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The Z-ordering can be used to efficiently build a quadtree (2D) or octree (3D) for a set of points. [5] [6] The basic idea is to sort the input set according to Z-order.Once sorted, the points can either be stored in a binary search tree and used directly, which is called a linear quadtree, [7] or they can be used to build a pointer based quadtree.
In modern 3D graphics, Z-order is used for order-dependent rendering, for example with semi-transparent objects. It can also be used to reduce the problem of Z-fighting, by either rendering farther objects first and then using weak inequality as the depth test or, conversely, rendering front-to-back and using strict inequality.
The Hosoya index, also known as the Z index, of a graph is the total number of matchings in it. The Hosoya index is always at least one, because the empty set of edges is counted as a matching for this purpose. Equivalently, the Hosoya index is the number of non-empty matchings plus one. The index is named after Haruo Hosoya.
Comparison of the various grading methods in a normal distribution, including: standard deviations, cumulative percentages, percentile equivalents, z-scores, T-scores. In statistics, the standard score is the number of standard deviations by which the value of a raw score (i.e., an observed value or data point) is above or below the mean value of what is being observed or measured.
For example, the subgroup Z 7 of the non-abelian group of order 21 is normal (see List of small non-abelian groups and Frobenius group#Examples). An alternative proof of the result that a subgroup of index lowest prime p is normal, and other properties of subgroups of prime index are given in .
For a centerless group, all higher centers are zero, which is the case Z 0 (G) = Z 1 (G) of stabilization. By Grün's lemma, the quotient of a perfect group by its center is centerless, hence all higher centers equal the center. This is a case of stabilization at Z 1 (G) = Z 2 (G).
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Z-fighting which cannot be entirely eliminated in this manner is often resolved by the use of a stencil buffer, or by applying a post-transformation screen space z-buffer offset to one polygon which does not affect the projected shape on screen but does affect the z-buffer value to eliminate the overlap during pixel interpolation and comparison ...