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  2. Even–odd rule - Wikipedia

    en.wikipedia.org/wiki/Evenodd_rule

    The SVG defines the evenodd rule by saying: This rule determines the "insideness" of a point on the canvas by drawing a ray from that point to infinity in any direction and counting the number of path segments from the given shape that the ray crosses. If this number is odd, the point is inside; if even, the point is outside.

  3. File:Even-odd and non-zero winding fill rules.svg - Wikipedia

    en.wikipedia.org/wiki/File:Even-odd_and_non-zero...

    The original image didn't seem to be displaying, so I re-saved it as a normal SVG rather than an Inkscape SVG. Fingers crossed... 08:54, 3 April 2011: 1,618 × 1,541 (9 KB) Fuzzypeg {{Information |Description ={{en|1=Diagram showing how a curve (top) is filled according to two rules: the even-odd rule (left), and the non-zero winding rule (right).

  4. 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 evenodd rule algorithm, and was known as early as 1962. [3]

  5. File:Antu fill-rule-even-odd.svg - Wikipedia

    en.wikipedia.org/wiki/File:Antu_fill-rule-even...

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  6. Nonzero-rule - Wikipedia

    en.wikipedia.org/wiki/Nonzero-rule

    A curve (top) is filled according to two rules: the even-odd rule (left), and the non-zero winding rule (right). In each case an arrow shows a ray from a point P heading out of the curve. In the even-odd case, the ray is intersected by two lines, an even number; therefore P is concluded to be 'outside' the curve.

  7. Greiner–Hormann clipping algorithm - Wikipedia

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

    It considers regions with odd winding number to be inside the polygon; this is known as the evenodd rule. It takes two lists of polygons as input. In its original form, the algorithm is divided into three phases: In the first phase, pairwise intersections between edges of the polygons are computed.

  8. File:Even-odd-decomposition.svg - Wikipedia

    en.wikipedia.org/.../File:Even-odd-decomposition.svg

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  9. File:Batcher Odd-Even Mergesort for eight inputs.svg

    en.wikipedia.org/wiki/File:Batcher_Odd-Even...

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