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Line Clipping
In computer graphics, line clipping is the process of removing ( clipping) lines or portions of lines outside an area of interest (a viewport or view volume). Typically, any part of a line which is outside of the viewing area is removed. There are two common algorithms for line clipping: Cohen–Sutherland and Liang–Barsky. A line-clipping method consists of various parts. Tests are conducted on a given line segment to find out whether it lies outside the view area or volume. Then, intersection calculations are carried out with one or more clipping boundaries. Determining which portion of the line is inside or outside of the clipping volume is done by processing the endpoints of the line with regards to the intersection. Cohen–Sutherland In computer graphics, the Cohen–Sutherland algorithm (named after Danny Cohen and Ivan Sutherland) is a line-clipping algorithm. The algorithm divides a 2D space into 9 regions, of which only the middle part (viewport) is visible. I ...
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Computer Graphics
Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, 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 graphics hardware, 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, computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of Computer graphics (computer science), computer science research. Some topics in computer graphics include user interface design, Sprite (computer graphics), sprite graphics, raster graphics, Rendering (computer graph ...
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Clipping (computer Graphics)
Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering (computer graphics), rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model. Lines and surfaces outside the view volume (aka. frustum) are removed. Clip regions are commonly specified to improve render performance. A well-chosen clip allows the renderer to save time and energy by skipping calculations related to pixels that the user cannot see. Pixels that will be drawn are said to be within the clip region. Pixels that will not be drawn are outside the clip region. More informally, pixels that will not be drawn are said to be "clipped." In 2D graphics In two-dimensional graphics, a clip region may be defined so that pixels are only drawn within the boundaries of a window (computing), ...
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Viewport
A viewport is a polygon viewing region in computer graphics. In computer graphics theory, there are two region-like notions of relevance when rendering some objects to an image. In textbook terminology, the ''world coordinate window'' is the area of interest (meaning what the user wants to visualize) in some application-specific coordinates, e.g. miles, centimeters etc. The word ''window'' as used here should not be confused with the Window (computing), GUI window, i.e. the notion used in window managers. Rather it is an analogy with how a window limits what one can see outside a room. In contrast, the ''viewport'' is an area (typically rectangular) expressed in rendering-device-specific coordinates, e.g. pixels for screen coordinates, in which the objects of interest are going to be rendered. Clipping (computer graphics), Clipping to the world-coordinates window is usually applied to the objects before they are passed through the Coordinate system#Transformations , window-to-vi ...
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View Volume
In 3D computer graphics, a viewing frustum or view frustum is the region of space in the modeled world that may appear on the screen; it is the field of view of a perspective virtual camera system. The view frustum is typically obtained by taking a geometrical frustum—that is a truncation with parallel planes—of the pyramid of vision, which is the adaptation of (idealized) '' cone of vision'' that a camera or eye would have to the rectangular viewports typically used in computer graphics. Some authors use ''pyramid of vision'' as a synonym for view frustum itself, i.e. consider it truncated. The exact shape of this region varies depending on what kind of camera lens is being simulated, but typically it is a frustum of a rectangular pyramid (hence the name). The planes that cut the frustum perpendicular to the viewing direction are called the ''near plane'' and the ''far plane''. Objects closer to the camera than the near plane or beyond the far plane are not drawn. Somet ...
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Intersection
In mathematics, the intersection of two or more objects is another object consisting of everything that is contained in all of the objects simultaneously. For example, in Euclidean geometry, when two lines in a plane are not parallel, their intersection is the point at which they meet. More generally, in set theory, the intersection of sets is defined to be the set of elements which belong to all of them. Unlike the Euclidean definition, this does not presume that the objects under consideration lie in a common space. It simply means the overlapping area of two or more objects or geometries. Intersection is one of the basic concepts of geometry. An intersection can have various geometric shapes, but a point is the most common in a plane geometry. Incidence geometry defines an intersection (usually, of flats) as an object of lower dimension that is incident to each of the original objects. In this approach an intersection can be sometimes undefined, such as for paral ...
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Danny Cohen (computer Scientist)
Danny Cohen (December 9, 1937 – August 12, 2019) was an Israeli-American computer scientist specializing in computer networking. He was involved in the ARPAnet project and helped develop various fundamental applications for the Internet. He was one of the key figures behind the separation of TCP and IP (early versions of TCP did not have a separate IP layer); this allowed the later creation of UDP.''Where Wizards Stay Up Late: The Origins of the Internet'', by Katie Hafner and Matthew Lyon, 1996, Simon & Schuster, , pg. 236 Cohen is probably now best known for his 1980 paper "On Holy Wars and a Plea for Peace" Also published at '' IEEE Computer''October 1981 issue which adopted the terminology of endianness for computing (a term borrowed from Jonathan Swift's ''Gulliver's Travels''). Cohen served on the computer science faculty at several universities and worked in private industry. Biography Cohen earned a bachelor's degree in mathematics at the Technion – Israel Instit ...
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Ivan Sutherland
Ivan Edward Sutherland (born May 16, 1938) is an American computer scientist and Internet pioneer, widely regarded as a pioneer of computer graphics. His early work in computer graphics as well as his teaching with David C. Evans in that subject at the University of Utah in the 1970s was pioneering in the field. Sutherland, Evans, and their students from that era developed several foundations of modern computer graphics. He received the Turing Award from the Association for Computing Machinery in 1988 for the invention of the Sketchpad, an early predecessor to the sort of graphical user interface that has become ubiquitous in personal computers. He is a member of the National Academy of Engineering, as well as the National Academy of Sciences among many other major awards. In 2012, he was awarded the Kyoto Prize in Advanced Technology for "pioneering achievements in the development of computer graphics and interactive interfaces". Early life and education Sutherland's father w ...
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Clip Window
This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B C D E F G H I K L M N O P Q R S T ...
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Václav Skala
Václav () or rarely Vácslav is a Czech male given name. It is among the most common Czech names. The Latinized form of the name is Wenceslaus and the Polish form of the name is Wacław. The name was derived from the old Czech name Veceslav, meaning 'more famous'. Nicknames are Vašek, Vašík, Venca, Venda. The Latinized form is used in English for Czech kings and some other early modern notable people. The people listed below are Czech unless otherwise noted. Notable people with the name include: Nobility and politicians *Wenceslaus I, Duke of Bohemia (''kníže Václav I.''; 907–935 or 929), saint * Wenceslaus II, Duke of Bohemia (''kníže Václav II.; died 1192) *Wenceslaus I of Bohemia (''Václav I.''; –1253), King of Bohemia *Wenceslaus II of Bohemia (''Václav II.''; 1271–1305), King of Bohemia and Poland *Wenceslaus III of Bohemia (''Václav III.''; 1289–1306), King of Hungary, Bohemia and Poland *Wenceslaus IV of Bohemia (''Václav IV.''; 1361–1419), King of Bo ...
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