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If the image shows perspective and not parallel projection of lines, it is likely to be a solid model.
Within parallel projection there is a subcategory known as "Pictorials".
Parallel projections are also linear transformations and can be represented simply by a matrix.
The layout of cells in this image is similar to the image under parallel projection.
The cell-first parallel projection of the 16-cell into 3-space has a cubical envelope.
And, while the depth confusion problems of parallel projection can sometimes be a problem, good game design can alleviate this.
Mathematically, the parallel projection of the point on the -plane gives .
The tetrahedron-first parallel projection of the truncated 5-cell into 3-dimensional space has the following structure:
Objects drawn with parallel projection do not appear larger or smaller as they extend closer to or away from the viewer.
The vertex-first parallel projection of the 24-cell into 3-dimensional space has a rhombic dodecahedral envelope.
The constants and uniquely specify a parallel projection.
In particular, in 3D it is an affine, parallel projection of an object onto a perpendicular plane.
The layout of the cells within this envelope are analogous to that of the cell-first parallel projection.
It is a form of parallel projection, where the view direction is orthogonal to the projection plane.
The simplest and easiest way to visualise method of scanning is the system of parallel projection, as used in the first scanners.
In the cuboctahedron-first parallel projection of the rectified tesseract into 3-dimensional space, the image has the following layout:
Parallel projections of the duocylinder into 3-dimensional space and its cross-sections with 3-dimensional space both form cylinders.
Oblique projection is a type of parallel projection:
The following is the layout of the cells of the runcitruncated 16-cell under the parallel projection, small rhombicuboctahedron first, into 3-dimensional space:
Parallel projection pictorials rely on the technique of axonometric projection ("to measure along axes").
This decomposition of the cuboctahedron corresponds with the cell-first parallel projection of the 24-cell into three dimensions.
Parallel projections have lines of projection that are parallel both in reality and in the projection plane.
Isometric graphics in video games and pixel art, a near-isometric parallel projection used in computer art.
The geometrical definition of a projected area is: "the rectilinear parallel projection of a surface of any shape onto a plane".
Parallel projection pictorial instrument drawings are often used to approximate graphical perspective projections, but there is attendant distortion in the approximation.