2.5D (disambiguation)

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2.5D is a computer graphics term for creating the impression of a three-dimensional scene without using full 3D rendering.

2.5D may also refer to:

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Integrated circuit Electronic circuit formed on a small, flat piece of semiconductor material

An integrated circuit or monolithic integrated circuit is a set of electronic circuits on one small flat piece of semiconductor material, usually silicon. Large numbers of tiny MOSFETs integrate into a small chip. This results in circuits that are orders of magnitude smaller, faster, and less expensive than those constructed of discrete electronic components. The IC's mass production capability, reliability, and building-block approach to integrated circuit design has ensured the rapid adoption of standardized ICs in place of designs using discrete transistors. ICs are now used in virtually all electronic equipment and have revolutionized the world of electronics. Computers, mobile phones, and other digital home appliances are now inextricable parts of the structure of modern societies, made possible by the small size and low cost of ICs such as modern computer processors and microcontrollers.

Technical drawing Creation of standards and the technical drawings

Technical drawing, drafting or drawing, is the act and discipline of composing drawings that visually communicate how something functions or is constructed.

Angle of view Angular extent of given scene imaged by camera

The angle of view is the decisive variable for the visual perception of the size or projection of the size of an object.

Stereoscopy Technique for creating or enhancing the illusion of depth in an image

Stereoscopy is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision. The word stereoscopy derives from Greek στερεός (stereos) 'firm, solid', and σκοπέω (skopeō) 'to look, to see'. Any stereoscopic image is called a stereogram. Originally, stereogram referred to a pair of stereo images which could be viewed using a stereoscope.

Projection, projections or projective may refer to:

3D projection Design technique

A 3D projection is a design technique used to display a three-dimensional (3D) object on a two-dimensional (2D) surface. These projections rely on visual perspective and aspect analysis to project a complex object for viewing capability on a simpler plane. This concept of extending 2D geometry to 3D was mastered by Heron of Alexandria in the first century. Heron could be called the father of 3D. 3D Projection is the basis of the concept for Computer Graphics simulating fluid flows to imitate realistic effects. Lucas Films 'ILM group is credited with introducing the concept.

Oblique projection Type of technical drawing

Oblique projection is a simple type of technical drawing of graphical projection used for producing two-dimensional (2D) images of three-dimensional (3D) objects.

Autostereogram Visual illusion of 3D scene achieved by unfocusing eyes when viewing specific 2D images

An autostereogram is a single-image stereogram (SIS), designed to create the visual illusion of a three-dimensional (3D) scene from a two-dimensional image. In order to perceive 3D shapes in these autostereograms, one must overcome the normally automatic coordination between accommodation (focus) and horizontal vergence. The illusion is one of depth perception and involves stereopsis: depth perception arising from the different perspective each eye has of a three-dimensional scene, called binocular parallax.

2.5D perspective refers to one of two things:

Optical flow

Optical flow or optic flow is the pattern of apparent motion of objects, surfaces, and edges in a visual scene caused by the relative motion between an observer and a scene. Optical flow can also be defined as the distribution of apparent velocities of movement of brightness pattern in an image. The concept of optical flow was introduced by the American psychologist James J. Gibson in the 1940s to describe the visual stimulus provided to animals moving through the world. Gibson stressed the importance of optic flow for affordance perception, the ability to discern possibilities for action within the environment. Followers of Gibson and his ecological approach to psychology have further demonstrated the role of the optical flow stimulus for the perception of movement by the observer in the world; perception of the shape, distance and movement of objects in the world; and the control of locomotion.

SO or so may refer to:

Four-dimensional space Geometric space with four dimensions

A four-dimensional space (4D) is a mathematical extension of the concept of three-dimensional or 3D space. Three-dimensional space is the simplest possible abstraction of the observation that one only needs three numbers, called dimensions, to describe the sizes or locations of objects in the everyday world. For example, the volume of a rectangular box is found by measuring and multiplying its length, width, and height.

Anaglyph 3D Method of representing images in 3D

Anaglyph 3D is the stereoscopic 3D effect achieved by means of encoding each eye's image using filters of different colors, typically red and cyan. Anaglyph 3D images contain two differently filtered colored images, one for each eye. When viewed through the "color-coded" "anaglyph glasses", each of the two images reaches the eye it's intended for, revealing an integrated stereoscopic image. The visual cortex of the brain fuses this into the perception of a three-dimensional scene or composition.

The following are common definitions related to the machine vision field.

Phantograms, also known as Phantaglyphs, Op-Ups, free-standing anaglyphs, levitated images, and book anaglyphs, are a form of optical illusion. Phantograms use perspectival anamorphosis to produce a 2D image that is distorted in a particular way so as to appear, to a viewer at a particular vantage point, three-dimensional, standing above or recessed into a flat surface. The illusion of depth and perspective is heightened by stereoscopy techniques; a combination of two images, most typically but not necessarily an anaglyph. With common (red–cyan) 3D glasses, the viewer's vision is segregated so that each eye sees a different image.

A three-dimensional integrated circuit is a MOS integrated circuit (IC) manufactured by stacking silicon wafers or dies and interconnecting them vertically using, for instance, through-silicon vias (TSVs) or Cu-Cu connections, so that they behave as a single device to achieve performance improvements at reduced power and smaller footprint than conventional two dimensional processes. The 3D IC is one of several 3D integration schemes that exploit the z-direction to achieve electrical performance benefits in microelectronics and nanoelectronics.

Computer graphics Graphics created using computers

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.

3-D,3D, or 3d may refer to:

2.5, or two and a half may refer to:

Tango (platform) Mobile computer vision platform for Android developed by Google

Tango was an augmented reality computing platform, developed and authored by the Advanced Technology and Projects (ATAP), a skunkworks division of Google. It used computer vision to enable mobile devices, such as smartphones and tablets, to detect their position relative to the world around them without using GPS or other external signals. This allowed application developers to create user experiences that include indoor navigation, 3D mapping, physical space measurement, environmental recognition, augmented reality, and windows into a virtual world.