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The de Longchamps point is the point of concurrence of several lines with the Euler line. Three lines, each formed by drawing an external equilateral triangle on one of the sides of a given triangle and connecting the new vertex to the original triangle's opposite vertex, are concurrent at a point called the first isogonal center .
Basic algorithms rasterize lines in one color. A better representation with multiple color gradations requires an advanced process, spatial anti-aliasing. On continuous media, by contrast, no algorithm is necessary to draw a line. For example, cathode-ray oscilloscopes use analog phenomena to draw lines and curves.
The key in this method is that the virtual coordinates are floating point numbers rather than integers. A virtual-x and y value can be (3.5, 3.5) which means the center of the third tile. In the diagram on the left, this falls in the 3rd tile on the y in detail. When the virtual-x and y must add up to 4, the world x will also be 4.
If statement S1 takes T time to execute, then the loop takes time n * T to execute sequentially, ignoring time taken by loop constructs. Now, consider a system with p processors where p > n. If n threads run in parallel, the time to execute all n steps is reduced to T. Less simple cases produce inconsistent, i.e. non-serializable outcomes.
the distance between the two lines can be found by locating two points (one on each line) that lie on a common perpendicular to the parallel lines and calculating the distance between them. Since the lines have slope m , a common perpendicular would have slope −1/ m and we can take the line with equation y = − x / m as a common perpendicular.
However, parallel (non-crossing) pairs of lines are less restricted in hyperbolic line arrangements than in the Euclidean plane: in particular, the relation of being parallel is an equivalence relation for Euclidean lines but not for hyperbolic lines. [51] The intersection graph of the lines in a hyperbolic arrangement can be an arbitrary ...
Parallel rendering (or distributed rendering) is the application of parallel programming to the computational domain of computer graphics. Rendering graphics can require massive computational resources for complex scenes that arise in scientific visualization , medical visualization , CAD applications, and virtual reality .
Simply replacing the parallel postulate with the statement, "In a plane, given a point P and a line l not passing through P, all the lines through P meet l", does not give a consistent set of axioms. This follows since parallel lines exist in absolute geometry, [21] but this statement says that there are no parallel lines. This problem was ...