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  2. Depth of field - Wikipedia

    en.wikipedia.org/wiki/Depth_of_field

    The hyperfocal distance has a property called "consecutive depths of field", where a lens focused at an object whose distance from the lens is at the hyperfocal distance H will hold a depth of field from H/2 to infinity, if the lens is focused to H/2, the depth of field will be from H/3 to H; if the lens is then focused to H/3, the depth of ...

  3. Depth map - Wikipedia

    en.wikipedia.org/wiki/Depth_map

    In 3D computer graphics and computer vision, a depth map is an image or image channel that contains information relating to the distance of the surfaces of scene objects from a viewpoint. The term is related (and may be analogous) to depth buffer , Z-buffer , Z-buffering , and Z-depth . [ 1 ]

  4. Circle of confusion - Wikipedia

    en.wikipedia.org/wiki/Circle_of_confusion

    To calculate the diameter of the circle of confusion in the image plane for an out-of-focus subject, one method is to first calculate the diameter of the blur circle in a virtual image in the object plane, which is simply done using similar triangles, and then multiply by the magnification of the system, which is calculated with the help of the ...

  5. Depth of focus - Wikipedia

    en.wikipedia.org/wiki/Depth_of_focus

    Depth of field depends on the focus distance, while depth of focus does not. Depth of focus can have two slightly different meanings. The first is the distance over which the image plane can be displaced while a single object plane remains in acceptably sharp focus; [1][2] [clarify] the second is the image-side conjugate of depth of field.

  6. Hyperfocal distance - Wikipedia

    en.wikipedia.org/wiki/Hyperfocal_distance

    The hyperfocal distance has a property called "consecutive depths of field", where a lens focused at an object whose distance from the lens is at the hyperfocal distance H will hold a depth of field from H/2 to infinity, if the lens is focused to H/2, the depth of field will be from H/3 to H; if the lens is then focused to H/3, the depth of ...

  7. 3D projection - Wikipedia

    en.wikipedia.org/wiki/3D_projection

    The weak-perspective model thus approximates perspective projection while using a simpler model, similar to the pure (unscaled) orthographic perspective. It is a reasonable approximation when the depth of the object along the line of sight is small compared to the distance from the camera, and the field of view is small.

  8. Z-buffering - Wikipedia

    en.wikipedia.org/wiki/Z-buffering

    A depth buffer, also known as a z-buffer, is a type of data buffer used in computer graphics to represent depth information of objects in 3D space from a particular perspective. The depth is stored as a height map of the scene, the values representing a distance to camera, with 0 being the closest.

  9. Glossary of computer graphics - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_graphics

    Graphics represented as a rectangular grid of pixels. Rasterization Converting vector graphics to raster graphics. This terms also denotes a common method of rendering 3D models in real time. Ray casting Rendering by casting non-recursive rays from the camera into the scene. 2D ray casting is a 2.5D rendering method. Ray marching