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  2. Point in polygon - Wikipedia

    en.wikipedia.org/wiki/Point_in_polygon

    If the point is on the inside of the polygon then it will intersect the edge an odd number of times. The status of a point on the edge of the polygon depends on the details of the ray intersection algorithm. This algorithm is sometimes also known as the crossing number algorithm or the even–odd rule algorithm, and was known as early as 1962. [3]

  3. Möller–Trumbore intersection algorithm - Wikipedia

    en.wikipedia.org/wiki/Möller–Trumbore...

    The Möller–Trumbore ray-triangle intersection algorithm, named after its inventors Tomas Möller and Ben Trumbore, is a fast method for calculating the intersection of a ray and a triangle in three dimensions without needing precomputation of the plane equation of the plane containing the triangle. [1] Among other uses, it can be used in ...

  4. Intersection (geometry) - Wikipedia

    en.wikipedia.org/wiki/Intersection_(geometry)

    In geometry, an intersection is a point, line, or curve common to two or more objects (such as lines, curves, planes, and surfaces). The simplest case in Euclidean geometry is the line–line intersection between two distinct lines , which either is one point (sometimes called a vertex ) or does not exist (if the lines are parallel ).

  5. Sutherland–Hodgman algorithm - Wikipedia

    en.wikipedia.org/wiki/Sutherland–Hodgman_algorithm

    Sutherland–Hodgman algorithm. The Sutherland–Hodgman algorithm is an algorithm used for clipping polygons. It works by extending each line of the convex clip polygon in turn and selecting only vertices from the subject polygon that are on the visible side.

  6. Convex hull algorithms - Wikipedia

    en.wikipedia.org/wiki/Convex_hull_algorithms

    In computational geometry, numerous algorithms are proposed for computing the convex hull of a finite set of points, with various computational complexities. Computing the convex hull means that a non-ambiguous and efficient representation of the required convex shape is constructed. The complexity of the corresponding algorithms is usually ...

  7. Greiner–Hormann clipping algorithm - Wikipedia

    en.wikipedia.org/wiki/Greiner–Hormann_clipping...

    The Greiner-Hormann algorithm is used in computer graphics for polygon clipping. [1] It performs better than the Vatti clipping algorithm, but cannot handle degeneracies. [2] It can process both self-intersecting and non-convex polygons. It can be trivially generalized to compute other Boolean operations on polygons, such as union and difference.

  8. Centroid - Wikipedia

    en.wikipedia.org/wiki/Centroid

    In mathematics and physics, the centroid, also known as geometric center or center of figure, of a plane figure or solid figure is the arithmetic mean position of all the points in the surface of the figure. [further explanation needed] The same definition extends to any object in - dimensional Euclidean space. [1]

  9. Gilbert–Johnson–Keerthi distance algorithm - Wikipedia

    en.wikipedia.org/wiki/Gilbert–Johnson–Keerthi...

    The Gilbert–Johnson–Keerthi distance algorithm is a method of determining the minimum distance between two convex sets, first published by Elmer G. Gilbert, Daniel W. Johnson, and S. Sathiya Keerthi in 1988. Unlike many other distance algorithms, it does not require that the geometry data be stored in any specific format, but instead relies ...