Bilinear Filtering
In mathematics, bilinear interpolation is a method for interpolating functions of two variables (e.g., ''x'' and ''y'') using repeated linear interpolation. It is usually applied to functions sampled on a 2D rectilinear grid, though it can be generalized to functions defined on the vertices of (a mesh of) arbitrary convex quadrilaterals. Bilinear interpolation is performed using linear interpolation first in one direction, and then again in another direction. Although each step is linear in the sampled values and in the position, the interpolation as a whole is not linear but rather quadratic in the sample location. Bilinear interpolation is one of the basic resampling techniques in computer vision and image processing, where it is also called bilinear filtering or bilinear texture mapping. Computation Suppose that we want to find the value of the unknown function ''f'' at the point (''x'', ''y''). It is assumed that we know the value of ''f'' at the four points ''Q''11 = ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Parallel (geometry)
In geometry, parallel lines are coplanar infinite straight line (geometry), lines that do not intersecting lines, intersect at any point. Parallel planes are plane (geometry), planes in the same three-dimensional space that never meet. ''Parallel curves'' are curves that do not tangent, touch each other or intersect and keep a fixed minimum distance. In three-dimensional Euclidean space, a line and a plane that do not share a point are also said to be parallel. However, two noncoplanar lines are called ''skew lines''. Line segments and Euclidean vectors are parallel if they have the same direction (geometry), direction or opposite direction (geometry), opposite direction (not necessarily the same length). Parallel lines are the subject of Euclid's parallel postulate. Parallelism is primarily a property of affine geometry, affine geometries and Euclidean geometry is a special instance of this type of geometry. In some other geometries, such as hyperbolic geometry, lines can have ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Texture Mapping
Texture mapping is a term used in computer graphics to describe how 2D images are projected onto 3D models. The most common variant is the UV unwrap, which can be described as an inverse paper cutout, where the surfaces of a 3D model are cut apart so that it can be unfolded into a 2D coordinate space (UV Space). Semantic Texture mapping can both refer to the task of unwrapping a 3D model, the abstract that a 3D model has textures applied to it and the related algorithm of the 3D software. Texture map refers to a Raster graphics also called image, texture. If the texture stores a specific property it's also referred to as color map, roughness map, etc. The coordinate space which converts from the 3D space of a 3D model into a 2D space so that it can sample from the Texture map is called: UV Space, UV Coordinates, Texture Space. Algorithm A simplified explanation of how an algorithm could work to render an image: # For each pixel we trace the coordinates of the screen ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Quadratic Formula
In elementary algebra, the quadratic formula is a closed-form expression describing the solutions of a quadratic equation. Other ways of solving quadratic equations, such as completing the square, yield the same solutions. Given a general quadratic equation of the form , with representing an unknown, and coefficients , , and representing known real number, real or complex number, complex numbers with , the values of satisfying the equation, called the Zero of a function, ''roots'' or ''zeros'', can be found using the quadratic formula, x = \frac, where the plus–minus sign, plus–minus symbol "" indicates that the equation has two roots. Written separately, these are: x_1 = \frac, \qquad x_2 = \frac. The quantity is known as the discriminant of the quadratic equation. If the coefficients , , and are real numbers then when , the equation has two distinct real number, real roots; when , the equation has one repeated root, repeated real root; and when , the equation h ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Grassman Product
In mathematics, the exterior algebra or Grassmann algebra of a vector space V is an associative algebra that contains V, which has a product, called exterior product or wedge product and denoted with \wedge, such that v\wedge v=0 for every vector v in V. The exterior algebra is named after Hermann Grassmann, and the names of the product come from the "wedge" symbol \wedge and the fact that the product of two elements of V is "outside" V. The wedge product of k vectors v_1 \wedge v_2 \wedge \dots \wedge v_k is called a ''blade of degree k'' or ''k-blade''. The wedge product was introduced originally as an algebraic construction used in geometry to study areas, volumes, and their higher-dimensional analogues: the magnitude of a -blade v\wedge w is the area of the parallelogram defined by v and w, and, more generally, the magnitude of a k-blade is the (hyper)volume of the parallelotope defined by the constituent vectors. The alternating property that v\wedge v=0 implies a skew-sy ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Trilinear Interpolation
Trilinear interpolation is a method of multivariate interpolation on a Three dimensional space, 3-dimensional regular grid. It approximates the value of a function at an intermediate point (x, y, z) within the local axial rectangular prism (geometry), prism linearly, using function data on the lattice points. Trilinear interpolation is frequently used in numerical analysis, data analysis, and computer graphics. Related methods Trilinear interpolation is the extension of linear interpolation, which operates in spaces with dimension D = 1, and bilinear interpolation, which operates with dimension D = 2, to dimension D = 3. These interpolation schemes all use polynomials of order 1, giving an accuracy of order 2, and it requires 2^D = 8 adjacent pre-defined values surrounding the interpolation point. There are several ways to arrive at trilinear interpolation, which is equivalent to 3-dimensional tensor B-spline interpolation of order 1, and the trilinear interpolation operator ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Parallelogram
In Euclidean geometry, a parallelogram is a simple polygon, simple (non-list of self-intersecting polygons, self-intersecting) quadrilateral with two pairs of Parallel (geometry), parallel sides. The opposite or facing sides of a parallelogram are of equal length and the opposite angles of a parallelogram are of equal measure. The congruence (geometry), congruence of opposite sides and opposite angles is a direct consequence of the Euclidean parallel postulate and neither condition can be proven without appealing to the Euclidean parallel postulate or one of its equivalent formulations. By comparison, a quadrilateral with at least one pair of parallel sides is a trapezoid in American English or a trapezium in British English. The three-dimensional counterpart of a parallelogram is a parallelepiped. The word "parallelogram" comes from the Greek παραλληλό-γραμμον, ''parallēló-grammon'', which means "a shape of parallel lines". Special cases *Rectangle – A par ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Projective Map
In projective geometry, a homography is an isomorphism of projective spaces, induced by an isomorphism of the vector spaces from which the projective spaces derive. It is a bijection that maps lines to lines, and thus a collineation. In general, some collineations are not homographies, but the fundamental theorem of projective geometry asserts that is not so in the case of real projective spaces of dimension at least two. Synonyms include projectivity, projective transformation, and projective collineation. Historically, homographies (and projective spaces) have been introduced to study perspective and projections in Euclidean geometry, and the term ''homography'', which, etymologically, roughly means "similar drawing", dates from this time. At the end of the 19th century, formal definitions of projective spaces were introduced, which extended Euclidean and affine spaces by the addition of new points called points at infinity. The term "projective transformation" originated in ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Vector Field
In vector calculus and physics, a vector field is an assignment of a vector to each point in a space, most commonly Euclidean space \mathbb^n. A vector field on a plane can be visualized as a collection of arrows with given magnitudes and directions, each attached to a point on the plane. Vector fields are often used to model, for example, the speed and direction of a moving fluid throughout three dimensional space, such as the wind, or the strength and direction of some force, such as the magnetic or gravitational force, as it changes from one point to another point. The elements of differential and integral calculus extend naturally to vector fields. When a vector field represents force, the line integral of a vector field represents the work done by a force moving along a path, and under this interpretation conservation of energy is exhibited as a special case of the fundamental theorem of calculus. Vector fields can usefully be thought of as representing the velocit ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Hyperbola
In mathematics, a hyperbola is a type of smooth function, smooth plane curve, curve lying in a plane, defined by its geometric properties or by equations for which it is the solution set. A hyperbola has two pieces, called connected component (topology), connected components or branches, that are mirror images of each other and resemble two infinite bow (weapon), bows. The hyperbola is one of the three kinds of conic section, formed by the intersection of a plane (mathematics), plane and a double cone (geometry), cone. (The other conic sections are the parabola and the ellipse. A circle is a special case of an ellipse.) If the plane intersects both halves of the double cone but does not pass through the apex of the cones, then the conic is a hyperbola. Besides being a conic section, a hyperbola can arise as the locus (mathematics), locus of points whose difference of distances to two fixed focus (geometry), foci is constant, as a curve for each point of which the rays to two fix ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Convex Hull
In geometry, the convex hull, convex envelope or convex closure of a shape is the smallest convex set that contains it. The convex hull may be defined either as the intersection of all convex sets containing a given subset of a Euclidean space, or equivalently as the set of all convex combinations of points in the subset. For a Bounded set, bounded subset of the plane, the convex hull may be visualized as the shape enclosed by a rubber band stretched around the subset. Convex hulls of open sets are open, and convex hulls of compact sets are compact. Every compact convex set is the convex hull of its extreme points. The convex hull operator is an example of a closure operator, and every antimatroid can be represented by applying this closure operator to finite sets of points. The algorithmic problems of finding the convex hull of a finite set of points in the plane or other low-dimensional Euclidean spaces, and its projective duality, dual problem of intersecting Half-space (geome ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |
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Bézier Surface
Bézier surfaces are a type of mathematical spline used in computer graphics, computer-aided design, and finite element modeling. As with Bézier curves, a Bézier surface is defined by a set of control points. Similar to interpolation in many respects, a key difference is that the surface does not, in general, pass through the central control points; rather, it is "stretched" toward them as though each were an attractive force. They are visually intuitive and, for many applications, mathematically convenient. History Bézier surfaces were first described in 1962 by the French engineer Pierre Bézier who used them to design automobile bodies. Bézier surfaces can be of any degree, but bicubic Bézier surfaces generally provide enough degrees of freedom for most applications. Equation A given Bézier surface of degree (''n'', ''m'') is defined by a set of (''n'' + 1)(''m'' + 1) control points k''i'',''j'' where ''i'' = 0, ..., ''n'' and ''j'' = 0 ... [...More Info...]       [...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]   |