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  2. Smoothstep - Wikipedia

    en.wikipedia.org/wiki/Smoothstep

    Smoothstep is a family of sigmoid-like interpolation and clamping functions commonly used in computer graphics, [1] [2] video game engines, [3] and machine learning. [ 4 ] The function depends on three parameters, the input x , the "left edge" and the "right edge", with the left edge being assumed smaller than the right edge.

  3. Marching squares - Wikipedia

    en.wikipedia.org/wiki/Marching_squares

    Use the cell index to access a pre-built lookup table with 16 entries listing the edges needed to represent the cell (shown in the lower right part of the picture below). Apply linear interpolation between the original field data values to find the exact position of the contour line along the edges of the cell.

  4. Plotting algorithms for the Mandelbrot set - Wikipedia

    en.wikipedia.org/wiki/Plotting_algorithms_for...

    Here is a short video showing the Mandelbrot set being rendered using multithreading and symmetry, but without boundary following: This is a short video showing rendering of a Mandelbrot set using multi-threading and symmetry, but with boundary following turned off.

  5. Neville's algorithm - Wikipedia

    en.wikipedia.org/wiki/Neville's_algorithm

    This process yields p 0,4 (x), the value of the polynomial going through the n + 1 data points (x i, y i) at the point x. This algorithm needs O(n 2) floating point operations to interpolate a single point, and O(n 3) floating point operations to interpolate a polynomial of degree n.

  6. Comparison gallery of image scaling algorithms - Wikipedia

    en.wikipedia.org/wiki/Comparison_gallery_of...

    Simple Fourier based interpolation based on padding of the frequency domain with zero components (a smooth-window-based approach would reduce the ringing). Beside the good conservation of details, notable is the ringing and the circular bleeding of content from the left border to right border (and way around).

  7. Slerp - Wikipedia

    en.wikipedia.org/wiki/Slerp

    In computer graphics, slerp is shorthand for spherical linear interpolation, introduced by Ken Shoemake [1] in the context of quaternion interpolation for the purpose of animating 3D rotation. It refers to constant-speed motion along a unit-radius great circle arc, given the ends and an interpolation parameter between 0 and 1.

  8. Upwind scheme - Wikipedia

    en.wikipedia.org/wiki/Upwind_scheme

    That is, derivatives are estimated using a set of data points biased to be more "upwind" of the query point, with respect to the direction of the flow. Historically, the origin of upwind methods can be traced back to the work of Courant , Isaacson, and Rees who proposed the CIR method.

  9. Centripetal Catmull–Rom spline - Wikipedia

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

    In computer graphics, the centripetal Catmull–Rom spline is a variant form of the Catmull–Rom spline, originally formulated by Edwin Catmull and Raphael Rom, [1] which can be evaluated using a recursive algorithm proposed by Barry and Goldman. [2]