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The three dimensional Cartesian coordinate system provides the three physical dimensions of space — length, width, and height (x,y,z) |
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In computer graphics, z-buffering is the management of image depth coordinates in three-dimensional (3-D) graphics, usually done in hardware, sometimes in software. It is one solution to the visibility problem, which is the problem of deciding which elements of a rendered scene are visible, and which are hidden. The painter's algorithm is another common solution which, though less efficient, can also handle non-opaque scene elements. Z-buffering is also known as depth buffering. |
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A zoetrope is a device that produces an illusion of action from a rapid succession of static pictures. The term zoetrope is from the Greek words zoe, "life" and trope, "turn". It may be taken to mean "wheel of life" or "living wheel."
It consists of a cylinder with slits cut vertically in the sides. Beneath the slits on the inner surface of the cylinder is a band which has either individual frames from a video/film or images from a set of sequenced drawings or photographs. As the cylinder spins the user looks through the slits at the pictures on the opposite side of the cylinder's interior. The scanning of the slits keeps the pictures from simply blurring together so that the user sees a rapid succession of images producing the illusion of motion, the equivalent of a motion picture. Cylindrical zoetropes have the property of causing the images to appear thinner than their actual sizes when viewed in motion through the slits. |
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Shot where you 'zoom in' from a mid-shot or long shot to a close up or 'zoom out' from close up to mid-shot or long shot. |
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Forsats til objektiv som muliggjør en kontinuerlig variasjon av brennvidden innenfor et begrenset område. |
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Objektiv som har mulighet for kontinuerlig variasjon av brennvidden innenfor et begrenset område. |
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