Name | Description | Percentages |
---|---|---|
101-Pong | Using vectors, calculate the position of a ball in three-dimensional space and the angle at which it bounces off a wall at (0;0) | 100% |
104-Intersection | Calculate the points of intersection between light rays and objects (spheres, cylinders, cones) by solving quadratic equations formed by the 3D surface equations and the light ray equations | 87% |
108-Trigo | Apply a given function (such as cosine, exponentiation, hyperbolic tangent) to a matrix and print out the resulting value | 72% |
110-Borwein | Use numerical methods (midpoint rule, trapezoidal rule, Simpson's rule) to calculate these integrals and print both the value of In and the absolute difference between In and π/2 | 100% |