a linear system as the video suggests,
step1=> (t=20) - (t=15) = 5, so five steps from 15 up to 20
step2=> (100%)/5=20% , yes it is number 5 from step one
step3=> v(16)=362.78+20%(517.35-362.78)=393,69. BAM! so fast!
the secret behind step 3: from number 362.78 move up by 20%. WHY 517.35-362.78? Because, 517.35-362.78=154.57 which corresponds to 100% increase from 362.78,but i want only 20%.
Just use linear newtons' divided difference polynomial. Given (x1,y1) and (x2,y2) as two data pairs, the straight line equation is y=(y2-y1)/(x2-x1)*(x-x1)+y1
@numericalmethodsguy Are you the professor teaching in this video?
I liked it !!!!!!
Very helpful !!
Thanks alot
@MOSQUEPERROS Please put down your matlab code for me to look at!
@MOSQUEPERROS Feeding "x + 15y=362.78,x+20y=517.35" to WolframAlpha gives the same result as the video.
@YoZZgAtLiii66 Solve the two equations and two unknowns. You could use Gaussian elimination method. Go to numericalmethods(dot)eng(dot)usf(dot)edu and click on Keyword> Gaussian Elimination > Textbook chapter.
you are a life saver
Thank you
Sir, what is the name of the book you are using?
Thank you sir! I have 1 question. How to find value of for Continuous tabular data!
Thanks a lot , you made it very simple
Oh ya
instead of doin ur method
we can just use slop formula
y2-y1=m(x2-x1)
solving for m
then choosing the neart point
and substitutin in this Eq.
y2=m(x2-x1)+K where K is the wanted value
am i right ?? :D
You are right. We are talking about methods here, not shortcuts.
Thank you... this is very helpful
Hi!,
is that formula v(t)=a0 + a1*t
same as the equation of regression line???
thanks! i can finally interpolate tables
An excellent resource for demystifying the general fog around especially "cubic (Hermite) curve interpolation" is this one by "Nils Pipenbrinck" which comes up right away in any Google search and consists of about 2, mostly blank, pages. But here it is anyway: cubic.org/docs/hermite.htm . From Hermite curve interpolation between two points he constructs a semi-generalized cubic spline algorithm that any school child should be able to understand. The famed "Catmull-Rom" spline being a special case said splines.
Thank u .very nice
these are very usefull, thank you
after 6:00 everything bounced off my head.....what you said? what's that last mathode you did in those [] [] brackets ?????
Yes i got the same result :D:D
Thanks again !
Does anyone know how this applies to alpha blending with lerp?
Alpha is usually a float value from 0 to 1 in blending functions. So Alpha is basically the position between A and B. Let's say you have: A=50 and B=100. if your alpha is 0.5, then you'll get 75, because 0.5 is half of Alpha value which leads to a result that is the value that stands in middle of A to B. I hope this helped. I guess you are blending textures, so Alpha value will make the pixel at a certain position of both texture to find a middle value... still if your Alpha is 0.5. if Texture A is white and B is Black, then the Alpha of 0.5 will give you a grey pixel. :)
Thank you sir for sharing all this ! High appreciation
Good clarification
How can I get the -100.93 ?
Very nice
excellent
thank you so much.
I use matlab with this example and my solution to a0 & a1 are:
-85.9300
29.9140
do you know why?
Great
Thank you maestro
Gracias ✌
Made in the USA - a rarity nowadays!
University of South Florida.
Thx a lot :))
Sir, what is the difference between the Piece-wise interpolation and direct method of interpolation? are these two the same?
thaaaanx
thank you mr...
good
Nice lecture I don't have to use a calculator i've got good estimates
sick shit, thxs !
@Nnoshah this is used in newtons divided differences (but I'm retarded and can't get -100 anywhere out of this)
sir I need you to show the steps in getting the Ao and Ai please
1:57 let's see what it's all about
@theonlyrealshark hahaha me too xDD
Video quality isnt that good.
It's from 2009...
you dont watch porn men its fuckin whiteboard and stuff wtf
l
sir I need you to show the steps in getting the Ao and Ai please
sir I need you to show the steps in getting the Ao and Ai please
sir I need you to show the steps in getting the Ao and Ai please
sir I need you to show the steps in getting the Ao and Ai please
sir I need you to show the steps in getting the Ao and Ai please