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  2. 2D computer graphics - Wikipedia

    en.wikipedia.org/wiki/2D_computer_graphics

    To perform the rotation using a rotation matrix R, the position of each point must be represented by a column vector v, containing the coordinates of the point. A rotated vector is obtained by using the matrix multiplication Rv. Since matrix multiplication has no effect on the zero vector (i.e., on the coordinates of the origin), rotation ...

  3. Rotation matrix - Wikipedia

    en.wikipedia.org/wiki/Rotation_matrix

    For example, in 2-space n = 2, a rotation by angle θ has eigenvalues λ = e iθ and λ = e −iθ, so there is no axis of rotation except when θ = 0, the case of the null rotation. In 3-space n = 3 , the axis of a non-null proper rotation is always a unique line, and a rotation around this axis by angle θ has eigenvalues λ = 1, e iθ , e ...

  4. Java 2D - Wikipedia

    en.wikipedia.org/wiki/Java_2D

    The Java 2D API and its documentation are available for download as a part of JDK 6. Java 2D API classes are organised into the following packages in JDK 6: java.awt The main package for the Java Abstract Window Toolkit. java.awt.geom The Java standard library of two dimensional geometric shapes such as lines, ellipses, and quadrilaterals.

  5. Block swap algorithms - Wikipedia

    en.wikipedia.org/wiki/Block_swap_algorithms

    A rotation is an in-place reversal of array elements. This method swaps two elements of an array from outside in within a range. The rotation works for an even or odd number of array elements. The reversal algorithm uses three in-place rotations to accomplish an in-place block swap: Rotate region A; Rotate region B; Rotate region AB

  6. Quaternions and spatial rotation - Wikipedia

    en.wikipedia.org/wiki/Quaternions_and_spatial...

    A rotation can be represented by a unit-length quaternion q = (w, r →) with scalar (real) part w and vector (imaginary) part r →. The rotation can be applied to a 3D vector v → via the formula = + (+). This requires only 15 multiplications and 15 additions to evaluate (or 18 multiplications and 12 additions if the factor of 2 is done via ...

  7. Kabsch algorithm - Wikipedia

    en.wikipedia.org/wiki/Kabsch_algorithm

    Let P and Q be two sets, each containing N points in .We want to find the transformation from Q to P.For simplicity, we will consider the three-dimensional case (=).The sets P and Q can each be represented by N × 3 matrices with the first row containing the coordinates of the first point, the second row containing the coordinates of the second point, and so on, as shown in this matrix:

  8. Kernel (image processing) - Wikipedia

    en.wikipedia.org/wiki/Kernel_(image_processing)

    2D Convolution Animation. Convolution is the process of adding each element of the image to its local neighbors, weighted by the kernel. This is related to a form of mathematical convolution. The matrix operation being performed—convolution—is not traditional matrix multiplication, despite being similarly denoted by *.

  9. Transformation matrix - Wikipedia

    en.wikipedia.org/wiki/Transformation_matrix

    Effect of applying various 2D affine transformation matrices on a unit square. Note that the reflection matrices are special cases of the scaling matrix. Affine transformations on the 2D plane can be performed in three dimensions. Translation is done by shearing parallel to the xy plane, and rotation is performed around the z axis.