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  2. Z-buffering - Wikipedia

    en.wikipedia.org/wiki/Z-buffering

    Z-buffer data. A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. The depth is stored as a height map of the scene, the values representing a distance to camera, with 0 being the closest.

  3. Knuth's Algorithm X - Wikipedia

    en.wikipedia.org/wiki/Knuth's_Algorithm_X

    Backtracking is the process of traversing the tree in preorder, depth first. Any systematic rule for choosing column c in this procedure will find all solutions, but some rules work much better than others. To reduce the number of iterations, Knuth suggests that the column-choosing algorithm select a column with the smallest number of 1s in it.

  4. Edge detection - Wikipedia

    en.wikipedia.org/wiki/Edge_detection

    This method uses multiple thresholds to find edges. We begin by using the upper threshold to find the start of an edge. Once we have a start point, we then trace the path of the edge through the image pixel by pixel, marking an edge whenever we are above the lower threshold. We stop marking our edge only when the value falls below our lower ...

  5. Structural similarity index measure - Wikipedia

    en.wikipedia.org/wiki/Structural_similarity...

    The resultant SSIM index is a decimal value between -1 and 1, where 1 indicates perfect similarity, 0 indicates no similarity, and -1 indicates perfect anti-correlation. For an image, it is typically calculated using a sliding Gaussian window of size 11x11 or a block window of size 8×8.

  6. Plotting algorithms for the Mandelbrot set - Wikipedia

    en.wikipedia.org/wiki/Plotting_algorithms_for...

    The first step of the second pass is to create an array of size n, which is the maximum iteration count: NumIterationsPerPixel. Next, one must iterate over the array of pixel-iteration count pairs, IterationCounts[][], and retrieve each pixel's saved iteration count, i, via e.g. i = IterationCounts[x][y].

  7. Maze generation algorithm - Wikipedia

    en.wikipedia.org/wiki/Maze_generation_algorithm

    Maze generation animation using Wilson's algorithm (gray represents an ongoing random walk). Once built the maze is solved using depth first search. All the above algorithms have biases of various sorts: depth-first search is biased toward long corridors, while Kruskal's/Prim's algorithms are biased toward many short dead ends.

  8. Depth perception - Wikipedia

    en.wikipedia.org/wiki/Depth_perception

    Depth perception is the ability to perceive distance to objects in the world using the visual system and visual perception. It is a major factor in perceiving the world in three dimensions . Depth sensation is the corresponding term for non-human animals, since although it is known that they can sense the distance of an object, it is not known ...

  9. Suffix array - Wikipedia

    en.wikipedia.org/wiki/Suffix_array

    In computer science, a suffix array is a sorted array of all suffixes of a string. It is a data structure used in, among others, full-text indices, data-compression algorithms, and the field of bibliometrics. Suffix arrays were introduced by Manber & Myers (1990) as a simple, space efficient alternative to suffix trees.