- From: Rik Cabanier <cabanier@gmail.com>
- Date: Wed, 19 Nov 2014 09:01:32 -0800
- To: Juergen Roethig <roethig@dhbw-karlsruhe.de>
- Cc: "www-svg@w3.org" <www-svg@w3.org>
- Message-ID: <CAGN7qDB07VipO2-jPRG1ta+mYAWO6aktLXYQJRr6sWyP1eYhzQ@mail.gmail.com>
Hi Juerge, I'm unsure what you're trying to achieve with such a response. Maybe you can try again but without the ad-hominem attacks? regards, Rik On Wed, Nov 19, 2014 at 6:26 AM, Juergen Roethig <roethig@dhbw-karlsruhe.de> wrote: > Hello, > > premark: Although I assume that the question was _not_ serious (see > later), I will give a serious answer ... > > Rik Cabanier wrote: > >> >> >> On Sun, Nov 16, 2014 at 10:52 PM, Juergen Roethig < >> roethig@dhbw-karlsruhe.de <mailto:roethig@dhbw-karlsruhe.de>> wrote: >> >> Rik Cabanier wrote: >> >> >> >> On Sun, Nov 16, 2014 at 12:43 AM, Juergen Roethig >> <roethig@dhbw-karlsruhe.de <mailto:roethig@dhbw-karlsruhe.de> >> <mailto:roethig@dhbw-__karlsruhe.de >> >> <mailto:roethig@dhbw-karlsruhe.de>>> wrote: >> >> Steve Schafer wrote: >> >> On Sat, 15 Nov 2014 19:37:35 +0100, you wrote: >> >> You really want to tell me that the SVG WG does not >> even >> want to consider non-affine transformations for SVG >> because >> it might take more computational power than "simple >> matrix >> math"? >> >> >> Not just more computational power, but more expressive >> power. >> The space >> of "non-affine transformations" is effectively infinite. >> Are you >> willing >> to limit that to some subset (e.g., projective >> geometry)? Or do >> you want >> everything? The more you encompass, the more your means of >> expressing a >> transformation begins to look like a general-purpose >> programming >> language. There's no point in reinventing JavaScript >> within >> SVG--it's >> already there. >> >> >> I do not want "everything" out of "infinity", for sure! If >> transformations other than affine ones had been discussed >> before in >> the SVG WG, coming to some sort of conclusion, I will see >> what to >> make out of it. Unfortunately, the specs (the existing 1.1 >> as well >> as the upcoming 2) as well as my Google search on the topic >> (probably using the wrong keywords) don't reflect such a >> discussion. >> That's why I ask what might have been discussed before! >> >> >> Can you give an example of what such non-affine transformations >> look like? Do you know of any tools that offer them? >> Of course, "projective geometry" might be a >> candidate for such a >> class of transformations, especially with regard to the >> z-index >> which hopefully makes it in SVG2! >> >> >> I don't understand why z-index is special. Can you eleborate? >> >> >> An example of such a non-affine transformation might be the >> one-point perspective >> (http://en.wikipedia.org/wiki/__Perspective_projection#One-_ >> _point_perspective >> <http://en.wikipedia.org/wiki/Perspective_projection#One- >> point_perspective>). >> This is some sort of projection of a point in a three-dimensional >> coordinate system to a point in a two-dimensional coordinate system >> (i.e. a plane). Why I would need z-index is obvious ... although I >> know that z-index in SVG2 is currently defined as an index just >> controlling the rendering order, it might also be regarded as the >> third (missing) dimension, although with somewhat restricted >> accuracy (since it is an integer value). >> >> >> I didn't hear anyone propose to repurpose z-index as an actual dimension. >> You will find a lot of resistance to change this common HTML/CSS property. >> > > I do not propose to change it to be a dimension (with units such as px, > mm, in, whatever)! I might just use the z-index not just in a qualitative > ("if a>b, then a is in front of b"), but also in a quantitative way! There > is no reason (from the spec) not to do so (besides the limited accuracy, > since it is integer, but if I can live with that, why not ...). But it was > just an example of how to achieve some missing information needed for a > perspective view, and not part of any proposal! > > Other examples of non-affine transformations are all sorts of map >> projections (http://en.wikipedia.org/wiki/__Map_projection >> <http://en.wikipedia.org/wiki/Map_projection>) which neither need a >> third dimesion (the z-index) nor are probably among the first >> candidates for transformations to be implemented in SVG since they >> might be somewhat too special. >> >> >> If you could do this with excellent performance using a JS libary, would >> that be acceptable? >> > > We are not talking about JS libraries (which already exist for that > purpose, for sure), but we are talking about native SVG (including JS > interfaces to the SVG DOM) on this list! Although you can do all sorts of > affine transformations via JavaScript, there is also a way to perform such > transformations via pure SVG! And what I would do if a feature is not built > in a language which I might use, that's not the question. But nevertheless, > my reaction when some language does not offer a feature, but just via some > library, might vary from "use the library", or "do not achieve the desired > result", up to "do not use the language at all, but look for another one". > It depends. > > Tools supporting such transformations/projections? The former should >> be supported by all sort of tools which allow perspective views of >> three-dimensional (virtual) worlds, and the latter might be a case >> of special cartographic tools. >> >> >> Can you give an example? I'm not familiar with any of such tools and >> would like to see how they work. >> It's likely that I'm not the only one. >> > > And that's why I doubt the seriousity of the question: When I feed Google > with "tools with support for perspective transform", the first two hits are > links to help pages from Adobe about their software products "Adobe > Illustrator" and "Adobe Photoshop"! I do not assume that someone who is > "Senior Computer Scientist on Adobe's Web Standards team" does not know > some of the key products of his own company. But if you really do neither > know and nor want to use those tools, you might even use GIMP to achieve > some sort of "perspective transformation", i.e. some non-affine > transformation in a 2D context. BTW: This is obviously performed via a > transformation matrix (which can be examined when you try the tool with > GIMP) - so the argument from the first answer by Tab Atkins Jr. "Affine > transforms are fast and easy to do on modern graphics hardware with simple > matrix math. Non-affine transforms don't have this property, > unfortunately." does not hold, obviously, for that sort of transformations > which are not affine but realized via "simple matrix math". > > Juergen Roethig >
Received on Wednesday, 19 November 2014 17:02:00 UTC