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  2. Ogive (statistics) - Wikipedia

    en.wikipedia.org/wiki/Ogive_(statistics)

    To do this, we draw a line from the point of 50% on the axis of percentage until it intersects with the curve. Then we vertically project the intersection onto the horizontal axis. The last intersection gives us the desired value. The frequency polygon and ogive are used to compare two statistical sets whose number could be different.

  3. Art gallery problem - Wikipedia

    en.wikipedia.org/wiki/Art_gallery_problem

    In decision problem versions of the art gallery problem, one is given as input both a polygon and a number k, and must determine whether the polygon can be guarded with k or fewer guards. This problem is ∃ R {\displaystyle \exists \mathbb {R} } -complete , as is the version where the guards are restricted to the edges of the polygon. [ 10 ]

  4. Frequency (statistics) - Wikipedia

    en.wikipedia.org/wiki/Frequency_(statistics)

    In statistics, the frequency or absolute frequency of an event is the number of times the observation has occurred/been recorded in an experiment or study. [ 1 ] : 12–19 These frequencies are often depicted graphically or tabular form.

  5. Geodesic polyhedron - Wikipedia

    en.wikipedia.org/wiki/Geodesic_polyhedron

    The frequency of a geodesic polyhedron is defined by the sum of ν = b + c. A harmonic is a subfrequency and can be any whole divisor of ν. Class II always have a harmonic of 2, since ν = 2b. The triangulation number is T = b 2 + bc + c 2. This number times the number of original faces expresses how many triangles the new polyhedron will have.

  6. Point in polygon - Wikipedia

    en.wikipedia.org/wiki/Point_in_polygon

    In computational geometry, the point-in-polygon (PIP) problem asks whether a given point in the plane lies inside, outside, or on the boundary of a polygon. It is a special case of point location problems and finds applications in areas that deal with processing geometrical data, such as computer graphics , computer vision , geographic ...

  7. Weiler–Atherton clipping algorithm - Wikipedia

    en.wikipedia.org/wiki/Weiler–Atherton_clipping...

    The Weiler–Atherton is a polygon-clipping algorithm. It is used in areas like computer graphics and games development where clipping of polygons is needed. It allows clipping of a subject or candidate polygon by an arbitrarily shaped clipping polygon/area/region. It is generally applicable only in 2D.

  8. Vatti clipping algorithm - Wikipedia

    en.wikipedia.org/wiki/Vatti_clipping_algorithm

    Clipping is defined as the interaction of subject and clip polygons. While clipping usually involves finding the intersections (regions of overlap) of subject and clip polygons, clipping algorithms can also be applied with other boolean clipping operations: difference, where the clipping polygons remove overlapping regions from the subject; union, where clipping returns the regions covered by ...

  9. Sutherland–Hodgman algorithm - Wikipedia

    en.wikipedia.org/wiki/Sutherland–Hodgman_algorithm

    Once all sides of the clip polygon have been processed, the final generated list of vertices defines a new single polygon that is entirely visible. Note that if the subject polygon was concave at vertices outside the clipping polygon, the new polygon may have coincident (i.e., overlapping) edges – this is acceptable for rendering, but not for ...

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