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.
Function Base Name | Operation |
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Computes the length of a 2D, 3D, or 4D vector. |
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Computes the squared length of a 2D, 3D, or 4D vector. |
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Computes the dot product of two 2D, 3D, or 4D vectors. |
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Adds two 2D, 3D, or 4D vectors. |
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Subtracts one 2D, 3D, or 4D vector from another. |
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Computes the component-wise minimum of two 2D, 3D, or 4D vectors. |
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Computes the component-wise maximum of two 2D, 3D, or 4D vectors. |
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Multiplies a 2D, 3D, or 4D vector by a constant. |
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Performs linear interpolation of two 2D, 3D, or 4D vectors. |
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Normalizes a 2D, 3D, or 4D vector. |
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Performs the Hermite interpolation of two 2D, 3D, or 4D vectors. |
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Performs the Catmull-Rom interpolation of four 2D, 3D, or 4D vectors. |
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Computes barycentric coordinates of a vector. |
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Computes the cross product of two 2D, 3D, or 4D vectors. |
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Performs an affine transformation of a 2D, 3D, or 4D vector or array of vectors in a Homogeneous coordinate space. |
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Performs an affine transformation of coordinates of a 2D or 3D vector or each vector in an array in a Homogeneous coordinate space. |
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Performs an affine transformation of the normal of a 2D or 3D vector or each vector in an array in a Homogeneous coordinate space. |
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Projects a 3D vector or array of vectors to the screen. |
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Unprojects a 3D vector or array of vectors projected to the screen. |
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Inverts a 4x4 matrix. |
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Initializes the 4x4 identity matrix. |
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Checks whether a 4x4 matrix is the identity matrix. |
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Computes the determinant of a 4x4 matrix. |
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Transposes a 4x4 matrix. |
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Multiplies two 4x4 matrices and transposes the result. |
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Computes the 4x4 scaling matrix. |
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Computes the 4x4 translation matrix. |
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Computes the 4x4 matrix of the rotation around the x, y, or z axis. |
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Computes the 4x4 matrix of the rotation around an arbitrary axis. |
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Computes the 4x4 rotation matrix defined by the Tait-Bryan angles. |
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Computes the 4x4 right-handed or left-handed look-at matrix. |
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Computes the 4x4 matrix of the right-handed or left-handed perspective projection. |
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Computes the 4x4 matrix of the right-handed or left-handed perspective projection based on a field of view. |
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Computes the 4x4 matrix of right-handed or left-handed customized perspective projection. |
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Computes the 4x4 matrix of the right-handed or left-handed orthographic projection. |
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Computes the 4x4 matrix of the right-handed or left-handed customized orthographic projection. |
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