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  2. Isometric video game graphics - Wikipedia

    en.wikipedia.org/wiki/Isometric_video_game_graphics

    A common example is picking the tile that lies right under the cursor when a user clicks. One such method is using the same rotation matrices that originally produced the isometric view in reverse to turn a point in screen coordinates into a point that would lie on the game board surface before it was rotated. Then, the world x and y values can ...

  3. Parallax scrolling - Wikipedia

    en.wikipedia.org/wiki/Parallax_scrolling

    Parallax scrolling is a technique in computer graphics where background images move past the camera more slowly than foreground images, creating an illusion of depth in a 2D scene of distance. [1] The technique grew out of the multiplane camera technique used in traditional animation [ 2 ] since the 1930s.

  4. Parallax Propeller - Wikipedia

    en.wikipedia.org/wiki/Parallax_Propeller

    Parallax Propeller in dual in-line package Parallax Propeller in TQFP. The Parallax P8X32A Propeller is a multi-core processor parallel computer architecture microcontroller chip with eight 32-bit reduced instruction set computer (RISC) central processing unit (CPU) cores. [1] [2] Introduced in 2006, it is designed and sold by Parallax, Inc.

  5. Tessellation (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Tessellation_(computer...

    A simple tessellation pipeline rendering a smooth sphere from a crude cubic vertex set using a subdivision method. In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering.

  6. Cosmic distance ladder - Wikipedia

    en.wikipedia.org/wiki/Cosmic_distance_ladder

    This statistical parallax method is useful for measuring the distances of bright stars beyond 50 parsecs and giant variable stars, including Cepheids and the RR Lyrae variables. [8] Parallax measurements may be an important clue to understanding three of the universe's most elusive components: dark matter, dark energy and neutrinos. [9]

  7. Mode 7 - Wikipedia

    en.wikipedia.org/wiki/Mode_7

    This basic Super NES demo uses Mode 7.. Mode 7 is a graphics mode on the Super Nintendo Entertainment System video game console that allows a background layer to be rotated and scaled on a scanline-by-scanline basis to create many different depth effects. [1]

  8. Parallax occlusion mapping - Wikipedia

    en.wikipedia.org/wiki/Parallax_occlusion_mapping

    Parallax occlusion mapping (POM) is an enhancement of the parallax mapping technique. Parallax occlusion mapping is used to procedurally create 3D definition in textured surfaces, using a displacement map (similar to a topography map) instead of through the generation of new geometry. [ 1 ]

  9. Structure from motion - Wikipedia

    en.wikipedia.org/wiki/Structure_from_motion

    The first step in SIFT is finding a dominant gradient direction. To make it rotation-invariant, the descriptor is rotated to fit this orientation. [3] Another common feature detector is the SURF (speeded-up robust features). [4] In SURF, the DOG is replaced with a Hessian matrix-based blob detector.