jump curve - ορισμός. Τι είναι το jump curve
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Τι (ποιος) είναι jump curve - ορισμός

CUT IN FILM EDITING IN WHICH TWO SEQUENTIAL SHOTS OF THE SAME SUBJECT GIVE THE IMPRESSION OF A JUMP FORWARD IN TIME
Jump-cut; Jump cuts; Jump cutting; Jump Cut; Jumpcut

Epidemic curve         
  • Common source outbreak of Hepatitis A in Nov-Dec 1978
A STATISTICAL CHART USED IN EPIDEMIOLOGY TO VISUALISE THE ONSET OF A DISEASE OUTBREAK.
Epi curve; Epidemiological curve
An epidemic curve, also known as an epi curve or epidemiological curve, is a statistical chart used in epidemiology to visualise the onset of a disease outbreak. It can help with the identification of the mode of transmission of the disease.
Bezier curve         
  • Animation of the construction of a fifth-order Bézier curve
  • cyan: ''y'' {{=}} ''t''<sup>3</sup>}}.
  • Abstract composition of cubic Bézier curves ray-traced in 3D. Ray intersection with swept volumes along curves is calculated with Phantom Ray-Hair Intersector algorithm.<ref>Alexander Reshetov and David Luebke, Phantom Ray-Hair Intersector. In Proceedings of the ACM on Computer Graphics and Interactive Techniques (August 1, 2018). [https://research.nvidia.com/publication/2018-08_Phantom-Ray-Hair-Intersector]</ref>
  • Animation of a linear Bézier curve, ''t'' in [0,1
  • Animation of a quadratic Bézier curve, ''t'' in [0,1
  • Construction of a quadratic Bézier curve
  • Animation of a cubic Bézier curve, ''t'' in [0,1
  • Construction of a cubic Bézier curve
  • Animation of a quartic Bézier curve, ''t'' in [0,1
  • Construction of a quartic Bézier curve
  • Quadratic Béziers in [[string art]]: The end points ('''&bull;''') and control point ('''&times;''') define the quadratic Bézier curve ('''⋯''').
CURVE USED IN COMPUTER GRAPHICS AND RELATED FIELDS
Bezier curve; Bezier curves; Bézier Curve; Bernstein-Bézier curve; Bernstein-Bezier curve; Besier curve; Bezier cubic; Bézier cubic; Bezier splines; Bezier Curve; Cubic bezier; Conic Bezier curve; Conic Bézier curve; Bezier path; Cubic bézier curve; Cubic Bézier curve
<graphics> A type of curve defined by mathematical formulae, used in computer graphics. A curve with coordinates P(u), where u varies from 0 at one end of the curve to 1 at the other, is defined by a set of n+1 "control points" (X(i), Y(i), Z(i)) for i = 0 to n. P(u) = Sum i=0..n [(X(i), Y(i), Z(i)) * B(i, n, u)] B(i, n, u) = C(n, i) * u^i * (1-u)^(n-i) C(n, i) = n!/i!/(n-i)! A Bezier curve (or surface) is defined by its control points, which makes it invariant under any affine mapping (translation, rotation, parallel projection), and thus even under a change in the axis system. You need only to transform the control points and then compute the new curve. The control polygon defined by the points is itself affine invariant. Bezier curves also have the variation-diminishing property. This makes them easier to split compared to other types of curve such as Hermite or B-spline. Other important properties are multiple values, global and local control, versatility, and order of continuity. [What do these properties mean?] (1996-06-12)
Blancmange curve         
FRACTAL WHICH IS CONSIDERED TO RESEMBLE A BLANCMANGE
Blancmange function; Takagi curve; Takagi-Landsberg curve; Midpoint displacement; Takagi fractal curve; Takagi function; Takagi’s function; Takagi Fractal Curve
In mathematics, the blancmange curve is a self-affine curve constructible by midpoint subdivision. It is also known as the Takagi curve, after Teiji Takagi who described it in 1901, or as the Takagi–Landsberg curve, a generalization of the curve named after Takagi and Georg Landsberg.

Βικιπαίδεια

Jump cut

A jump cut is a cut in film editing in which a single continuous sequential shot of a subject is broken into two parts, with a piece of footage being removed in order to render the effect of jumping forward in time. Camera positions of the subject in the remaining pieces of footage of the sequence should vary only slightly in order to achieve the effect. It is a manipulation of temporal space using the duration of a single shot, and fracturing the duration to move the audience ahead. This kind of cut abruptly communicates the passing of time as opposed to the more seamless dissolve heavily used in films predating Jean-Luc Godard's Breathless, which made extensive use of jump cuts and popularized the technique during the 1960s. For this reason, jump cuts are considered a violation of classical continuity editing, which aims to give the appearance of continuous time and space in the story-world by de-emphasizing editing, but are sometimes nonetheless used for creative purposes. Jump cuts tend to draw attention to the constructed nature of the film. More than one jump cut is sometimes used in a single sequence.

Continuity editing uses a guideline called the "30-degree rule" to avoid the appearance of jump cuts. The 30-degree rule advises that for consecutive shots to appear seamless and continuous in time, the camera position must vary at least 30 degrees from its previous position. Some schools would call for a change in framing as well (e.g., from a medium shot to a close up). The idea is to convey to the viewer a different point of view on the action but with the timeline of the action being continuous. Generally, if the camera position changes less than 30 degrees, the difference between the two shots will not be substantial enough, and the viewer will experience the edit as a jump in the position of the subject rather than a change of point of view, which is jarring.

Jump cuts, on the other hand, keep the camera's relationship to the subject the same but jump forward in time in the action.

Although jump cuts can be created through the editing together of two shots filmed non-continuously (spatial jump cuts), they can also be created by removing a middle section of one continuously filmed shot (temporal jump cuts).

Jump cuts can add a sense of speed to the sequence of events.