Swizzling (computer graphics)

In computer graphics, swizzling means rearranging the elements of a vector.[1] 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 whose rows are standard basis vectors. If , then swizzling as above looks like

.

References

  1. Lawlor, Orion. "OpenGL ARB_fragment_program Quick Reference ("Cheat Sheet")". University of Alaska Fairbanks. Retrieved 21 January 2014.


This article is issued from Wikipedia - version of the 11/12/2015. The text is available under the Creative Commons Attribution/Share Alike but additional terms may apply for the media files.