Swizzling (computer graphics)
- Swizzling (computer graphics)
In computer graphics, swizzling means rearranging the elements of a vector [http://www.cs.uaf.edu/2005/fall/cs301/support/glfp/] . For example, if A = {1,2,3,4}
, where the components are x, y, z, and w respectively, you could compute B = A.wwxy
, whereupon B
would equal {4,4,1,2}
. This is common in GPGPU applications.
In terms of linear algebra, this is equivalent to multiplying by a matrix of zeros and ones such that each row has exactly one one. If , then swizzling as above looks like:.
ee also
*Binary matrix
External links
* [http://www.opengl.org/registry/specs/NV/vertex_program.txt OpenGL Vertex Program documentation]
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2010.
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