Swizzling (computer graphics)

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In computer graphics, swizzling is the ability to compose vectors by arbitrarily rearranging and combining components of other vectors.[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}. Additionally, combining two two-component vectors can create a four-component vector, or any combination of vectors and swizzling. 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

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References[edit]

  1. ^ Lawlor, Orion. "OpenGL ARB_fragment_program Quick Reference ("Cheat Sheet")". University of Alaska Fairbanks. Retrieved 21 January 2014. CS1 maint: discouraged parameter (link)

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