Search results
Results From The WOW.Com Content Network
A typical example of glide reflection in everyday life would be the track of footprints left in the sand by a person walking on a beach. Frieze group nr. 6 (glide-reflections, translations and rotations) is generated by a glide reflection and a rotation about a point on the line of reflection. It is isomorphic to a semi-direct product of Z and C 2.
There are 4 symmetry classes of reflection on the sphere, and three in the Euclidean plane. A few of the infinitely many such patterns in the hyperbolic plane are also listed. (Increasing any of the numbers defining a hyperbolic or Euclidean tiling makes another hyperbolic tiling.) Point groups:
Glide reflection. Glide reflections, denoted by G c,v,w, where c is a point in the plane, v is a unit vector in R 2, and w is non-null a vector perpendicular to v are a combination of a reflection in the line described by c and v, followed by a translation along w. That is, ,, =,, or in other words,
p2mm: TRHVG (translation, 180° rotation, horizontal line reflection, vertical line reflection, and glide reflection) Formally, a frieze group is a class of infinite discrete symmetry groups of patterns on a strip (infinitely wide rectangle), hence a class of groups of isometries of the plane, or of a strip.
For each of the types D 1, D 2, and D 4 the distinction between the 3, 4, and 2 wallpaper groups, respectively, is determined by the translation vector associated with each reflection in the group: since isometries are in the same coset regardless of translational components, a reflection and a glide reflection with the same mirror are in the ...
The fundamental region is a shape such as a rectangle that is repeated to form the tessellation. [22] For example, a regular tessellation of the plane with squares has a meeting of four squares at every vertex. [18] The sides of the polygons are not necessarily identical to the edges of the tiles.
Reflection in a line and glide reflection are preserved on expansion/contraction along, or perpendicular to, the axis of reflection and glide reflection. It changes p 6 m , p 4 g , and p 3 m 1 into cmm , p 3 m 1 into cm , and p 4 m , depending on direction of expansion/contraction, into pmm or cmm .
In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering. Especially for real-time rendering , data is tessellated into triangles , for example in OpenGL 4.0 and Direct3D 11 .