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  2. Control point (mathematics) - Wikipedia

    en.wikipedia.org/wiki/Control_point_(mathematics)

    In computer-aided geometric design a control point is a member of a set of points used to determine the shape of a spline curve or, more generally, a surface or higher-dimensional object.

  3. Slerp - Wikipedia

    en.wikipedia.org/wiki/Slerp

    A slerp path is, in fact, the spherical geometry equivalent of a path along a line segment in the plane; a great circle is a spherical geodesic. Oblique vector rectifies to slerp factor. More familiar than the general slerp formula is the case when the end vectors are perpendicular, in which case the formula is p 0 cos θ + p 1 sin θ.

  4. Spline (mathematics) - Wikipedia

    en.wikipedia.org/wiki/Spline_(mathematics)

    The next most simple spline has degree 1. It is also called a linear spline. A closed linear spline (i.e, the first knot and the last are the same) in the plane is just a polygon. A common spline is the natural cubic spline. A cubic spline has degree 3 with continuity C 2, i.e. the values and first and second derivatives are continuous. Natural ...

  5. Centripetal Catmull–Rom spline - Wikipedia

    en.wikipedia.org/wiki/Centripetal_Catmull–Rom...

    using UnityEngine; // Draws a catmull-rom spline in the scene view, // along the child objects of the transform of this component public class CatmullRomSpline: MonoBehaviour {[Range(0, 1)] public float alpha = 0.5f; int PointCount => transform. childCount; int SegmentCount => PointCount-3; Vector2 GetPoint (int i) => transform.

  6. 2.5D - Wikipedia

    en.wikipedia.org/wiki/2.5D

    2.5D (basic pronunciation two-and-a-half dimensional) perspective refers to gameplay or movement in a video game or virtual reality environment that is restricted to a two-dimensional (2D) plane with little to no access to a third dimension in a space that otherwise appears to be three-dimensional and is often simulated and rendered in a 3D digital environment.

  7. Linear motion - Wikipedia

    en.wikipedia.org/wiki/Linear_motion

    In linear motion, the directions of all the vectors describing the system are equal and constant which means the objects move along the same axis and do not change direction. The analysis of such systems may therefore be simplified by neglecting the direction components of the vectors involved and dealing only with the magnitude .

  8. Point in polygon - Wikipedia

    en.wikipedia.org/wiki/Point_in_polygon

    The algorithm is based on a simple observation that if a point moves along a ray from infinity to the probe point and if it crosses the boundary of a polygon, possibly several times, then it alternately goes from the outside to inside, then from the inside to the outside, etc.

  9. Instant centre of rotation - Wikipedia

    en.wikipedia.org/wiki/Instant_centre_of_rotation

    The instant center is the point in the moving plane around which all other points are rotating at a specific instant of time. The continuous movement of a plane has an instant center for every value of the time parameter. This generates a curve called the moving centrode. The points in the fixed plane corresponding to these instant centers form ...