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  2. Rotation matrix - Wikipedia

    en.wikipedia.org/wiki/Rotation_matrix

    A basic 3D rotation (also called elemental rotation) is a rotation about one of the axes of a coordinate system. The following three basic rotation matrices rotate vectors by an angle θ about the x -, y -, or z -axis, in three dimensions, using the right-hand rule —which codifies their alternating signs.

  3. 2D to 3D conversion - Wikipedia

    en.wikipedia.org/wiki/2D_to_3D_conversion

    2D to 3D video conversion (also called 2D to stereo 3D conversion and stereo conversion) is the process of transforming 2D ("flat") film to 3D form, which in almost all cases is stereo, so it is the process of creating imagery for each eye from one 2D image.

  4. SUPER (computer program) - Wikipedia

    en.wikipedia.org/wiki/SUPER_(computer_program)

    The proposed 3D variations are 3D Anaglyph, Polarized or Shutter side-by-side. v2017.Build.71+3D+Recorder (April 7, 2017) offers the following encoding modes: Normal 2D; 2D >> 3D; 3D >> 2D; 3D >> 3D; Back-end program features supported by SUPER include saving various streaming protocols (mms, rtsp, and http), conversion of Flash Video to other ...

  5. Spherical coordinate system - Wikipedia

    en.wikipedia.org/wiki/Spherical_coordinate_system

    The 'south'-direction x-axis is depicted but the 'north'-direction x-axis is not. (As in physics, ρ is often used instead of r to avoid confusion with the value r in cylindrical and 2D polar coordinates.) According to the conventions of geographical coordinate systems, positions are measured by latitude, longitude, and height (altitude).

  6. 3D rendering - Wikipedia

    en.wikipedia.org/wiki/3D_rendering

    3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles. Rendering methods [ edit ]

  7. List of common coordinate transformations - Wikipedia

    en.wikipedia.org/wiki/List_of_common_coordinate...

    Note: solving for ′ returns the resultant angle in the first quadrant (< <). To find , one must refer to the original Cartesian coordinate, determine the quadrant in which lies (for example, (3,−3) [Cartesian] lies in QIV), then use the following to solve for :

  8. Transformation matrix - Wikipedia

    en.wikipedia.org/wiki/Transformation_matrix

    A reflection about a line or plane that does not go through the origin is not a linear transformation — it is an affine transformation — as a 4×4 affine transformation matrix, it can be expressed as follows (assuming the normal is a unit vector): [′ ′ ′] = [] [] where = for some point on the plane, or equivalently, + + + =.

  9. Identity FX - Wikipedia

    en.wikipedia.org/wiki/Identity_FX

    In 2010, Identity FX officially transitioned from Visual Effects into a Stereoscopic 3D studio, positioning itself as a top tier 2D to 3D conversion provider. [3] Upon the popularity of stereo 3D conversion in recent years, Identity FX had invested significantly in the expertise to develop and manage the 2D-to-3D conversion process. [4]