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Swizzling (computer graphics)

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by rearranging components. Swizzles can also project from a vector of one dimensionality to a vector of another dimensionality, such as taking a three-dimensional vector and creating a two-dimensional or five-dimensional vector using components from the original vector. For example, if
386:{\displaystyle A.wwxy={\begin{bmatrix}0&0&0&1\\0&0&0&1\\1&0&0&0\\0&1&0&0\end{bmatrix}}{\begin{bmatrix}1\\2\\3\\4\end{bmatrix}}={\begin{bmatrix}4\\4\\1\\2\end{bmatrix}}.} 71:. Additionally, one could create a two-dimensional vector with A.wx or a five-dimensional vector with A.xyzwx. Combining vectors and swizzling can be employed in various ways. This is common in 144: 164: 72: 524: 517: 548: 468: 510: 543: 498: 92: 443: 8: 421: 149: 490: 27: 20: 482: 494: 83: 79: 537: 401: 86: 35: 82:, this is equivalent to multiplying by a matrix whose rows are 422:"OpenGL ARB_fragment_program Quick Reference ("Cheat Sheet")" 345: 302: 202: 175: 152: 95: 385: 158: 138: 535: 518: 16:Vector computation used in computer graphics 525: 511: 419: 34:are a class of operations that transform 536: 477: 469:OpenGL Vertex Program documentation 13: 14: 560: 462: 481: 424:. University of Alaska Fairbanks 59:respectively, you could compute 139:{\displaystyle A=(1,2,3,4)^{T}} 436: 413: 127: 102: 1: 406: 497:. You can help Knowledge by 7: 396: 43:, where the components are 10: 565: 476: 18: 19:Not to be confused with 549:Computer graphics stubs 493:–related article is a 387: 160: 140: 388: 161: 141: 173: 166:as above looks like 150: 93: 383: 374: 331: 291: 156: 136: 544:Computer graphics 506: 505: 491:computer graphics 159:{\displaystyle A} 146:, then swizzling 28:computer graphics 21:Pointer swizzling 556: 527: 520: 513: 485: 478: 456: 455: 453: 451: 440: 434: 433: 431: 429: 417: 392: 390: 389: 384: 379: 378: 336: 335: 296: 295: 165: 163: 162: 157: 145: 143: 142: 137: 135: 134: 70: 66: 62: 58: 54: 50: 46: 42: 564: 563: 559: 558: 557: 555: 554: 553: 534: 533: 532: 531: 474: 465: 460: 459: 449: 447: 442: 441: 437: 427: 425: 420:Lawlor, Orion. 418: 414: 409: 399: 373: 372: 366: 365: 359: 358: 352: 351: 341: 340: 330: 329: 323: 322: 316: 315: 309: 308: 298: 297: 290: 289: 284: 279: 274: 268: 267: 262: 257: 252: 246: 245: 240: 235: 230: 224: 223: 218: 213: 208: 198: 197: 174: 171: 170: 151: 148: 147: 130: 126: 94: 91: 90: 68: 64: 60: 56: 52: 48: 44: 40: 24: 17: 12: 11: 5: 562: 552: 551: 546: 530: 529: 522: 515: 507: 504: 503: 486: 472: 471: 464: 463:External links 461: 458: 457: 444:"Vec3Swizzles" 435: 411: 410: 408: 405: 398: 395: 394: 393: 382: 377: 371: 368: 367: 364: 361: 360: 357: 354: 353: 350: 347: 346: 344: 339: 334: 328: 325: 324: 321: 318: 317: 314: 311: 310: 307: 304: 303: 301: 294: 288: 285: 283: 280: 278: 275: 273: 270: 269: 266: 263: 261: 258: 256: 253: 251: 248: 247: 244: 241: 239: 236: 234: 231: 229: 226: 225: 222: 219: 217: 214: 212: 209: 207: 204: 203: 201: 196: 193: 190: 187: 184: 181: 178: 155: 133: 129: 125: 122: 119: 116: 113: 110: 107: 104: 101: 98: 84:standard basis 80:linear algebra 75:applications. 15: 9: 6: 4: 3: 2: 561: 550: 547: 545: 542: 541: 539: 528: 523: 521: 516: 514: 509: 508: 502: 500: 496: 492: 487: 484: 480: 479: 475: 470: 467: 466: 445: 439: 423: 416: 412: 404: 403: 402:Z-order curve 380: 375: 369: 362: 355: 348: 342: 337: 332: 326: 319: 312: 305: 299: 292: 286: 281: 276: 271: 264: 259: 254: 249: 242: 237: 232: 227: 220: 215: 210: 205: 199: 194: 191: 188: 185: 182: 179: 176: 169: 168: 167: 153: 131: 123: 120: 117: 114: 111: 108: 105: 99: 96: 88: 85: 81: 76: 74: 41:A = {1,2,3,4} 37: 33: 29: 22: 499:expanding it 488: 473: 448:. Retrieved 438: 426:. Retrieved 415: 400: 78:In terms of 77: 67:would equal 63:, whereupon 31: 25: 538:Categories 428:21 January 407:References 61:B = A.wwxy 69:{4,4,1,2} 450:29 March 397:See also 32:swizzles 87:vectors 36:vectors 446:. glam 55:, and 489:This 89:. If 73:GPGPU 495:stub 452:2023 430:2014 26:In 540:: 51:, 47:, 30:, 526:e 519:t 512:v 501:. 454:. 432:. 381:. 376:] 370:2 363:1 356:4 349:4 343:[ 338:= 333:] 327:4 320:3 313:2 306:1 300:[ 293:] 287:0 282:0 277:1 272:0 265:0 260:0 255:0 250:1 243:1 238:0 233:0 228:0 221:1 216:0 211:0 206:0 200:[ 195:= 192:y 189:x 186:w 183:w 180:. 177:A 154:A 132:T 128:) 124:4 121:, 118:3 115:, 112:2 109:, 106:1 103:( 100:= 97:A 65:B 57:w 53:z 49:y 45:x 23:.

Index

Pointer swizzling
computer graphics
vectors
GPGPU
linear algebra
standard basis
vectors
Z-order curve
"OpenGL ARB_fragment_program Quick Reference ("Cheat Sheet")"
"Vec3Swizzles"
OpenGL Vertex Program documentation
Stub icon
computer graphics
stub
expanding it
v
t
e
Categories
Computer graphics
Computer graphics stubs

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