Math Functions for 2D, 3D, and 4D Vectors

This section describes Intel® Integrated Performance Primitives (Intel® IPP) mathematical functions for two-dimensional (2D), three-dimensional (3D), and four-dimensional (4D) vectors.

The Intel IPP math functions for 2D, 3D, and 4D vectors perform the same mathematical operations as the math library contained in the D3DX 10 utility library of the Microsoft DirectX* Software Development Kit, but the Intel IPP functions use a different application programmer interface (API). Therefore, this section does not provide detailed descriptions of some functions. For detailed descriptions of such functions, refer to the documentation on the DirectX* SDK.

Math Functions for 2D, 3D, and 4D Vectors
Function Base Name Operation

Len

Computes the length of a 2D, 3D, or 4D vector.

LenSqr

Computes the squared length of a 2D, 3D, or 4D vector.

DotProduct

Computes the dot product of two 2D, 3D, or 4D vectors.

Add

Adds two 2D, 3D, or 4D vectors.

Sub

Subtracts one 2D, 3D, or 4D vector from another.

Min

Computes the component-wise minimum of two 2D, 3D, or 4D vectors.

Max

Computes the component-wise maximum of two 2D, 3D, or 4D vectors.

MulC

Multiplies a 2D, 3D, or 4D vector by a constant.

InterpolationLinear

Performs linear interpolation of two 2D, 3D, or 4D vectors.

Normalize

Normalizes a 2D, 3D, or 4D vector.

Hermite

Performs the Hermite interpolation of two 2D, 3D, or 4D vectors.

InterpolationCatmullRom

Performs the Catmull-Rom interpolation of four 2D, 3D, or 4D vectors.

BaryCentric

Computes barycentric coordinates of a vector.

CrossProduct

Computes the cross product of two 2D, 3D, or 4D vectors.

AffineTransform

Performs an affine transformation of a 2D, 3D, or 4D vector or array of vectors in a Homogeneous coordinate space.

AffineTransformCoord

Performs an affine transformation of coordinates of a 2D or 3D vector or each vector in an array in a Homogeneous coordinate space.

AffineTransformNormal

Performs an affine transformation of the normal of a 2D or 3D vector or each vector in an array in a Homogeneous coordinate space.

Project

Projects a 3D vector or array of vectors to the screen.

Unproject

Unprojects a 3D vector or array of vectors projected to the screen.

Invert

Inverts a 4x4 matrix.

Identity

Initializes the 4x4 identity matrix.

IsIdentity

Checks whether a 4x4 matrix is the identity matrix.

Det

Computes the determinant of a 4x4 matrix.

Transpose

Transposes a 4x4 matrix.

MulTranspose

Multiplies two 4x4 matrices and transposes the result.

Scaling

Computes the 4x4 scaling matrix.

Translation

Computes the 4x4 translation matrix.

RotationX, RotationY, RotationZ

Computes the 4x4 matrix of the rotation around the x, y, or z axis.

RotationAxis

Computes the 4x4 matrix of the rotation around an arbitrary axis.

RotationYawPitchRoll

Computes the 4x4 rotation matrix defined by the Tait-Bryan angles.

LookAtRH, LookAtLH

Computes the 4x4 right-handed or left-handed look-at matrix.

PerspectiveRH, PerspectiveLH

Computes the 4x4 matrix of the right-handed or left-handed perspective projection.

PerspectiveFovRH, PerspectiveFovLH

Computes the 4x4 matrix of the right-handed or left-handed perspective projection based on a field of view.

PerspectiveOffCenterRH, PerspectiveOffCenterLH

Computes the 4x4 matrix of right-handed or left-handed customized perspective projection.

OrthoRH, OrthoLH

Computes the 4x4 matrix of the right-handed or left-handed orthographic projection.

OrthoOffCenterRH, OrthoOffCenterLH

Computes the 4x4 matrix of the right-handed or left-handed customized orthographic projection.

See Also


Submit feedback on this help topic

Copyright © 2000 - 2011, Intel Corporation. All rights reserved.