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JohnnyNeoman/README.md
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│  ∇ · F = ∂Fₓ/∂x + ∂Fᵧ/∂y + ∂Fᵤ/∂z                            │
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│  ╚═╝╚═╝╚═╝╩ ╩╚═╝ ╩ ╩╚═ ╩   ╩ ╩╩ ╩╚═╝╩ ╩╚═╝                    │
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Hi, I'm John

Computational Geometry & Algorithmic 3D Tool Developer

Camera-centric sketch-based modeling | Conformal geometry | Spectral methods

I build tools where mathematical specification IS the execution. The algebra IS the geometry. The tree IS the program.


The Approach

Camera-Centric Sketch-Based 3D Modeling

2D input → Camera projection → Geometric inference → Resolution-independent output

Traditional modeling manipulates vertices directly. My systems interpret 2D strokes as constraints on 3D form—projecting through the camera plane to infer depth, curvature, and surface.

Traditional:    Sketch → Trace → Extrude → Edit vertices
This System:    Sketch → Project → Solve → Generate

Mathematical Foundations

┌────────────────────────────────────────────────────────────────┐
│                                                                │
│  ∇ Gradient    ∇· Divergence    ∇× Curl    Δ Laplacian       │
│                                                                │
│  ┌─────────────┐  ┌─────────────┐  ┌─────────────┐           │
│  │   AFFINE    │◄─│  CONFORMAL  │─►│  SPECTRAL   │           │
│  │   GL(4,ℝ)   │  │   PSL(2,ℂ)  │  │   L²(ℝ³)    │           │
│  └─────────────┘  └─────────────┘  └─────────────┘           │
│                                                                │
│  Möbius:  f(z) = (az+b)/(cz+d)   Circles → Circles           │
│  Fourier: f̂(k) = ∫ f(x) e^(-2πik·x) dx                       │
│  Curvature: κ = dθ/ds                                         │
│                                                                │
└────────────────────────────────────────────────────────────────┘

Active Research

Project Description
Geometric Synthesis Framework Mathematical compiler: Lift → Operate → Collapse
Skeletal Singleton Tree (SST) Functional L-system separating state from mutation
Neural Sketch Field FNO-based surface anticipation from boundary curves
Curvature-Aware Octree Riemannian metric hierarchy for spectral subdivision

Spectral Octree & Manifold Navigation

Extending classical octree indexing into learned Riemannian manifolds:

Level 0: Euclidean       ‖x − y‖₂
Level 1: Mahalanobis     (x−y)ᵀΣ⁻¹(x−y)
Level 2: Riemannian      Geodesic distance with g(x)
Level 3: Fisher-Rao      Information geometry on shape distributions
Level 4: Learned         d_L(x,y) = ‖Φ_θ(x) − Φ_θ(y)‖_{g(θ)}

Subdivision follows spectral energy density E = Σ αᵢ²λᵢ — refining where geometry is rich, staying coarse where smooth.


Listen to the Framework

Executive Summary Audio (5 min)


Technical Stack

Geometry: Computational geometry, conformal maps, spectral methods, Frenet-Serret frames

3D Platforms: Maya (MEL/Python), Blender, Unreal Engine 5

Mathematics: Linear algebra, differential geometry, Riemannian manifolds, L-systems

ML Integration: Fourier Neural Operators, geometric deep learning, spectral regularization


The Legacy: 2,308 MEL Procedures

Analyzed and organized:

  • Circle/tangent geometry — 234 procedures (conformal PSL(2,ℂ))
  • Linear algebra — 240 procedures (affine GL(4,ℝ))
  • Camera projection — 218 procedures (sketch-to-3D mapping)
  • Array batch processing — 565 procedures (data infrastructure)

Explore the Math Repository →


"The octree isn't just a spatial index—it's a discretization of a distance function. Every node boundary is a level set. Swap the metric kernel, and behavior changes accordingly."

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