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Slab Method
In computer graphics, the slab method is an algorithm used to solve the ray-box intersection problem in case of an axis-aligned bounding box (AABB), i.e. to determine the intersection points between a ray and the box. Due to its efficient nature, that can allow for a branch-free implementation, it is widely used in computer graphics applications. Algorithm The idea behind the algorithm is to clip the ray with the planes containing the six faces of the box. Each pair of parallel planes defines a slab, and the volume contained in the box is the intersection of the three slabs. Therefore, the portion of ray within the box (if any, given that the ray effectively intersects the box) will be given by the intersection of the portions of ray within each of the three slabs. A tridimensional AABB can be represented by two triples \boldsymbol l = (l_0, l_1, l_2) and \boldsymbol h = (h_0, h_1, h_2) denoting the low and high bounds of the box along each dimension. A point \boldsymbol p(t) = ...
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Computer Graphics
Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research. Some topics in computer graphics include user interface design, sprite graphics, rendering, ray tracing, geometry processing, computer animation, vector graphics, 3D modeling, shaders, GPU design, implicit surfaces, visualization, scientific c ...
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Algorithm
In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can perform automated deductions (referred to as automated reasoning) and use mathematical and logical tests to divert the code execution through various routes (referred to as automated decision-making). Using human characteristics as descriptors of machines in metaphorical ways was already practiced by Alan Turing with terms such as "memory", "search" and "stimulus". In contrast, a Heuristic (computer science), heuristic is an approach to problem solving that may not be fully specified or may not guarantee correct or optimal results, especially in problem domains where there is no well-defined correct or optimal result. As an effective method, an algorithm ca ...
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Axis-aligned Object
In geometry, an axis-aligned object (axis-parallel, axis-oriented) is an object in ''n''-dimensional space whose shape is aligned with the coordinate axes of the space. Examples are axis-aligned rectangles (or hyperrectangles), the ones with edges parallel to the coordinate axes. Minimum bounding boxes are often implicitly assumed to be axis-aligned. A more general case is rectilinear polygon A rectilinear polygon is a polygon all of whose sides meet at right angles. Thus the interior angle at each vertex is either 90° or 270°. Rectilinear polygons are a special case of isothetic polygons. In many cases another definition is ...s, the ones with all sides parallel to coordinate axes or rectilinear polyhedra. Many problems in computational geometry allow for faster algorithms when restricted to (collections of) axis-oriented objects, such as axis-aligned rectangles or axis-aligned line segments. A different kind of example are axis-aligned ellipsoids, i.e., the elli ...
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Bounding Box
In geometry, the minimum or smallest bounding or enclosing box for a point set in dimensions is the box with the smallest measure (area, volume, or hypervolume in higher dimensions) within which all the points lie. When other kinds of measure are used, the minimum box is usually called accordingly, e.g., "minimum-perimeter bounding box". The minimum bounding box of a point set is the same as the minimum bounding box of its convex hull, a fact which may be used heuristically to speed up computation. The terms "box" and "hyperrectangle" come from their usage in the Cartesian coordinate system, where they are indeed visualized as a rectangle (two-dimensional case), rectangular parallelepiped (three-dimensional case), etc. In the two-dimensional case it is called the minimum bounding rectangle. Axis-aligned minimum bounding box The axis-aligned minimum bounding box (or AABB) for a given point set is its minimum bounding box subject to the constraint that the edges of the box are ...
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Ray (geometry)
In geometry, a line is an infinitely long object with no width, depth, or curvature. Thus, lines are one-dimensional objects, though they may exist in two, three, or higher dimension spaces. The word ''line'' may also refer to a line segment in everyday life, which has two points to denote its ends. Lines can be referred by two points that lay on it (e.g., \overleftrightarrow) or by a single letter (e.g., \ell). Euclid described a line as "breadthless length" which "lies evenly with respect to the points on itself"; he introduced several postulates as basic unprovable properties from which he constructed all of geometry, which is now called Euclidean geometry to avoid confusion with other geometries which have been introduced since the end of the 19th century (such as non-Euclidean, projective and affine geometry). In modern mathematics, given the multitude of geometries, the concept of a line is closely tied to the way the geometry is described. For instance, in analytic ...
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Branch (computer Science)
A branch is an instruction in a computer program that can cause a computer to begin executing a different instruction sequence and thus deviate from its default behavior of executing instructions in order. ''Branch'' (or ''branching'', ''branched'') may also refer to the act of switching execution to a different instruction sequence as a result of executing a branch instruction. Branch instructions are used to implement control flow in program loops and conditionals (i.e., executing a particular sequence of instructions only if certain conditions are satisfied). A branch instruction can be either an ''unconditional branch'', which always results in branching, or a ''conditional branch'', which may or may not cause branching depending on some condition. Also, depending on how it specifies the address of the new instruction sequence (the "target" address), a branch instruction is generally classified as ''direct'', ''indirect'' or ''relative'', meaning that the instruction contai ...
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Slab (geometry)
In geometry, a slab is a region between two parallel lines in the Euclidean plane, or between two parallel planes or hyperplanes in higher dimensions. Set definition A slab can also be defined as a set of points: \, where n is the normal vector of the planes n \cdot x = \alpha and n \cdot x = \beta. Or, if the slab is centered around the origin: \, where \theta = , \alpha - \beta, is the thickness of the slab. See also * Bounding slab * Convex polytope * Half-plane * Hyperplane * Prismatoid * Slab decomposition * Spherical shell In geometry, a spherical shell is a generalization of an annulus to three dimensions. It is the region of a ball between two concentric spheres of differing radii. Volume The volume of a spherical shell is the difference between the enclosed volu ... References Elementary geometry Geometric shapes Spherical geometry {{geometry-stub ...
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Ray Casting
Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a camera through each pixel in the camera sensor to determine what is visible along the ray in the 3D scene. The term "Ray Casting" was introduced by Scott Roth while at the General Motors Research Labs from 1978–1980. His paper, "Ray Casting for Modeling Solids", describes modeled solid objects by combining primitive solids, such as blocks and cylinders, using the set operators union (+), intersection (&), and difference (-). The general idea of using these binary operators for solid modeling is largely due to Voelcker and Requicha's geometric modelling group at the University of Rochester. See Solid modeling for a broad overview of solid modeling methods. This figure on the right shows a U-Joint modeled from cylinders and blocks in a binary t ...
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Real Number
In mathematics, a real number is a number that can be used to measure a ''continuous'' one-dimensional quantity such as a distance, duration or temperature. Here, ''continuous'' means that values can have arbitrarily small variations. Every real number can be almost uniquely represented by an infinite decimal expansion. The real numbers are fundamental in calculus (and more generally in all mathematics), in particular by their role in the classical definitions of limits, continuity and derivatives. The set of real numbers is denoted or \mathbb and is sometimes called "the reals". The adjective ''real'' in this context was introduced in the 17th century by René Descartes to distinguish real numbers, associated with physical reality, from imaginary numbers (such as the square roots of ), which seemed like a theoretical contrivance unrelated to physical reality. The real numbers include the rational numbers, such as the integer and the fraction . The rest of the real number ...
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Extended Real Number Line
In mathematics, the affinely extended real number system is obtained from the real number system \R by adding two infinity elements: +\infty and -\infty, where the infinities are treated as actual numbers. It is useful in describing the algebra on infinities and the various limiting behaviors in calculus and mathematical analysis, especially in the theory of measure and integration. The affinely extended real number system is denoted \overline or \infty, +\infty/math> or It is the Dedekind–MacNeille completion of the real numbers. When the meaning is clear from context, the symbol +\infty is often written simply as Motivation Limits It is often useful to describe the behavior of a function f, as either the argument x or the function value f gets "infinitely large" in some sense. For example, consider the function f defined by :f(x) = \frac. The graph of this function has a horizontal asymptote at y = 0. Geometrically, when moving increasingly farther to the right along t ...
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IEEE 754
The IEEE Standard for Floating-Point Arithmetic (IEEE 754) is a technical standard for floating-point arithmetic established in 1985 by the Institute of Electrical and Electronics Engineers (IEEE). The standard addressed many problems found in the diverse floating-point implementations that made them difficult to use reliably and portably. Many hardware floating-point units use the IEEE 754 standard. The standard defines: * ''arithmetic formats:'' sets of binary and decimal floating-point data, which consist of finite numbers (including signed zeros and subnormal numbers), infinities, and special "not a number" values (NaNs) * ''interchange formats:'' encodings (bit strings) that may be used to exchange floating-point data in an efficient and compact form * ''rounding rules:'' properties to be satisfied when rounding numbers during arithmetic and conversions * ''operations:'' arithmetic and other operations (such as trigonometric functions) on arithmetic formats * ''excepti ...
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IEEE 754-2008 Revision
IEEE 754-2008 (previously known as ''IEEE 754r'') was published in August 2008 and is a significant revision to, and replaces, the IEEE 754-1985 floating-point standard, while in 2019 it was updated with a minor revision IEEE 754-2019. The 2008 revision extended the previous standard where it was necessary, added decimal arithmetic and formats, tightened up certain areas of the original standard which were left undefined, and merged in IEEE 854 (the radix-independent floating-point standard). In a few cases, where stricter definitions of binary floating-point arithmetic might be performance-incompatible with some existing implementation, they were made optional. Revision process The standard had been under revision since 2000, with a target completion date of December 2006. The revision of an IEEE standard broadly follows three phases: # Working group – a committee that creates a draft standard # Ballot – interested parties subscribe to the ''balloting group'' an ...
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