Floating point Type
Bvec2
Vector with 2 Boolean components
Bvec3
Vector with 3 Boolean components
Bvec4
Vector with 4 Boolean components
Ivec2
Vector with 2 integral components
Ivec3
Vector with 3 integral components
Ivec4
Vector with 4 integral components
Mat2 or mat2x2
2x2 floating-point matrix type
MAT3 or mat3x3
3x3 floating-point matrix type
mat4x4
This demo is just learned Qtquick, read the next QML document after the attempt. The first contact with Qtquick is to download Qt5 on the official website to see a UI development demonstration, at the time that Qt in C + + can also make the UI so good-looking. It took 4 days to learn seriously and the interface and C + + relationship is not very small, using the QML language, named Qtquick means the rapid development of products, so I try this demo to see how fast. Functional Requirements
This d
SharpGL learning notes (2) model transformation, sharpgl learning notes
(2) model transformation
Mode Transformation refers to three operations: Moving, rotating, and scaling in the world space coordinate system.
First of all, in Opengl, we use a 4x4 matrix for coordinate transformation. OpenGL's 4x4 matrix is arranged by column, as shown below.
The so-called model transformation is to transform this matr
plaintext. Each round of the encryption key is extended by the initial key, respectively. The 16-byte plaintext, ciphertext, and wheel keys in the algorithm are represented by a 4x4 matrix.The following 5 types of operations are described.1.1 bytes insteadThe main function of byte substitution is to complete the mapping of one byte to another through the S box. The detailed construction method of S-box can be referenced in reference [1].(a) for S box
flipBrick.prototype.originX = 9;//the beginning of the drawing of the bricks xBrick.prototype.originY =-3;//the beginning of the drawing of Bricks yBrick.prototype.direction = 0;//Brick facingBrick.prototype.autoMoveTimer =NULL;//Auto-Move timerBrick.prototype.draw =function() { ...... }//How to draw bricksBrick.prototype.move =function(MoveX, Movey) { ...... }//How to moveBrick.prototype.autoMove =function() { ...... }//how to move automaticallyBrick.prototype.change =function() { ...... }//Tr
I found a small problem when I click leetCode. gt ;_ lt; I don't know why. Please help me to see it ~~ Python initializes alistoflistsofinteger by using the following method (assuming a 4x4 matrix): n4matrix [[[0] * n] * nprintmatrix [[0, 0, 0], [0, 0, 0], [0, 0, 0, 0], [0, 0, 0 when the subject clicks leetCode, a small situation found >_
When python initializes a list of lists of integer, it uses the following method (assuming a square matrix of
precisely because the 16 elements of the matrix (M[i]:i represents 0~15) precede the first column, then the second column, the third column, and the fourth column.row rows; Cloum columns.Row matrix: A matrix of only one row, generally using the right multiplication in the matrix.example, the matrix is multiplied by the 4x4 matrix and the result is a 1*4 matrix.Column matrix: Only one column of the matrix, generally in the matrix using the left multip
I used to use sequential pictures to animate, resulting in a huge waste of space, so I wanted to try cutting pictures to achieve animation., is a character walk graph generated by the 66RPG Paper Doll system. This program must be implemented to convert the whole picture of the character into a 4x4 array to dynamically load.Set up 4 ImageView in the main layout file, respectively, to show the character's walking action at different angles. Then in the
the CTU, where the brightness ctb size of 64X64, Chroma is 32x32.In HEVC coding tree block CTB can be directly as a code block CB, can also be further divided into four-fork tree form into a number of small code block CB, so in HEVC encoding block CB size is changeable, in the case of setting the size of the CTU 64x64, One brightness CB maximum is 64x64 that is a CTB directly as a CB, the minimum is 8x8, then the chroma CB largest is 32x32, the smallest is
--the transformation--to describe the thing. In this case, we should understand that the so-called transformation is actually the transition from one point (Element/object) to another (element/object) in space. For example, a topological transformation is a transition from one point to another in a topological space. For example, affine transformations are transitions from one point to another in affine space.Incidentally, this affine space is a brother with vector space. As a friend of computer
slots of this histogram are divided by 45° (so that each histogram has only 8 slots) instead of 10°. The exact process is as follows:In order to eliminate the influence of illumination on descriptors, the gradient histogram is normalized by statistical direction gradient histogram of each 4x4 block. Then each histogram slot data in series to get SIFT descriptor, Lowe proposed when the gradient direction histogram is a
; } returnArray; };5. Get the value of transformBecause the animation is dominated by transition, the value of the transform of the element is continuously manipulated. But transform is a compound value, and it is difficult to take out certain values. My solution was simple and rude. I was in the console to print the transform when I found it was a matrix thing. About Transform's matrix knowledge we search by ourselves. is actually a string, as long as the split () method takes out a spec
a brother with vector space. As a friend of computer graphics knows, although describing a three-dimensional object requires only three-dimensional vectors, all of the computer graphics transformation matrices are 4x4. For the reasons, many of the books are written "for the convenience of use", which in my opinion is simply an attempt to muddle through. The real reason is that the graphical transformations applied in computer graphics are actually ca
swizzles approach, as follows:Float4 u = {1.0f, 2.0f, 3.0f, 4.0f};Float4 v = {0.0f, 0.0f, 5.0f, 6.0f};v = u.wyyx; v = {4.0f, 2.0f, 2.0f,1.0f}v = u.wzyx; v = {4.0f, 3.0f, 2.0f,1.0f}V.xy = u; v = {1.0f, 2.0f, 5.0f,6.0f}1.3 Matrix TypesDefinition syntax for 1.3.1 matricesTYPEMXN xxx, such as:1. float2x2:2x2 matrix, where theentries is of type float.2. half3x3:3x3 Matrix, where theentries is of type half.3. int4x4:4x4 Matrix, where theentries is of type
OpenCV Getting Started-extracting sift feature vectorsIn order to ensure the rotation invariance, it will focus on the key point, establish the axis in the direction of the key point, not alone to examine the single key point, but need a neighborhood. The direction of each cell in the neighborhood represents the gradient direction of the pixel, the length is the gradient modulus size, the gradient direction histogram is calculated in 8 directions on each 4x4
same time to increase the number of one-dimensional computation = =One of the main forces in representing linear transformations with matrices is the ability to easily combine transformations and inverse transformations. Combinatorial transformations: Combinations can be accomplished by matrix multiplication. IfAAndBis a two linear transformation, then the vectorxProceed firstATransform, and then proceedBThe process of transformation is that any linear transformation can be represented by a mat
In H.264, Rate Distortion Optimization plays an important role.Formula for rdo: J (mode) = SSD + λ * R (ref, mode, MV, residual)SSD refers to the mean square sum of the difference between the reconstruction block and the source image, and λ is the Laplace multiplier;R is the actual bitrate of Macro Block encoding in this mode, including the bit rate of the reference frame, mode, motion vector, and residual.Of course, only R (mode, residual) is supported ).However, because SSD needs to reconstruc
be a big headache for the compiler to recognize hexadecimal notation, I think this should not be a problem for Real programmers. To put it bluntly, you must make your own efforts to solve any problem, rather than simply asking others if you do not analyze it. That way, a person will never grow. It is sometimes necessary to seek help, but not the most critical .) 4.2.4 Vector Matrix Multiplication We often need to multiply a 4x4 matrix by a vector.
implemented through matrix operations. Specifically, when a conversion command is issued, this command will generate a 4x4 transformation matrix (the object coordinates in OpenGL are always homogeneous, that is, (x, y, z, w ), therefore, all transformation matrices use a 4x4 matrix). The current matrix is multiplied by this conversion matrix to generate a new current matrix. For example, for vertex coordin
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