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  2. Isometric video game graphics - Wikipedia

    en.wikipedia.org/wiki/Isometric_video_game_graphics

    Isometric video game graphics are graphics employed in video games and pixel art that use a parallel projection, but which angle the viewpoint to reveal facets of the environment that would otherwise not be visible from a top-down perspective or side view, thereby producing a three-dimensional (3D) effect.

  3. Ray marching - Wikipedia

    en.wikipedia.org/wiki/Ray_marching

    Ray marching is a class of rendering methods for 3D computer graphics where rays are traversed iteratively, effectively dividing each ray into smaller ray segments, sampling some function at each step.

  4. Ray tracing (graphics) - Wikipedia

    en.wikipedia.org/wiki/Ray_tracing_(graphics)

    Knowing that d is a unit vector allows us this minor simplification: + ) + = ...

  5. DFT matrix - Wikipedia

    en.wikipedia.org/wiki/DFT_matrix

    This is the Vandermonde matrix for the roots of unity, up to the normalization factor. Note that the normalization factor in front of the sum ( /) and the sign of the exponent in ω are merely conventions, and differ in some treatments. All of the following discussion applies regardless of the convention, with at most minor adjustments.

  6. Polygon mesh - Wikipedia

    en.wikipedia.org/wiki/Polygon_mesh

    A position (usually in 3D space) along with other information such as color, normal vector and texture coordinates. edge A connection between two vertices. face A closed set of edges, in which a triangle face has three edges, and a quad face has four edges. A polygon is a coplanar set of faces. In systems that support multi-sided faces ...

  7. Line–sphere intersection - Wikipedia

    en.wikipedia.org/wiki/Line–sphere_intersection

    : direction of line (a non-zero vector) Searching for points that are on the line and on the sphere means combining the equations and solving for d {\displaystyle d} , involving the dot product of vectors:

  8. Slerp - Wikipedia

    en.wikipedia.org/wiki/Slerp

    Oblique vector rectifies to slerp factor. More familiar than the general slerp formula is the case when the end vectors are perpendicular, in which case the formula is p 0 cos θ + p 1 sin θ. Letting θ = t π /2, and applying the trigonometric identity cos θ = sin(π /2 − θ), this becomes the slerp formula.

  9. Vector projection - Wikipedia

    en.wikipedia.org/wiki/Vector_projection

    The vector projection (also known as the vector component or vector resolution) of a vector a on (or onto) a nonzero vector b is the orthogonal projection of a onto a straight line parallel to b. The projection of a onto b is often written as proj b ⁡ a {\displaystyle \operatorname {proj} _{\mathbf {b} }\mathbf {a} } or a ∥ b .