Hans B. Pacejka: Difference between revisions

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In [[computer graphics]], '''swizzling''' means rearranging the elements of a vector.<ref>{{cite web | url=http://www.cs.uaf.edu/2005/fall/cs301/support/glfp/ | title=OpenGL ARB_fragment_program Quick Reference ("Cheat Sheet") | publisher=University of Alaska Fairbanks | accessdate=21 January 2014 | author=Lawlor, Orion}}</ref> For example, if <code>A = {1,2,3,4}</code>, where the components are <code>x</code>, <code>y</code>, <code>z</code>, and <code>w</code> respectively, you could compute <code>B = A.wwxy</code>, whereupon <code>B</code> would equal <code>{4,4,1,2}</code>. This is common in [[GPGPU]] applications{{Examples|date=March 2010}}.
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In terms of [[linear algebra]], this is equivalent to multiplying by a [[permutation matrix]]. If <math>A=(1,2,3,4)^T</math>, then swizzling <math>A</math> as above looks like
:<math>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}</math>.
 
==References==
{{reflist}}
 
==External links==
* [http://www.opengl.org/registry/specs/NV/vertex_program.txt OpenGL Vertex Program documentation]
 
[[Category:Computer graphics]]
 
 
{{Compu-graphics-stub}}

Latest revision as of 20:09, 6 November 2014

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