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  • {{Short description|Polygon clipping algorithm}} ...of a ''subject or candidate polygon'' by an arbitrarily shaped ''clipping polygon/area/region''. ...
    4 KB (532 words) - 05:51, 4 July 2023
  • [[Image:Line2_clipping.png|370x370px|right|Example of line clipping for a two-dimensional region]] ...ine clipping''' is the process of removing ([[Clipping (computer graphics)|clipping]]) lines or portions of lines outside an area of interest (a [[viewport]] o ...
    6 KB (890 words) - 02:57, 18 June 2025
  • ...ring operations]] within a defined [[region of interest]]. Mathematically, clipping can be described using the terminology of [[constructive geometry]]. A [[re ...ogy of clipping can be used to describe many related features. Typically, "clipping" refers to operations in the plane that work with rectangular shapes, and " ...
    9 KB (1,228 words) - 19:38, 17 December 2023
  • {{short description|Partition of a simple polygon into triangles}} [[File:Триангуляция.svg|thumb|Polygon triangulation]] ...
    13 KB (1,782 words) - 18:20, 13 April 2025
  • == Algorithms == ...steps: [[Graphical projection|projection]], [[Clipping (computer graphics)|clipping]], and [[rasterization|rasterization.]] ...
    11 KB (1,649 words) - 16:37, 4 May 2025
  • In [[computer graphics]], '''back-face culling''' determines whether a [[polygon]] that is part of a solid needs to be drawn.<ref name=Foley>{{cite book ...termines whether polygons are within the camera's field of view at all. As clipping is usually more expensive than back-face culling, back-face culling is ofte ...
    10 KB (1,476 words) - 15:05, 21 May 2025
  • * [[Clipping (computer graphics)]] * [[Clipping path]] ...
    9 KB (831 words) - 20:40, 8 February 2025
  • ...en]] by an object itself or by other objects, so that those edges can be [[Clipping (computer graphics)|clipped]] during [[Rendering (computer graphics)|render == Algorithms == ...
    11 KB (1,588 words) - 07:55, 25 March 2024
  • ...example, consider a 3D computer game environment, which may contain many [[Polygon (computer graphics)|polygons]], only a few of which may be [[Visibility (ge ...paces. Regions of map space are divided into polygonal, generally [[Convex polygon|convex]], areas called ''zones'', or sometimes ''sectors''. Adjacent zones ...
    5 KB (747 words) - 19:24, 6 March 2025
  • ...pproximations. In either case, it is computationally wasteful to test each polygon against the view volume if the object is not visible. (Onscreen objects mus ...#Algorithms|"Circle and B-Splines clipping algorithms"]] under the subject Clipping (computer graphics) for an example of use. ...
    15 KB (2,451 words) - 01:52, 2 June 2024
  • The origin{{ref|oldOldOld}} of all the LOD algorithms for 3D computer graphics can be traced back to an article by [[James H. Cla ...e-wise. As such, many differences could be observed with regard to today's algorithms but also many common points. ...
    16 KB (2,291 words) - 08:09, 27 April 2025
  • ...nly where the silhouette is negative, and so will not clash with the front polygon. ...d by [[Franklin C. Crow|Frank Crow]] in 1977<ref>Crow, Franklin C: "Shadow Algorithms for Computer Graphics", ''Computer Graphics (SIGGRAPH '77 Proceedings)'', v ...
    16 KB (2,529 words) - 00:52, 2 October 2024
  • ...ve been capable of generating 2D images such as simple lines, images and [[polygon]]s in real time since their invention. However, quickly rendering detailed ...that would be performed in the application stage. Collision detection uses algorithms to detect and respond to collisions between (virtual) objects. For example, ...
    14 KB (1,909 words) - 08:29, 26 February 2025
  • ...//www.opengl.org/resources/faq/technical/clipping.htm#0090 OpenGL FAQ / 10 Clipping, Culling, and Visibility Testing<!-- Bot generated title -->]</ref> Converting a general [[polygon mesh]] to a single long strip was until recently generally not possible. Us ...
    9 KB (1,311 words) - 17:55, 17 February 2025
  • # If a 3D model is hit or, more precisely, the polygon of a 3D model hits the 2D UV coordinates, then ...alism]] in [[Real-time data|real time]] by vastly reducing the number of [[polygon]]s and lighting calculations needed to construct a realistic and functional ...
    32 KB (4,832 words) - 15:51, 12 August 2025
  • ...texture, bandwidth, and [[fillrate]]. (If a program is highly [[Transform, clipping, and lighting|TCL]]-bound or [[Central processing unit|CPU]]-bound, supersa Because multi-sampling calculates interior polygon fragments only once per pixel, aliasing and other artifacts will still be v ...
    10 KB (1,551 words) - 11:14, 7 January 2025
  • ...ectures. It is an [[incremental error algorithm]], and one of the earliest algorithms developed in the field of [[computer graphics]]. An extension to the origin While algorithms such as [[Xiaolin Wu's line algorithm|Wu's algorithm]] are also frequently ...
    23 KB (3,541 words) - 22:45, 9 November 2025
  • ...creasing automation of services, more and more decisions are being made by algorithms. Some general examples are risk assessments, anticipatory policing, and pat The following is a '''list of well-known algorithms'''. ...
    72 KB (8,874 words) - 22:58, 9 November 2025
  • ...ature set includes nested [[transformation (geometry)|transformations]], [[clipping path]]s, [[alpha compositing|alpha masks]], [[SVG filter effect|filter effe ...re well suited for [[Data compression#Lossless|lossless data compression]] algorithms. When an SVG image has been compressed with the [[gzip]] algorithm, it is r ...
    61 KB (8,558 words) - 05:18, 18 November 2025
  • ...anuary 6, 2021 |publisher=Microsoft}}</ref> [[Clipping (computer graphics)|clipping]], [[hidden-surface determination|culling]], atmospheric effects, perspecti * Direct3D 7.0 – Hardware [[Transform, clipping, and lighting|Transformation, Clipping and Lighting]] (TCL/T&L), [[DXVA]] 1.0 ...
    103 KB (14,401 words) - 18:27, 26 October 2025
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