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Bounding Volume
In computer graphics and computational geometry, a bounding volume for a set of objects is a closed volume that completely contains the union of the objects in the set. Bounding volumes are used to improve the efficiency of geometrical operations by using simple volumes to contain more complex objects. Normally, simpler volumes have simpler ways to test for overlap. A bounding volume for a set of objects is also a bounding volume for the single object consisting of their union, and the other way around. Therefore, it is possible to confine the description to the case of a single object, which is assumed to be non-empty and bounded (finite). Uses Bounding volumes are most often used to accelerate certain kinds of tests. In ray tracing, bounding volumes are used in ray-intersection tests, and in many rendering algorithms, they are used for viewing frustum tests. If the ray or viewing frustum does not intersect the bounding volume, it cannot intersect the object contained ...
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Bounding Sphere
In mathematics, given a non-empty set of objects of finite extension in d-dimensional space, for example a set of points, a bounding sphere, enclosing sphere or enclosing ball for that set is an d-dimensional solid sphere containing all of these objects. Used in computer graphics and computational geometry, a bounding sphere is a special type of bounding volume. There are several fast and simple bounding sphere construction algorithms with a high practical value in real-time computer graphics applications. In statistics and operations research, the objects are typically points, and generally the sphere of interest is the minimal bounding sphere, that is, the sphere with minimal radius among all bounding spheres. It may be proven that such a sphere is unique: If there are two of them, then the objects in question lie within their intersection. But an intersection of two non-coinciding spheres of equal radius is contained in a sphere of smaller radius. The problem of comput ...
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Visual Hull
A visual hull is a geometric entity created by shape-from-silhouette 3D reconstruction technique introduced by A. Laurentini. This technique assumes the foreground object in an image can be separated from the background. Under this assumption, the original image can be thresholded into a foreground/background binary image, which we call a silhouette image. The foreground mask, known as a silhouette, is the 2D projection of the corresponding 3D foreground object. Along with the camera viewing parameters, the silhouette defines a back-projected generalized cone that contains the actual object. This cone is called a ''silhouette cone''. The upper right thumbnail shows two such cones produced from two silhouette images taken from different viewpoints. The intersection of the two cones is called a visual hull, which is a bounding geometry of the actual 3D object (see the bottom right thumbnail). When the reconstructed geometry is only used for rendering from a different viewpoint, ...
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Multiplicative Inverse
In mathematics, a multiplicative inverse or reciprocal for a number ''x'', denoted by 1/''x'' or ''x''−1, is a number which when multiplied by ''x'' yields the multiplicative identity, 1. The multiplicative inverse of a fraction ''a''/''b'' is ''b''/''a''. For the multiplicative inverse of a real number, divide 1 by the number. For example, the reciprocal of 5 is one fifth (1/5 or 0.2), and the reciprocal of 0.25 is 1 divided by 0.25, or 4. The reciprocal function, the function ''f''(''x'') that maps ''x'' to 1/''x'', is one of the simplest examples of a function which is its own inverse (an involution). Multiplying by a number is the same as dividing by its reciprocal and vice versa. For example, multiplication by 4/5 (or 0.8) will give the same result as division by 5/4 (or 1.25). Therefore, multiplication by a number followed by multiplication by its reciprocal yields the original number (since the product of the number and its reciprocal is 1). The term ''reciproc ...
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Principal Axis Theorem
In the mathematical fields of geometry and linear algebra, a principal axis is a certain line in a Euclidean space associated with an ellipsoid or hyperboloid, generalizing the major and minor axes of an ellipse or hyperbola. The principal axis theorem states that the principal axes are perpendicular, and gives a constructive procedure for finding them. Mathematically, the principal axis theorem is a generalization of the method of completing the square from elementary algebra. In linear algebra and functional analysis, the principal axis theorem is a geometrical counterpart of the spectral theorem. It has applications to the statistics of principal components analysis and the singular value decomposition. In physics, the theorem is fundamental to the studies of angular momentum and birefringence. Motivation The equations in the Cartesian plane R2: :\begin \frac + \frac &= 1 \\ pt \frac - \frac &= 1 \end define, respectively, an ellipse and a hyperbola. In each case, th ...
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Ellipsoid
An ellipsoid is a surface that may be obtained from a sphere by deforming it by means of directional scalings, or more generally, of an affine transformation. An ellipsoid is a quadric surface;  that is, a surface that may be defined as the zero set of a polynomial of degree two in three variables. Among quadric surfaces, an ellipsoid is characterized by either of the two following properties. Every planar cross section is either an ellipse, or is empty, or is reduced to a single point (this explains the name, meaning "ellipse-like"). It is bounded, which means that it may be enclosed in a sufficiently large sphere. An ellipsoid has three pairwise perpendicular axes of symmetry which intersect at a center of symmetry, called the center of the ellipsoid. The line segments that are delimited on the axes of symmetry by the ellipsoid are called the ''principal axes'', or simply axes of the ellipsoid. If the three axes have different lengths, the figure is a triaxial elli ...
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Video Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote c ...
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Cylinder (geometry)
A cylinder (from ) has traditionally been a three-dimensional solid, one of the most basic of curvilinear geometric shapes. In elementary geometry, it is considered a prism with a circle as its base. A cylinder may also be defined as an infinite curvilinear surface in various modern branches of geometry and topology. The shift in the basic meaning—solid versus surface (as in ball and sphere)—has created some ambiguity with terminology. The two concepts may be distinguished by referring to solid cylinders and cylindrical surfaces. In the literature the unadorned term cylinder could refer to either of these or to an even more specialized object, the ''right circular cylinder''. Types The definitions and results in this section are taken from the 1913 text ''Plane and Solid Geometry'' by George Wentworth and David Eugene Smith . A ' is a surface consisting of all the points on all the lines which are parallel to a given line and which pass through a fixed plane curve in ...
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Swept Sphere
Sweep or swept may refer to: Cleaning * Sweep, the action of using a brush to clean * Chimney sweep, a worker who clears ash and soot from chimneys * Street sweeper, a person's occupation, or a machine that cleans streets * Swept quartz, a cleaning of quartz crystal from alkali metal ions Arts, entertainment, and media * ''Sweep'' (book series), a fictional series by Cate Tiernan * Sweep (puppet), a character on the British children's television series ''The Sooty Show'' * Sweep, an ability keyword in '' Magic: The Gathering'' * Sweep-picking, a guitar technique * Sweeps period, a system of calculating viewership for television programming * ''Swept'' (album), a 1991 album by the English singer Julia Fordham Detection * Bug sweeping, the common name for electronic counter surveillance * Minesweeper (ship), a small naval ship designed to engage in minesweeping * Minesweeping, the practice of removing explosive mines * Radio-frequency sweep, the action of scanning a radio freq ...
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Local Coordinate System
In mathematics, particularly topology, one describes a manifold using an atlas. An atlas consists of individual ''charts'' that, roughly speaking, describe individual regions of the manifold. If the manifold is the surface of the Earth, then an atlas has its more common meaning. In general, the notion of atlas underlies the formal definition of a manifold and related structures such as vector bundles and other fiber bundles. Charts The definition of an atlas depends on the notion of a ''chart''. A chart for a topological space ''M'' (also called a coordinate chart, coordinate patch, coordinate map, or local frame) is a homeomorphism \varphi from an open subset ''U'' of ''M'' to an open subset of a Euclidean space. The chart is traditionally recorded as the ordered pair (U, \varphi). Formal definition of atlas An atlas for a topological space M is an indexed family \ of charts on M which covers M (that is, \bigcup_ U_ = M). If the codomain of each chart is the ''n''-dimension ...
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Bounding Cylinder
In computer graphics and computational geometry, a bounding volume for a set of objects is a closed volume that completely contains the union of the objects in the set. Bounding volumes are used to improve the efficiency of geometrical operations by using simple volumes to contain more complex objects. Normally, simpler volumes have simpler ways to test for overlap. A bounding volume for a set of objects is also a bounding volume for the single object consisting of their union, and the other way around. Therefore, it is possible to confine the description to the case of a single object, which is assumed to be non-empty and bounded (finite). Uses Bounding volumes are most often used to accelerate certain kinds of tests. In ray tracing, bounding volumes are used in ray-intersection tests, and in many rendering algorithms, they are used for viewing frustum tests. If the ray or viewing frustum does not intersect the bounding volume, it cannot intersect the object contained w ...
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Dynamical Simulation
Dynamical simulation, in computational physics, is the simulation of systems of objects that are free to move, usually in three dimensions according to Newton's laws of dynamics, or approximations thereof. Dynamical simulation is used in computer animation to assist animators to produce realistic motion, in industrial design (for example to simulate crashes as an early step in crash testing), and in video games. Body movement is calculated using time integration methods. Physics engines In computer science, a program called a physics engine is used to model the behaviors of objects in space. These engines allow simulation of the way bodies of many types are affected by a variety of physical stimuli. They are also used to create Dynamical simulations without having to know anything about physics. Physics engines are used throughout the video game and movie industry, but not all physics engines are alike. They are generally broken into real-time and the high precision, but these ...
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