Logo
Unionpedia
Communication
Get it on Google Play
New! Download Unionpedia on your Android™ device!
Download
Faster access than browser!
 

Clipping (computer graphics)

Index Clipping (computer graphics)

Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. [1]

51 relations: Abstract Window Toolkit, Algebraic geometry, Back-face culling, Boolean operations on polygons, Bounding volume, Bounding volume hierarchy, Cartesian coordinate system, Clip coordinates, Cohen–Sutherland algorithm, Collision detection, Compass-and-straightedge construction, Computer graphics, Field of view, Frame rate, Graphics processing unit, Greiner–Hormann clipping algorithm, Heuristic (computer science), Hidden surface determination, Intersection, IOS, Liang–Barsky algorithm, Line clipping, Medical imaging, Nicholl–Lee–Nicholl algorithm, Noclip mode, Octree, OpenGL, Painter's algorithm, Pixel, Program optimization, Pruning (decision trees), R* tree, Ray tracing (graphics), Reflection mapping, Region of interest, Rendering (computer graphics), Shader, Sutherland–Hodgman algorithm, Texture mapping, Transformation (function), UV mapping, Vatti clipping algorithm, Video game, Video game developer, Viewing frustum, Viewport, Visibility (geometry), Weiler–Atherton clipping algorithm, Widget (GUI), Window (computing), ..., Windowing system. Expand index (1 more) »

Abstract Window Toolkit

The Abstract Window Toolkit (AWT) is Java's original platform-dependent windowing, graphics, and user-interface widget toolkit, preceding Swing.

New!!: Clipping (computer graphics) and Abstract Window Toolkit · See more »

Algebraic geometry

Algebraic geometry is a branch of mathematics, classically studying zeros of multivariate polynomials.

New!!: Clipping (computer graphics) and Algebraic geometry · See more »

Back-face culling

In computer graphics, back-face culling determines whether a polygon of a graphical object is visible.

New!!: Clipping (computer graphics) and Back-face culling · See more »

Boolean operations on polygons

Boolean operations on polygons are a set of Boolean operations (AND, OR, NOT, XOR,...) operating on one or more sets of polygons in computer graphics.

New!!: Clipping (computer graphics) and Boolean operations on polygons · See more »

Bounding volume

In computer graphics and computational geometry, a bounding volume for a set of objects is a closed volume that completely contains the union of the objects in the set.

New!!: Clipping (computer graphics) and Bounding volume · See more »

Bounding volume hierarchy

A bounding volume hierarchy (BVH) is a tree structure on a set of geometric objects.

New!!: Clipping (computer graphics) and Bounding volume hierarchy · See more »

Cartesian coordinate system

A Cartesian coordinate system is a coordinate system that specifies each point uniquely in a plane by a pair of numerical coordinates, which are the signed distances to the point from two fixed perpendicular directed lines, measured in the same unit of length.

New!!: Clipping (computer graphics) and Cartesian coordinate system · See more »

Clip coordinates

The clip coordinate system is a homogeneous coordinate system in the graphics pipeline.

New!!: Clipping (computer graphics) and Clip coordinates · See more »

Cohen–Sutherland algorithm

The Cohen–Sutherland algorithm is a computer-graphics algorithm used for line clipping.

New!!: Clipping (computer graphics) and Cohen–Sutherland algorithm · See more »

Collision detection

Collision detection is the computational problem of detecting the intersection of two or more objects.

New!!: Clipping (computer graphics) and Collision detection · See more »

Compass-and-straightedge construction

Compass-and-straightedge construction, also known as ruler-and-compass construction or classical construction, is the construction of lengths, angles, and other geometric figures using only an idealized ruler and compass.

New!!: Clipping (computer graphics) and Compass-and-straightedge construction · See more »

Computer graphics

Computer graphics are pictures and films created using computers.

New!!: Clipping (computer graphics) and Computer graphics · See more »

Field of view

The field of view is the extent of the observable world that is seen at any given moment.

New!!: Clipping (computer graphics) and Field of view · See more »

Frame rate

Frame rate (expressed in or fps) is the frequency (rate) at which consecutive images called frames appear on a display.

New!!: Clipping (computer graphics) and Frame rate · See more »

Graphics processing unit

A graphics processing unit (GPU) is a specialized electronic circuit designed to rapidly manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device.

New!!: Clipping (computer graphics) and Graphics processing unit · See more »

Greiner–Hormann clipping algorithm

The Greiner-Hormann algorithm is used in computer graphics for polygon clipping.

New!!: Clipping (computer graphics) and Greiner–Hormann clipping algorithm · See more »

Heuristic (computer science)

In computer science, artificial intelligence, and mathematical optimization, a heuristic (from Greek εὑρίσκω "I find, discover") is a technique designed for solving a problem more quickly when classic methods are too slow, or for finding an approximate solution when classic methods fail to find any exact solution.

New!!: Clipping (computer graphics) and Heuristic (computer science) · See more »

Hidden surface determination

In 3D computer graphics, shown surface determination (also known as hidden surface removal (HSR), occlusion culling (OC) or visible surface determination (VSD)) is the process used to determine which surfaces and parts of surfaces are not visible from a certain viewpoint.

New!!: Clipping (computer graphics) and Hidden surface determination · See more »

Intersection

In mathematics, the intersection of two or more objects is another, usually "smaller" object.

New!!: Clipping (computer graphics) and Intersection · See more »

IOS

iOS (formerly iPhone OS) is a mobile operating system created and developed by Apple Inc. exclusively for its hardware.

New!!: Clipping (computer graphics) and IOS · See more »

Liang–Barsky algorithm

In computer graphics, the Liang–Barsky algorithm (named after You-Dong Liang and Brian A. Barsky) is a line clipping algorithm.

New!!: Clipping (computer graphics) and Liang–Barsky algorithm · See more »

Line clipping

In computer graphics, line clipping is the process of removing lines or portions of lines outside an area of interest.

New!!: Clipping (computer graphics) and Line clipping · See more »

Medical imaging

Medical imaging is the technique and process of creating visual representations of the interior of a body for clinical analysis and medical intervention, as well as visual representation of the function of some organs or tissues (physiology).

New!!: Clipping (computer graphics) and Medical imaging · See more »

Nicholl–Lee–Nicholl algorithm

The Nicholl–Lee–Nicholl algorithm is a fast line clipping algorithm that reduces the chances of clipping a single line segment multiple times, as may happen in the Cohen-Sutherland algorithm.

New!!: Clipping (computer graphics) and Nicholl–Lee–Nicholl algorithm · See more »

Noclip mode

In some video games, noclip mode is a video game cheat command that prevents the first-person player character camera from being obstructed by other objects and permits the camera to move in any direction, allowing it to pass through such things as walls, props, and other players.

New!!: Clipping (computer graphics) and Noclip mode · See more »

Octree

An octree is a tree data structure in which each internal node has exactly eight children.

New!!: Clipping (computer graphics) and Octree · See more »

OpenGL

Open Graphics Library (OpenGL) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.

New!!: Clipping (computer graphics) and OpenGL · See more »

Painter's algorithm

The painter's algorithm, also known as a priority fill, is one of the simplest solutions to the visibility problem in 3D computer graphics.

New!!: Clipping (computer graphics) and Painter's algorithm · See more »

Pixel

In digital imaging, a pixel, pel, dots, or picture element is a physical point in a raster image, or the smallest addressable element in an all points addressable display device; so it is the smallest controllable element of a picture represented on the screen.

New!!: Clipping (computer graphics) and Pixel · See more »

Program optimization

In computer science, program optimization or software optimization is the process of modifying a software system to make some aspect of it work more efficiently or use fewer resources.

New!!: Clipping (computer graphics) and Program optimization · See more »

Pruning (decision trees)

Pruning is a technique in machine learning that reduces the size of decision trees by removing sections of the tree that provide little power to classify instances.

New!!: Clipping (computer graphics) and Pruning (decision trees) · See more »

R* tree

In data processing R*-trees are a variant of R-trees used for indexing spatial information.

New!!: Clipping (computer graphics) and R* tree · See more »

Ray tracing (graphics)

In computer graphics, ray tracing is a rendering technique for generating an image by tracing the path of light as pixels in an image plane and simulating the effects of its encounters with virtual objects.

New!!: Clipping (computer graphics) and Ray tracing (graphics) · See more »

Reflection mapping

In computer graphics, environment mapping, or reflection mapping, is an efficient image-based lighting technique for approximating the appearance of a reflective surface by means of a precomputed texture image.

New!!: Clipping (computer graphics) and Reflection mapping · See more »

Region of interest

A region of interest (often abbreviated ROI), are samples within a data set identified for a particular purpose.

New!!: Clipping (computer graphics) and Region of interest · See more »

Rendering (computer graphics)

Rendering or image synthesis is the automatic process of generating a photorealistic or non-photorealistic image from a 2D or 3D model (or models in what collectively could be called a scene file) by means of computer programs.

New!!: Clipping (computer graphics) and Rendering (computer graphics) · See more »

Shader

In computer graphics, a shader is a type of computer program that was originally used for shading (the production of appropriate levels of light, darkness, and color within an image) but which now performs a variety of specialized functions in various fields of computer graphics special effects or does video post-processing unrelated to shading, or even functions unrelated to graphics at all.

New!!: Clipping (computer graphics) and Shader · See more »

Sutherland–Hodgman algorithm

The Sutherland–Hodgman algorithm is used for clipping polygons.

New!!: Clipping (computer graphics) and Sutherland–Hodgman algorithm · See more »

Texture mapping

Texture mapping is a method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model.

New!!: Clipping (computer graphics) and Texture mapping · See more »

Transformation (function)

In mathematics, particularly in semigroup theory, a transformation is a function f that maps a set X to itself, i.e..

New!!: Clipping (computer graphics) and Transformation (function) · See more »

UV mapping

UV mapping is the 3D modeling process of projecting a 2D image to a 3D model's surface for texture mapping.

New!!: Clipping (computer graphics) and UV mapping · See more »

Vatti clipping algorithm

The Vatti clipping algorithm is used in computer graphics.

New!!: Clipping (computer graphics) and Vatti clipping algorithm · See more »

Video game

A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device such as a TV screen or computer monitor.

New!!: Clipping (computer graphics) and Video game · See more »

Video game developer

A video game developer is a software developer that specializes in video game development – the process and related disciplines of creating video games.

New!!: Clipping (computer graphics) and Video game developer · See more »

Viewing frustum

In 3D computer graphics, the view frustum (also called viewing frustum) is the region of space in the modeled world that may appear on the screen; it is the field of view of the notional camera.

New!!: Clipping (computer graphics) and Viewing frustum · See more »

Viewport

A viewport is a polygon viewing region in computer graphics.

New!!: Clipping (computer graphics) and Viewport · See more »

Visibility (geometry)

Visibility in geometry is a mathematical abstraction of the real-life notion of visibility.

New!!: Clipping (computer graphics) and Visibility (geometry) · See more »

Weiler–Atherton clipping algorithm

The Weiler–Atherton is a polygon-clipping algorithm.

New!!: Clipping (computer graphics) and Weiler–Atherton clipping algorithm · See more »

Widget (GUI)

A control element (sometimes called a control or widget) in a graphical user interface is an element of interaction, such as a button or a scroll bar.

New!!: Clipping (computer graphics) and Widget (GUI) · See more »

Window (computing)

In computing, a window is a graphical control element.

New!!: Clipping (computer graphics) and Window (computing) · See more »

Windowing system

In computing, a windowing system (or window system) is software that manages separately different parts of display screens.

New!!: Clipping (computer graphics) and Windowing system · See more »

Redirects here:

Bleeding (computer graphics), Clipping (computer graphics, IDSPISPOPD, Idspispopd, Near clipped, No clip mode, Z-clipping.

References

[1] https://en.wikipedia.org/wiki/Clipping_(computer_graphics)

OutgoingIncoming
Hey! We are on Facebook now! »