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Vector overlay is an operation (or class of operations) in a geographic information system (GIS) for integrating two or more vector spatial data sets. Terms such as polygon overlay , map overlay , and topological overlay are often used synonymously, although they are not identical in the range of operations they include.
During the overlay process, the preferred mode of sliver polygon prevention is the use of a fuzzy tolerance, which is sometimes called a "xy tolerance" (ArcGIS) or "snapping threshold" (GRASS), and was originally called an "epsilon filter."
The Great Britain Historical GIS (or GBHGIS) is a spatially enabled database that documents and visualises the changing human geography of the British Isles, [1] although is primarily focussed on the subdivisions of the United Kingdom mainly over the 200 years since the first census in 1801.
In differential geometry, the Gauss map of a surface is a function that maps each point in the surface to a unit vector that is orthogonal to the surface at that point. Namely, given a surface X in Euclidean space R 3 , the Gauss map is a map N : X → S 2 (where S 2 is the unit sphere ) such that for each p in X , the function value N ( p ) is ...
Distress, or distraint, the act of seizing goods to compel payment; Distress, a novel by Greg Egan; Distress, a 1946 French film; Distress, a 1929 French silent film; Distress signal, a recognized means for obtaining help; Distressed inventory, goods or materials whose potential to be sold at a normal cost has passed
Ten or so years ago, many free images were first uploaded to local Wikipedias and only later moved to Commons, so there were many free images available locally. There were also some people opposed to moving images to Commons, as they perceived that to be a loss of control over their files.
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FACS coding is also used extensively in computer animation, in particular for computer facial animation, with facial expressions being expressed as vector graphics of AUs. [24] FACS vectors are used as weights for blend shapes corresponding to each AU, with the resulting face mesh then being used to render the finished face.