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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.
Backtracking is the process of traversing the tree in preorder, depth first. Any systematic rule for choosing column c in this procedure will find all solutions, but some rules work much better than others. To reduce the number of iterations, Knuth suggests that the column-choosing algorithm select a column with the smallest number of 1s in it.
The following list contains syntax examples of how a range of element of an array can be accessed. In the following table: first – the index of the first element in the slice; last – the index of the last element in the slice; end – one more than the index of last element in the slice; len – the length of the slice (= end - first)
In computer science, a suffix array is a sorted array of all suffixes of a string. It is a data structure used in, among others, full-text indices, data-compression algorithms, and the field of bibliometrics. Suffix arrays were introduced by Manber & Myers (1990) as a simple, space efficient alternative to suffix trees.
Depth perception is the ability to perceive distance to objects in the world using the visual system and visual perception. It is a major factor in perceiving the world in three dimensions . Depth sensation is the corresponding term for non-human animals, since although it is known that they can sense the distance of an object, it is not known ...
Stereoscopic depth rendition specifies how the depth of a three-dimensional object is encoded in a stereoscopic reconstruction. It needs attention to ensure a realistic depiction of the three-dimensionality of viewed scenes and is a specific instance of the more general task of 3D rendering of objects in two-dimensional displays.
In the example on the left, there are two arrays, C and R. Array C stores the adjacency lists of all nodes. Array R stored the index in C, the entry R[i] points to the beginning index of adjacency lists of vertex i in array C. The CSR is extremely fast because it costs only constant time to access vertex adjacency.
To find the correspondence between set A [1,2,3,4,5] and set B [3,4,5,6,7] find where they overlap and how far off one set is from the other. Here we see that the last three numbers in set A correspond with the first three numbers in set B. This shows that B is offset 2 to the left of A.