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  2. Line drawing algorithm - Wikipedia

    en.wikipedia.org/wiki/Line_drawing_algorithm

    dx = x2x1 dy = y2y1 m = dy/dx for x from x1 to x2 do y = m × (x − x1) + y1 plot(x, y) Here, the points have already been ordered so that >. This algorithm is unnecessarily slow because the loop involves a multiplication, which is significantly slower than addition or subtraction on most devices.

  3. Linear equation - Wikipedia

    en.wikipedia.org/wiki/Linear_equation

    Given two different points (x 1, y 1) and (x 2, y 2), there is exactly one line that passes through them. There are several ways to write a linear equation of this line. If x 1x 2, the slope of the line is . Thus, a point-slope form is [3]

  4. Belief merging - Wikipedia

    en.wikipedia.org/wiki/Belief_merging

    The utilitarian rule (minimizing the sum of distances) will choose x1,x2,x3,x4; this is unfair to the minority expert, who is not represented at all. The egalitarian rule (minimizing the maximum distances) will choose x1,x2,y1,y2; this is unfair to the majority experts, who are represented by only 2 out of 4 propositions, even though they are 3 ...

  5. Digital differential analyzer (graphics algorithm) - Wikipedia

    en.wikipedia.org/wiki/Digital_differential...

    The DDA method can be implemented using floating-point or integer arithmetic. The native floating-point implementation requires one addition and one rounding operation per interpolated value (e.g. coordinate x, y, depth, color component etc.) and output result.

  6. Slope - Wikipedia

    en.wikipedia.org/wiki/Slope

    Slope illustrated for y = (3/2)x − 1.Click on to enlarge Slope of a line in coordinates system, from f(x) = −12x + 2 to f(x) = 12x + 2. The slope of a line in the plane containing the x and y axes is generally represented by the letter m, [5] and is defined as the change in the y coordinate divided by the corresponding change in the x coordinate, between two distinct points on the line.

  7. Liang–Barsky algorithm - Wikipedia

    en.wikipedia.org/wiki/Liang–Barsky_algorithm

    In computer graphics, the Liang–Barsky algorithm (named after You-Dong Liang and Brian A. Barsky) is a line clipping algorithm. The Liang–Barsky algorithm uses the parametric equation of a line and inequalities describing the range of the clipping window to determine the intersections between the line and the clip window.

  8. Shoelace formula - Wikipedia

    en.wikipedia.org/wiki/Shoelace_formula

    Shoelace scheme for determining the area of a polygon with point coordinates (,),..., (,). The shoelace formula, also known as Gauss's area formula and the surveyor's formula, [1] is a mathematical algorithm to determine the area of a simple polygon whose vertices are described by their Cartesian coordinates in the plane. [2]

  9. Distance from a point to a line - Wikipedia

    en.wikipedia.org/wiki/Distance_from_a_point_to_a...

    In the case of a line in the plane given by the equation ax + by + c = 0, where a, b and c are real constants with a and b not both zero, the distance from the line to a point (x 0,y 0) is [1] [2]: p.14