Jump to content

Swizzling (computer graphics)

From Wikipedia, the free encyclopedia

This is an old revision of this page, as edited by 4.7.145.112 (talk) at 16:40, 18 March 2020. The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

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[example needed].

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

References

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

External links