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  2. Homogeneous coordinates - Wikipedia

    en.wikipedia.org/wiki/Homogeneous_coordinates

    Formulas involving homogeneous coordinates are often simpler and more symmetric than their Cartesian counterparts. Homogeneous coordinates have a range of applications, including computer graphics and 3D computer vision, where they allow affine transformations and, in general, projective transformations to be easily represented by a matrix.

  3. Clip coordinates - Wikipedia

    en.wikipedia.org/wiki/Clip_coordinates

    The clip coordinate system is a homogeneous coordinate system in the graphics pipeline that is used for clipping. [ 1 ] Objects' coordinates are transformed via a projection transformation into clip coordinates, at which point it may be efficiently determined on an object-by-object basis which portions of the objects will be visible to the user.

  4. Transformation matrix - Wikipedia

    en.wikipedia.org/wiki/Transformation_matrix

    Although a translation is a non-linear transformation in a 2-D or 3-D Euclidean space described by Cartesian coordinates (i.e. it can't be combined with other transformations while preserving commutativity and other properties), it becomes, in a 3-D or 4-D projective space described by homogeneous coordinates, a simple linear transformation (a ...

  5. Glossary of computer graphics - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_graphics

    A common datatype in graphics code, holding homogeneous coordinates or RGBA data, or simply a 3D vector with unused W to benefit from alignment, naturally handled by machines with 4-element SIMD registers. 4×4 matrix A matrix commonly used as a transformation of homogeneous coordinates in 3D graphics pipelines. [1] 7e3 format

  6. Camera matrix - Wikipedia

    en.wikipedia.org/wiki/Camera_matrix

    This is also the homogeneous representation of the 3D point which has coordinates (0,0,0), that is, the "camera center" (aka the entrance pupil; the position of the pinhole of a pinhole camera) is at O. This means that the camera center (and only this point) cannot be mapped to a point in the image plane by the camera (or equivalently, it maps ...

  7. Plücker coordinates - Wikipedia

    en.wikipedia.org/wiki/Plücker_coordinates

    Furthermore, not all six components can be zero. Thus the Plücker coordinates of L may be considered as homogeneous coordinates of a point in a 5-dimensional projective space, as suggested by the colon notation. To see these facts, let M be the 4×2 matrix with the point coordinates as columns.

  8. Rotation matrix - Wikipedia

    en.wikipedia.org/wiki/Rotation_matrix

    A basic 3D rotation (also called elemental rotation) is a rotation about one of the axes of a coordinate system. The following three basic rotation matrices rotate vectors by an angle θ about the x-, y-, or z-axis, in three dimensions, using the right-hand rule—which codifies their alternating signs.

  9. Triangulation (computer vision) - Wikipedia

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

    x (3D point) is the homogeneous representation of the resulting 3D point. The ∼ {\displaystyle \sim \,} sign implies that τ {\displaystyle \tau \,} is only required to produce a vector which is equal to x up to a multiplication by a non-zero scalar since homogeneous vectors are involved.