Silhouette Edge
In computer graphics, a silhouette edge on a 3D body projected onto a 2D plane (display plane) is the collection of points whose outwards ''surface normal is perpendicular to the view vector''. Due to discontinuities in the surface normal, a silhouette edge is also an edge which separates a front facing face from a back facing face. Without loss of generality, this edge is usually chosen to be the closest one on a face, so that in parallel view this edge corresponds to the same one in a perspective view. Hence, if there is an edge between a front facing face and a side facing face, and another edge between a side facing face and back facing face, the closer one is chosen. The easy example is looking at a cube in the direction where the face normal is collinear with the view vector. The first type of silhouette edge is sometimes troublesome to handle because it does not necessarily correspond to a physical edge in the CAD model. The reason that this can be an issue is that a pro ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Without Loss Of Generality
''Without loss of generality'' (often abbreviated to WOLOG, WLOG or w.l.o.g.; less commonly stated as ''without any loss of generality'' or ''with no loss of generality'') is a frequently used expression in mathematics. The term is used to indicate the assumption that what follows is chosen arbitrarily, narrowing the premise to a particular case, but does not affect the validity of the proof in general. The other cases are sufficiently similar to the one presented that proving them follows by essentially the same logic. As a result, once a proof is given for the particular case, it is trivial to adapt it to prove the conclusion in all other cases. In many scenarios, the use of "without loss of generality" is made possible by the presence of symmetry. For example, if some property ''P''(''x'',''y'') of real numbers is known to be symmetric in ''x'' and ''y'', namely that ''P''(''x'',''y'') is equivalent to ''P''(''y'',''x''), then in proving that ''P''(''x'',''y'') holds for every ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Dilution Of Precision (computer Graphics)
Dilution of precision is an algorithmic trick used to handle difficult problems in hidden-line removal, caused when horizontal and vertical edges lie on top of each other due to numerical instability. Numerically, the severity escalates when a CAD model is viewed along the principal axis or when a geometric form is viewed end-on. The trick is to alter the view vector by a small amount, thereby hiding the flaws. Unfortunately, this mathematical modification introduces new issues of its own, namely that the exact nature of the original problem has been destroyed, and visible artifacts of this kludge A kludge or kluge () is a workaround or makeshift solution that is clumsy, inelegant, inefficient, difficult to extend, and hard to maintain. This term is used in diverse fields such as computer science, aerospace engineering, Internet slang, ... will continue to haunt the algorithm. One such issue is that edges that were well defined and hidden will now be problematic. Another co ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Plane (mathematics)
In mathematics, a plane is a two-dimensional space or flat surface that extends indefinitely. A plane is the two-dimensional analogue of a point (zero dimensions), a line (one dimension) and three-dimensional space. When working exclusively in two-dimensional Euclidean space, the definite article is used, so ''the'' Euclidean plane refers to the whole space. Several notions of a plane may be defined. The Euclidean plane follows Euclidean geometry Euclidean geometry is a mathematical system attributed to ancient Greek mathematics, Greek mathematician Euclid, which he described in his textbook on geometry, ''Euclid's Elements, Elements''. Euclid's approach consists in assuming a small set ..., and in particular the parallel postulate. A projective plane may be constructed by adding "points at infinity" where two otherwise parallel lines would intersect, so that every pair of lines intersects in exactly one point. The elliptic plane may be further defined by adding a metr ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Unit Normal
In geometry, a normal is an object (e.g. a line, ray, or vector) that is perpendicular to a given object. For example, the normal line to a plane curve at a given point is the infinite straight line perpendicular to the tangent line to the curve at the point. A normal vector is a vector perpendicular to a given object at a particular point. A normal vector of length one is called a unit normal vector or normal direction. A curvature vector is a normal vector whose length is the curvature of the object. Multiplying a normal vector by results in the opposite vector, which may be used for indicating sides (e.g., interior or exterior). In three-dimensional space, a surface normal, or simply normal, to a surface at point is a vector perpendicular to the tangent plane of the surface at . The vector field of normal directions to a surface is known as ''Gauss map''. The word "normal" is also used as an adjective: a line ''normal'' to a plane, the ''normal'' component of a force ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Dot Product
In mathematics, the dot product or scalar productThe term ''scalar product'' means literally "product with a Scalar (mathematics), scalar as a result". It is also used for other symmetric bilinear forms, for example in a pseudo-Euclidean space. Not to be confused with scalar multiplication. is an algebraic operation that takes two equal-length sequences of numbers (usually coordinate vectors), and returns a single number. In Euclidean geometry, the dot product of the Cartesian coordinates of two Euclidean vector, vectors is widely used. It is often called the inner product (or rarely the projection product) of Euclidean space, even though it is not the only inner product that can be defined on Euclidean space (see ''Inner product space'' for more). It should not be confused with the cross product. Algebraically, the dot product is the sum of the Product (mathematics), products of the corresponding entries of the two sequences of numbers. Geometrically, it is the product of the Euc ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Plane (geometry)
In mathematics, a Euclidean plane is a Euclidean space of dimension two, denoted \textbf^2 or \mathbb^2. It is a geometric space in which two real numbers are required to determine the position of each point. It is an affine space, which includes in particular the concept of parallel lines. It has also metrical properties induced by a distance, which allows to define circles, and angle measurement. A Euclidean plane with a chosen Cartesian coordinate system is called a '' Cartesian plane''. The set \mathbb^2 of the ordered pairs of real numbers (the real coordinate plane), equipped with the dot product, is often called ''the'' Euclidean plane or ''standard Euclidean plane'', since every Euclidean plane is isomorphic to it. History Books I through IV and VI of Euclid's Elements dealt with two-dimensional geometry, developing such notions as similarity of shapes, the Pythagorean theorem (Proposition 47), equality of angles and areas, parallelism, the sum of the angles ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Homogeneous Coordinates
In mathematics, homogeneous coordinates or projective coordinates, introduced by August Ferdinand Möbius in his 1827 work , are a system of coordinates used in projective geometry, just as Cartesian coordinates are used in Euclidean geometry. They have the advantage that the coordinates of points, including points at infinity, can be represented using finite coordinates. Formulas involving homogeneous coordinates are often simpler and more symmetric than their Cartesian counterparts. Homogeneous coordinates have a range of applications, including computer graphics and 3D computer vision, where they allow affine transformations and, in general, projective transformations to be easily represented by a matrix. They are also used in fundamental elliptic curve cryptography algorithms. If homogeneous coordinates of a point are multiplied by a non-zero scalar then the resulting coordinates represent the same point. Since homogeneous coordinates are also given to points at infini ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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SIGGRAPH
SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference centered around computer graphics organized by ACM, starting in 1974 in Boulder, CO. The main conference has always been held in North America; SIGGRAPH Asia, a second conference held annually, has been held since 2008 in countries throughout Asia. Overview The conference incorporates both academic presentations as well as an industry trade show. Other events at the conference include educational courses and panel discussions on recent topics in computer graphics and interactive techniques. SIGGRAPH Proceedings The SIGGRAPH conference proceedings, which are published in the ACM Transactions on Graphics, has one of the highest impact factors among academic publications in the field of computer graphics. The paper acceptance rate for SIGGRAPH has historically been between 17% and 29%, with the average acceptance rate between 2015 and 2019 of 27%. The submitted papers are ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |