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Swizzling (computer graphics)

Nowadays, Swizzling (computer graphics) is a topic that has gained great relevance in society. With the advancement of technology and globalization, Swizzling (computer graphics) has become a key point of discussion in different areas, from politics to popular culture. As Swizzling (computer graphics) continues to be a focus of interest, there is more and more debate surrounding this topic. However, despite its importance, there are still many unknowns and conflicting opinions about Swizzling (computer graphics), which makes it necessary to address this issue in detail, analyzing its different aspects and perspectives. In this article, we will explore the different aspects of Swizzling (computer graphics) and its impact on today's society.

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In computer graphics, swizzles are a class of operations that transform vectors by rearranging components.[1] 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.[2] For example, if A = {1,2,3,4}, where the components are x, y, z, and w respectively, one could compute B = A.wwxy, whereupon B would equal {4,4,1,2}. 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 GPGPU applications. [3]

In terms of linear algebra, this is equivalent to multiplying by a matrix whose rows are standard basis vectors. If , then swizzling as above looks like

See also

Z-order curve

References

  1. ^ Lawlor, Orion. "OpenGL ARB_fragment_program Quick Reference ("Cheat Sheet")". University of Alaska Fairbanks. Retrieved 21 January 2014.
  2. ^ "Vec3Swizzles". glam. Retrieved 29 March 2023.
  3. ^ "Introduction to CUDA Programming and Performance Optimization". Retrieved 23 December 2024. (Relevant portion starts around 37min)