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  2. Stereoscopic depth rendition - Wikipedia

    en.wikipedia.org/wiki/Stereoscopic_Depth_Rendition

    The depth/width ratio of the actual object, of course, is 1.00. This stereogram with the cube, whose depth/width ratio had been captured with recording parameters a c and z c and embodied in the ratio BC/AB = r c =a c /z c, is now viewed by an observer with interocular separation a o at a distance z o.

  3. Z-buffering - Wikipedia

    en.wikipedia.org/wiki/Z-buffering

    Z-buffer data. A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. The depth is stored as a height map of the scene, the values representing a distance to camera, with 0 being the closest.

  4. Three-dimensional space - Wikipedia

    en.wikipedia.org/wiki/Three-dimensional_space

    If a point has coordinates, P(x, y, z, w), then x 2 + y 2 + z 2 + w 2 = 1 characterizes those points on the unit 3-sphere centered at the origin. This 3-sphere is an example of a 3-manifold: a space which is 'looks locally' like 3-D space.

  5. Sagitta (geometry) - Wikipedia

    en.wikipedia.org/wiki/Sagitta_(geometry)

    In the following equations, denotes the sagitta (the depth or height of the arc), equals the radius of the circle, and the length of the chord spanning the base of the arc. As 1 2 l {\displaystyle {\tfrac {1}{2}}l} and r − s {\displaystyle r-s} are two sides of a right triangle with r {\displaystyle r} as the hypotenuse , the Pythagorean ...

  6. Four-dimensional space - Wikipedia

    en.wikipedia.org/wiki/Four-dimensional_space

    Four-dimensional space (4D) is the mathematical extension of the concept of three-dimensional space (3D). Three-dimensional space is the simplest possible abstraction of the observation that one needs only three numbers, called dimensions, to describe the sizes or locations of objects in the everyday world.

  7. Equivalent width - Wikipedia

    en.wikipedia.org/wiki/Equivalent_width

    The equivalent width of a spectral line is a measure of the area of the line on a plot of intensity versus wavelength in relation to underlying continuum level. It is found by forming a rectangle with a height equal to that of continuum emission, and finding the width such that the area of the rectangle is equal to the area in the spectral line.

  8. Standard step method - Wikipedia

    en.wikipedia.org/wiki/Standard_Step_Method

    To find the length of the gradually varied flow transitions, iterate the “step length”, instead of height, at the boundary condition height until equations 4 and 5 agree. (e.g. For an M1 Profile, position 1 would be the downstream condition and you would solve for position two where the height is equal to normal depth.)

  9. Depth map - Wikipedia

    en.wikipedia.org/wiki/Depth_map

    In 3D computer graphics and computer vision, a depth map is an image or image channel that contains information relating to the distance of the surfaces of scene objects from a viewpoint. The term is related (and may be analogous) to depth buffer , Z-buffer , Z-buffering , and Z-depth . [ 1 ]