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  2. Homogeneous coordinates - Wikipedia

    en.wikipedia.org/wiki/Homogeneous_coordinates

    Rational Bézier curve – polynomial curve defined in homogeneous coordinates (blue) and its projection on plane – rational curve (red) In mathematics, homogeneous coordinates or projective coordinates, introduced by August Ferdinand Möbius in his 1827 work Der barycentrische Calcul, [1] [2] [3] are a system of coordinates used in projective geometry, just as Cartesian coordinates are used ...

  3. Clip coordinates - Wikipedia

    en.wikipedia.org/wiki/Clip_coordinates

    The clip coordinate system is a homogeneous coordinate system in the graphics pipeline that is used for clipping. [1]Objects' coordinates are transformed via a projection transformation into clip coordinates, at which point it may be efficiently determined on an object-by-object basis which portions of the objects will be visible to the user.

  4. Plücker coordinates - Wikipedia

    en.wikipedia.org/wiki/Plücker_coordinates

    Alternatively, a line can be described as the intersection of two planes. Let L be a line contained in distinct planes a and b with homogeneous coefficients (a 0 : a 1 : a 2 : a 3) and (b 0 : b 1 : b 2 : b 3), respectively. (The first plane equation is =, for example.) The dual Plücker coordinate p ij is

  5. 2D computer graphics - Wikipedia

    en.wikipedia.org/wiki/2D_computer_graphics

    If a left-handed Cartesian coordinate system is used, with x directed to the right but y directed down, R(θ) is clockwise. Such non-standard orientations are rarely used in mathematics but are common in 2D computer graphics, which often have the origin in the top left corner and the y-axis down the screen or page. [2]

  6. Camera matrix - Wikipedia

    en.wikipedia.org/wiki/Camera_matrix

    The camera matrix derived in the previous section has a null space which is spanned by the vector = This is also the homogeneous representation of the 3D point which has coordinates (0,0,0), that is, the "camera center" (aka the entrance pupil; the position of the pinhole of a pinhole camera) is at O.

  7. Vertex (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Vertex_(computer_graphics)

    These vectors are typically 1 (x), 2 (x, y), or 3 (x, y, z) dimensional and can include a fourth homogeneous coordinate (w). These values are given meaning by a material description. In real-time rendering these properties are used by a vertex shader or vertex pipeline. Such attributes can include: Position

  8. Glossary of computer graphics - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_graphics

    A common datatype in graphics code, holding homogeneous coordinates or RGBA data, or simply a 3D vector with unused W to benefit from alignment, naturally handled by machines with 4-element SIMD registers. 4×4 matrix A matrix commonly used as a transformation of homogeneous coordinates in 3D graphics pipelines. [1] 7e3 format

  9. Graphics pipeline - Wikipedia

    en.wikipedia.org/wiki/Graphics_pipeline

    The world coordinate system is the coordinate system in which the virtual world is created. This should meet a few conditions for the following mathematics to be easily applicable: It must be a rectangular Cartesian coordinate system in which all axes are equally scaled. How the unit of the coordinate system is defined, is left to the developer.