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In computer graphics, wrapping is the process of limiting a position to an area. A good example of wrapping is wallpaper, a single pattern repeated indefinitely over a wall. Wrapping is used in 3D computer graphics to repeat a texture over a polygon, eliminating the need for large textures or multiple polygons.
To wrap a position x to an area of width w, calculate the value .
For computational purposes the wrapped value x' of x can be expressed as
where is the highest value in the range, and is the lowest value in the range.
Pseudocode for wrapping of a value to a range other than 0–1 is
function wrap(X, Min, Max: Real): Real; X := X - Int((X - Min) / (Max - Min)) * (Max - Min); if X < 0 then // This corrects the problem caused by using Int instead of Floor X := X + Max - Min; return X;
Pseudocode for wrapping of a value to a range of 0–1 is
function wrap(X: Real): Real; X := X - Int(X); if X < 0 then X := X + 1; return X;
Pseudocode for wrapping of a value to a range of 0–1 without branching is,
function wrap(X: Real): Real; return ((X mod 1.0) + 1.0) mod 1.0;
In mathematics, an integral is the continuous analog of a sum, which is used to calculate areas, volumes, and their generalizations. Integration, the process of computing an integral, is one of the two fundamental operations of calculus, the other being differentiation. Integration started as a method to solve problems in mathematics and physics, such as finding the area under a curve, or determining displacement from velocity. Today integration is used in a wide variety of scientific fields.
Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color.
A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. Depth buffers are an aid to rendering a scene to ensure that the correct polygons properly occlude other polygons. Z-buffering was first described in 1974 by Wolfgang Straßer in his PhD thesis on fast algorithms for rendering occluded objects. A similar solution to determining overlapping polygons is the painter's algorithm, which is capable of handling non-opaque scene elements, though at the cost of efficiency and incorrect results.
HSL and HSV are alternative representations of the RGB color model, designed in the 1970s by computer graphics researchers. In these models, colors of each hue are arranged in a radial slice, around a central axis of neutral colors which ranges from black at the bottom to white at the top.
In mathematics and statistics, a piecewise linear, PL or segmented function is a real-valued function of a real variable, whose graph is composed of straight-line segments.
Perlin noise is a type of gradient noise developed by Ken Perlin in 1983. It has many uses, including but not limited to: procedurally generating terrain, applying pseudo-random changes to a variable, and assisting in the creation of image textures. It is most commonly implemented in two, three, or four dimensions, but can be defined for any number of dimensions.
In functional programming, a monad is a structure that combines program fragments (functions) and wraps their return values in a type with additional computation. In addition to defining a wrapping monadic type, monads define two operators: one to wrap a value in the monad type, and another to compose together functions that output values of the monad type. General-purpose languages use monads to reduce boilerplate code needed for common operations. Functional languages use monads to turn complicated sequences of functions into succinct pipelines that abstract away control flow, and side-effects.
In computer graphics, a texel, texture element, or texture pixel is the fundamental unit of a texture map. Textures are represented by arrays of texels representing the texture space, just as other images are represented by arrays of pixels.
Modular exponentiation is exponentiation performed over a modulus. It is useful in computer science, especially in the field of public-key cryptography, where it is used in both Diffie-Hellman Key Exchange and RSA public/private keys.
In computer graphics, a computer graphics pipeline, rendering pipeline or simply graphics pipeline, is a conceptual model that describes what steps a graphics system needs to perform to render a 3D scene to a 2D screen. Once a 3D model has been created, for instance in a video game or any other 3D computer animation, the graphics pipeline is the process of turning that 3D model into what the computer displays. Because the steps required for this operation depend on the software and hardware used and the desired display characteristics, there is no universal graphics pipeline suitable for all cases. However, graphics application programming interfaces (APIs) such as Direct3D and OpenGL were created to unify similar steps and to control the graphics pipeline of a given hardware accelerator. These APIs abstract the underlying hardware and keep the programmer away from writing code to manipulate the graphics hardware accelerators.
Matrix chain multiplication is an optimization problem concerning the most efficient way to multiply a given sequence of matrices. The problem is not actually to perform the multiplications, but merely to decide the sequence of the matrix multiplications involved. The problem may be solved using dynamic programming.
Pickover stalks are certain kinds of details to be found empirically in the Mandelbrot set, in the study of fractal geometry. They are so named after the researcher Clifford Pickover, whose "epsilon cross" method was instrumental in their discovery. An "epsilon cross" is a cross-shaped orbit trap.
In computer graphics, the Liang–Barsky algorithm is a line clipping algorithm. The Liang–Barsky algorithm uses the parametric equation of a line and inequalities describing the range of the clipping window to determine the intersections between the line and the clip window. With these intersections it knows which portion of the line should be drawn. So this algorithm is significantly more efficient than Cohen–Sutherland. The idea of the Liang–Barsky clipping algorithm is to do as much testing as possible before computing line intersections.
Geometry processing, or mesh processing, is an area of research that uses concepts from applied mathematics, computer science and engineering to design efficient algorithms for the acquisition, reconstruction, analysis, manipulation, simulation and transmission of complex 3D models. As the name implies, many of the concepts, data structures, and algorithms are directly analogous to signal processing and image processing. For example, where image smoothing might convolve an intensity signal with a blur kernel formed using the Laplace operator, geometric smoothing might be achieved by convolving a surface geometry with a blur kernel formed using the Laplace-Beltrami operator.
In optics, a caustic or caustic network is the envelope of light rays which have been reflected or refracted by a curved surface or object, or the projection of that envelope of rays on another surface. The caustic is a curve or surface to which each of the light rays is tangent, defining a boundary of an envelope of rays as a curve of concentrated light. Therefore, in the photo to the right, caustics can be seen as patches of light or their bright edges. These shapes often have cusp singularities.
In mathematics and computing, universal hashing refers to selecting a hash function at random from a family of hash functions with a certain mathematical property. This guarantees a low number of collisions in expectation, even if the data is chosen by an adversary. Many universal families are known, and their evaluation is often very efficient. Universal hashing has numerous uses in computer science, for example in implementations of hash tables, randomized algorithms, and cryptography.
In computer graphics, clamping is the process of limiting a position to an area. Unlike wrapping, clamping merely moves the point to the nearest available value.
An implicit k-d tree is a k-d tree defined implicitly above a rectilinear grid. Its split planes' positions and orientations are not given explicitly but implicitly by some recursive splitting-function defined on the hyperrectangles belonging to the tree's nodes. Each inner node's split plane is positioned on a grid plane of the underlying grid, partitioning the node's grid into two subgrids.
In color science, a color gradient specifies a range of position-dependent colors, usually used to fill a region.
In probability theory and directional statistics, a wrapped exponential distribution is a wrapped probability distribution that results from the "wrapping" of the exponential distribution around the unit circle.