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Swizzling (computer graphics)

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This is an old revision of this page, as edited by 128.32.45.60 (talk) at 01:16, 12 November 2015 (correction: the matrix shown is not a permutation matrix, and swizzling need not be a permutation). 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

.

References

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