Aliasing in 3D Spherical Coordinates
{"Image DocumentName": "Aliasing in 3D Spherical Coordinates", "Image ImageDescription": "The first sure-fire way to generate an alias is to add a multiple of 360\u00b0 to either angle. This is really the most trivial form of aliasing and is caused by the cyclic nature of angular measurements. The other two forms of aliasing are a bit more interesting, because they are caused by the interdependence of the coordinates. In other words, the meaning of one coordinate r depends on the values of the other coordinate(s) \u2013 the angles) This dependency created a form of aliasing and a singularity: Chapter 7 Notes. 3D Math Primer for Graphics & Game Dev.", "Image XResolution": "37", "Image YResolution": "37", "Image ResolutionUnit": "Pixels/Centimeter", "Image Software": "SlidePlayer", "Image YCbCrPositioning": "Centered"}