漫射環 的英文怎麼說

中文拼音 [mànshèhuán]
漫射環 英文
diffuse ring
  • : Ⅰ動詞(水滿外流) overflow; flood; brim over; inundate Ⅱ形容詞1 (到處都是; 遍) all over the pla...
  • : Ⅰ動詞1 (用推力或彈力送出) shoot; fire 2 (液體受到壓力迅速擠出) discharge in a jet 3 (放出) ...
  • : Ⅰ名詞1 (環子) ring; hoop 2 (環節) link 3 (姓氏) a surname Ⅱ動詞(圍繞) surround; encircle;...
  1. In this engine, we loaded some 3d data models, established 3d terrain, the construction on the ground, the numen of the secene ; made the use of shading model we realized the lighting of the scene, and made the use of the environment texturing mapping we realized the sky box, and mip - maping we realized the rendering of the 3d terrain, which gave us the ideal effect

    系統中實現了載入三維模型文件,建立了三維地形、地面建築物、場景中的精靈;使用光照明模型實現三維場景的照明效果;使用境紋理映技術實現大境天空的渲染,使用mip - map紋理映技術實現三維地形的表面紋理;得到了比較理想的渲染效果,實現了對三維場景的遊。
  2. By taking advantages of epipolar line features and depth discontinuities in reference 中國科學院 軟件 研究所 博士 學位 論文 基于 圖 象 的 快速 繪制 技術 的 研究 images , an efficient inverse wmping algorithm is pfoposed in chapter 3 for gcnerating nagcs of novel views by combining multiple eference images 帆 enhm different vie 呷 oints because continuous segnents determi 。 d by pairs ofedge pixels at co 。 spending epipolar lines are order kept , only pairs of edge pixels in the reference 渝 明 e e necess 叨 口 cowute to obtain generalized disparity of all points in the desired image as a result , sighficant acceleraion could be made in the endering pfo 比 鴕 two accelerating techiq 此 s e presented in this algori 山 mb accelerate the hole illing process his algorithm extends the reference images rom projection of single col : ii ’ ected surface in previously developed nvnverse w 出 下 er to ima 驢 s captured rom complex scene in chapter 4 , an 《 dent ibr method is prese 庇 仙 y takn ull 訕 antage of 呷 bies c 咖 the method can simulate the 3d details on sllri : ace of object successfully he 。 叩 proach , called rered ature mopmp consists of two pans at fst , an origi 。 ltexture with orthogonal displacements per pixel is deco 啊 osed into a series of new t6 刀 mfcs with each 他 lug a given displacement per pixel , called ae , ea atures , or lt hen hese lt e used to render the novel view by conventional texture mapping d avoid gaps n the endered hlla 驢 , some phels are to be interpolated nd extended in the 廠 kaccoding to the depth differe eee between two neighbor pixels in the original texture as these ltlt fc … e much storage nd therefore much time is equired to install ltlt into the text ’ ufc buffec an 舊 thod is pfoposed to co 呷 fcss the ltlt , nd the cottcspondingfclldering method is given experimental esults show that the new method is efficient , especially n rendering those objects with a smaller depth rnge compared withtheir size , such as relief surfaces of building

    與己有的三維變換方法相比較,該方法不但成功地填補了由於投影區域擴張而產生的第一類空洞,而且成功地填補了由於空間深度非連續物體相互遮擋而產生的第二類空洞,從而方便地實現了虛擬境中的遊;基於物體表面深度的連續性,本文提出了一個位移預測方法? ?此方法可以從單幅參考圖象獲得逆映過程中所需要的目標圖象的位移信息,從而大大提高了演算法的效率:與通常的正向映演算法相比,此演算法克服了多幅參考圖象所帶來的計算量成倍增長等問題,而且誤差較小。 2 )基於極線幾何的快速逆映演算法。利用參考圖象的邊界信息與隱含的遮擋關系,以及極線幾何的性質,本文第三章提出了一個基於極線幾何的快速3 『一中國科學院軟體研究所博士學位論文基於圖象的快速繪制技術的研究逆映演算法,從多幅參考圖象精確合成當前視點目標圖象。
  3. By means of hierarchical original environment map the filtering algorithm of diffuse map was improved and accelerated

    通過對原始光照境貼圖進行分級,改進了原有計算貼圖的濾波演算法,提高了運算速度。
  4. A synthetic approach was proposed for rendering diffuse and glossy reflections in real - time by using environment map, which solved the real - time computation of diffuse and glossy reflections under globally incident lighting

    摘要為了解決全局光照下和高光反的實時計算,提出了一種利用境貼圖實現和高光反實時渲染的綜合演算法。
  5. Roughness - controls how quickly the diffuse component blends into the ambient component

    粗糙度控制境光之間過度的銳度。
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