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  2. Vergence-accommodation conflict - Wikipedia

    en.wikipedia.org/wiki/Vergence-accommodation...

    Essentially multifocal displays discretize the depth dimension and split or slice the 3D content according to the available configuration of depth planes to minimize VAC. The topic of multifocal displays has been generously researched for at least several decades , [ 25 ] [ 26 ] nevertheless, there is only a limited offering of commercially ...

  3. Painter's algorithm - Wikipedia

    en.wikipedia.org/wiki/Painter's_algorithm

    A fractal landscape being rendered using the painter's algorithm on an Amiga. The painter's algorithm (also depth-sort algorithm and priority fill) is an algorithm for visible surface determination in 3D computer graphics that works on a polygon-by-polygon basis rather than a pixel-by-pixel, row by row, or area by area basis of other Hidden-Surface Removal algorithms.

  4. Z-buffering - Wikipedia

    en.wikipedia.org/wiki/Z-buffering

    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.

  5. Big Data: A Problem of Breadth, Not Depth? - AOL

    www.aol.com/news/2013-05-29-big-data-a-problem...

    The Motley Fool talks with Qualtrics CEO Ryan Smith, one of Forbes' "Most Promising CEOs Under 35." Ryan's online data collection and analysis platform has enjoyed meteoric growth and success in ...

  6. Z-fighting - Wikipedia

    en.wikipedia.org/wiki/Z-fighting

    This problem is usually caused by limited sub-pixel precision, floating point and fixed point round-off errors. The more z-buffer precision one uses, the less likely it is that z-fighting will be encountered. But for coplanar polygons, the problem is inevitable unless corrective action is taken.

  7. Hidden-surface determination - Wikipedia

    en.wikipedia.org/wiki/Hidden-surface_determination

    A hidden-surface determination algorithm is a solution to the visibility problem, which was one of the first major problems in the field of 3D computer graphics. [ citation needed ] The process of hidden-surface determination is sometimes called hiding , and such an algorithm is sometimes called a hider .

  8. Michigan basketball's lack of depth may be biggest problem in ...

    www.aol.com/michigan-basketballs-lack-depth-may...

    Michigan basketball's lack of depth may be biggest problem in a season from hell. Gannett. Tony Garcia, Detroit Free Press. March 4, 2024 at 7:34 AM.

  9. A* search algorithm - Wikipedia

    en.wikipedia.org/wiki/A*_search_algorithm

    A* is often used for the common pathfinding problem in applications such as video games, but was originally designed as a general graph traversal algorithm. [4] It finds applications in diverse problems, including the problem of parsing using stochastic grammars in NLP. [26] Other cases include an Informational search with online learning. [27]