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  2. Euclidean distance - Wikipedia

    en.wikipedia.org/wiki/Euclidean_distance

    The distance from a point to a plane in three-dimensional Euclidean space [7] The distance between two lines in three-dimensional Euclidean space [8] The distance from a point to a curve can be used to define its parallel curve, another curve all of whose points have the same distance to the given curve. [9]

  3. Glossary of computer graphics - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_graphics

    A triangle with one or two extremely acute angles, hence a long/thin shape, which has undesirable properties during some interpolation or rasterization processes. [30] Software renderer Rendering software that doesn't use specialized hardware (a GPU) for its computations, i.e. only uses CPU for rendering. Sparse texture

  4. Digital geometry - Wikipedia

    en.wikipedia.org/wiki/Digital_geometry

    Digital geometry deals with discrete sets (usually discrete point sets) considered to be digitized models or images of objects of the 2D or 3D Euclidean space. Simply put, digitizing is replacing an object by a discrete set of its points. The images we see on the TV screen, the raster display of a computer, or in newspapers are in fact digital ...

  5. Bundle adjustment - Wikipedia

    en.wikipedia.org/wiki/Bundle_adjustment

    where (,) is the predicted projection of point on image and (,) denotes the Euclidean distance between the image points represented by vectors and . Because the minimum is computed over many points and many images, bundle adjustment is by definition tolerant to missing image projections, and if the distance metric is chosen reasonably (e.g ...

  6. 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.

  7. Line drawing algorithm - Wikipedia

    en.wikipedia.org/wiki/Line_drawing_algorithm

    A simple way to parallelize single-color line rasterization is to let multiple line-drawing algorithms draw offset pixels of a certain distance from each other. [2] Another method involves dividing the line into multiple sections of approximately equal length, which are then assigned to different processors for rasterization. The main problem ...

  8. File:Euclidean distance 2d.svg - Wikipedia

    en.wikipedia.org/wiki/File:Euclidean_distance_2d.svg

    Original file (SVG file, nominally 360 × 248 pixels, file size: 81 KB) This is a file from the Wikimedia Commons . Information from its description page there is shown below.

  9. Bilateral filter - Wikipedia

    en.wikipedia.org/wiki/Bilateral_filter

    Consider a pixel located at (,) that needs to be denoised in image using its neighbouring pixels and one of its neighbouring pixels is located at (,). Then, assuming the range and spatial kernels to be Gaussian kernels , the weight assigned for pixel ( k , l ) {\displaystyle (k,l)} to denoise the pixel ( i , j ) {\displaystyle (i,j)} is given by