Add some more shit
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@ -5,6 +5,7 @@ Here let be listed exercises for the readers of this wiki. You can allow yoursel
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1. What's the difference between [free software](free_software.md) and [open source](open_source.md)?
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2. Write a program in [C](c.md) that computes the value of [pi](pi.md) without using float/double and any libraries except for `stdio.h` and `stdint.h` -- you can only use built-in integer types and those from `stdint.h`. The program must compute pi as accurately as possible (at least 2 decimals) and write the value out as base 10 decimal.
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3. Say we have an algorithm that finds all pairs of equal numbers in an array of numbers of length *N* and adds all of these (unordered) pairs to a set *S*. The algorithm is: `for i := 0 to N: for j := 0 to N: if numbers[i] == numbers[j]: add(S,set(i,j))`. How can we optimize the algorithm in terms of its execution speed (i.e. make it perform fewer operations)? How did the asymptotic time complexity ("big O") class change?
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4. In computer graphics, what is the difference between ray casting, ray tracing and path tracing?
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## Solutions
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@ -77,4 +78,8 @@ for i := 0 to N:
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add(S,set(i,j))
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```
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While the first algorithm performs N^2 comparisons, the new one only needs N - 1 + N - 2 + N - 3 + ... ~= N * N / 2 = N^2 / 2 comparisons. Even though the new version is always twice as fast, its time complexity class remains the same, that is O(N^2).
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While the first algorithm performs N^2 comparisons, the new one only needs N - 1 + N - 2 + N - 3 + ... ~= N * N / 2 = N^2 / 2 comparisons. Even though the new version is always twice as fast, its time complexity class remains the same, that is O(N^2).
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**solution 4**:
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They are all image-order methods of 3D [rendering](rendering.md). [Ray casting](ray_casting.md) casts a single ray for each screen pixel and determines the pixel color from a single hit of the ray. [Ray tracing](ray_tracing.md) is a [recursive](recursion.md) form of ray casting -- it recursively spawns secondary rays from the first hit to more accurately determine the pixel color, allowing for effects such as shadows, reflections or refractions. Path tracing is a method also based on casting rays, but except for the primary rays the rays are cast at random (i.e. it is a [Monte Carlo](monte_carlo.md) method) to approximately solve the rendering equation, progressively computing a more accurate version of the image (i.e. the image contains significant noise at the beginning which lowers with more iterations performed) -- this allows computing [global illumination](global_illumination.md), i.e. a very realistic lighting that the two previous methods can't achieve.
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