Jump to content

Swizzling (computer graphics)

From Wikipedia, the free encyclopedia
This is an old revision of this page, as edited by Arjun G. Menon (talk | contribs) at 03:02, 6 August 2012 (fixed var order, highlited variables in text). 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.xyzw, 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 of zeros and ones such that each row has exactly one one. If , then swizzling as above looks like

.

See also