Infinite triple sum of a 3D Fourier series.

I am trying to evaluate the following equation by excluding the case when $ n_x = n_y = n_z = 0 $. I know that this equation converges everywhere except where x, y, and are all multiples of $ 2 pi $. I have tried to divide the sum into 3 parts that avoid the unwanted case. Unfortunately, Mathematica could not solve that. I also tried to define a function to use instead of the fraction with a value of 0 when $ n_x = n_y = n_z = 0 $. That has not worked either. I have also been trying to divide the problem into smaller parts and analyze special cases with little success. Any help would be appreciated.
$$ sum_ {n_x = 0} ^ infty sum_ {n_y = 0} ^ infty sum_ {n_z = 0} ^ infty frac { cos (n_x x) cos (n_y y)) cos ( n_z z)} {n_x ^ 2 + n_y ^ 2 + n_z ^ 2} $$

3d: angle of inclination of the plane with respect to the x axis and the y axis

I have three points that support the plane z = 0; (Create an equilateral triangle at the beginning);

A (0,0,0,0); B (4.0.0); C (2.3, 46.0).

Points B and C can change their position by changing the z coordinate (up and down) (independently of each other).
How to change the coordinates of points B and C so that the plane is formed.

a) an angle of 30 degrees with the x axis and an angle of 60 degrees with the y axis;

b) an angle of 60 degrees with the x-axis and an angle of 45 degrees with the y-axis

plotted: 3D graph with an inequality condition for parameter values

I'm trying to ListPlot3D the next function

$ f = frac {- frac {(t-1) (ds) left (2 cd (d (q-1) + s) -s left (-2 d ^ 2 + d (s + 2) + s ^ 2 right) right)} {2 s ^ 2} + d ^ 2-d sd t + st} {s} $

against $ c in [0,1]$ Y $ q in [1,2]$ under the conditions of $ s = 2 $, $ d = 0.8 $, $ t = 0 $, $ 0 leq c leq 1 $Y $ 1 leq q leq frac {1} {c} $.

I'm struggling with how to reflect the last condition, that is, $ 1 leq q leq frac {1} {c} $ in my Mathematica code. used to Assumption But it does not work

Here is the code that I tried:

To block[{s=2d=08t=0}f=(d^2-ds-((ds)(2cd(d(-1+q)+s)-s(-2d^2+s^2+d(2+s)))(-1+t))/(2s^2)-dt+st)/s;maxn=Flat[Table[{cqf}{c011}{q121}Assumptions->{0<c<=11[{s=2d=08t=0}f=(d^2-ds-((d-s)(2cd(d(-1+q)+s)-s(-2d^2+s^2+d(2+s)))(-1+t))/(2s^2)-dt+st)/s;maxn=Aplanar[Mesa[{cqf}{c011}{q121}Suposiciones->{0{0 <c <= 11 <= q<= 1/c}], 1];] {ListPlot3D[maxn, AxesLabel -> {"c", "q", "V"}]}

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Winforms – View 3D object in the Windows Form C # application

Hello, I am trying to insert a 3D object in my C # WinForms application. I researched and, apparently, the easiest way would be to use a WPF control. How can I integrate the WPF control in my WinForms application? Or, is there another easier way to insert this object in my project?

File formats for stereoscopic 3D images.

Years ago I got into cross-eyed photos in 3D and I made some good ones. However, not many people are willing to spend the few days and visual tension to learn the visualization method. With Google Cardboard and other VR viewers becoming more common, is there a consistent and easy way to create stereoscopic images for VR viewers from a stereoscopic pair?

I read that GC uses a .jpg approach, where they store the information of the right eye inside the metadata for the compatibility with previous versions, but I could only find some applications of dubious aspect to do them. And the Facebook algorithm for 3D photos takes a 2D photo as input. Do laypeople take 3D photos for virtual reality and, if so, how?

Learning the Libgdx 3D game programming

I have some experience in programming Libgdx2d (I'm comfortable). I want to move to 3D. While I think more practices / tutorials are required for 3d, I find very few tutorials for 3D compared to 2d. I do not feel complete control over 3d Libgdx as in the case of 2d.

How to proceed now, given that I have no previous experience in programming 3D games?

I've heard that it can be implemented quite well in 3D but it requires more effort

Do I need to learn opengl for that?

Differential equations: 2D and 3D data mapping for a non-linear system in mathematics

I had to draw several non-linear differential equations. But due to a large number of equations for large periods of time and other considerations, the program has become too heavy to run on my system. Therefore, I have been using a supercomputer to solve the data using C ++ (the supercomputer does not have Mathematica) and I wanted to plot that data using Mathematica.

I used Runga Kutta of fourth order to solve the equations in C ++ and I got the data I wanted to plot. For example, when plotting the Lorenz equations, I am generating data from C ++ in the form

{{1,1,1}, {1,1.025,0.9990}, {1,000,1.051,0.9980}, {1,000,1.077,0.9971}, .........}

where {a, b, c} are the values ​​of the coordinates x, y, z at a given moment.

But I have not been able to trace this data using any of the functions in Mathematica that I knew. I could trace this as a single curve, but actually I want to study the system and I wanted to trace this as a line that moves from one data point to another. I also needed to plot the variable separately. I tried using several functions and even tried to interpolate the data, but none of them seemed to work. Can anyone tell me how I could trace this or should I try something different?

I would be very grateful if you could.

Blender – Simple 3D format with support for keyframes

I am currently trying to export some 3D data and upload it to Blender, but I have encountered some problems when processing the meshes. All have keyframes (nothing too complex, just texture change and rotation) but I can not use the traditional Wafron Obj to export it, so I would like to ask if anyone knows about some 3D file formats (not too complex) to use as alternative.
Thanks for your time.

3d – Adding spread to speed Vector3D

I am trying to give an object a velocity dispersion (for example, shotgun bullets or particle effect).

// dir is the initial address
float angle1 = atan (dir.x, dir.z) + propagation;
flotation angle2 = atan (dir.y, abs (dir.z)) + propagation;
vec3 xz_dir = vec3 (sin (angle1, 0.0, cos (angle2));
vec3 yz_dir = vec3 (0.0, sin (angle2), cos (angle2));
vec3 new_dir = vec3 (xz_dir.x * yz_dir.z, yz_dir.y, xz_dir.z * yz_dir.z);
new_dir.normalize ();

The new_dir extension works well on the XY and YZ planes, but if there is a Y component in the direction, the distribution along the XY plane does not work.