直線點緩行器 的英文怎麼說

中文拼音 [zhíxiàndiǎnhuǎnháng]
直線點緩行器 英文
tangent point retarder
  • : Ⅰ形容詞1 (成直線的; 硬挺的) straight; stiff 2 (跟地面垂直的; 從上到下的; 從前到后的) erect; v...
  • : 名詞1 (用絲、棉、金屬等製成的細長的東西) thread; string; wire 2 [數學] (一個點任意移動所構成的...
  • : Ⅰ名詞1 (液體的小滴) drop (of liquid) 2 (細小的痕跡) spot; dot; speck 3 (漢字的筆畫「、」)...
  • : Ⅰ形容詞1 (遲; 慢) slow; unhurried 2 (緩和; 不緊張) not tense; relaxed Ⅱ動詞1 (延緩; 推遲) d...
  • : 行Ⅰ名詞1 (行列) line; row 2 (排行) seniority among brothers and sisters:你行幾? 我行三。where...
  • : 名詞1. (器具) implement; utensil; ware 2. (器官) organ 3. (度量; 才能) capacity; talent 4. (姓氏) a surname
  • 直線 : 1. (不彎曲的線) straight line2. (急劇的) steep; sharp
  1. Directly painting textures on top of 3d objects in 3d perspective viewport is a new issue of human - computer interface ( hci ). this paper presents a method to solve this issue. it converts the position information of the texture pixels of texture map into color information , and then transfers both the coordinates and the color of texture pixels into screen through texture mapping at the same time. only is the color information of texture pixels converted into illumination by calculating the normal and the angle of ray incidence of the screen pixel in the method. the texture coordinates are firstly converted into the color information by generating another texture map , which is called information map whose pixels ' color represents the coordinates information. and then the corresponding texture coordinates are mapped into screen reference frame by texture mapping and stored into information buffer for later use. so we can obtain the texture coordinates of screen pixels correspondingly by decoding from information buffer. after optimizing , we can paint textures on top of 3d objects in 3d perspective viewport in real time. the paper also gives some examples and related definitions of using additional information of 2d texture map for 3d graph generating

    針對三維逶視投影視圖中對三維物體表面紋理接進噴繪,以獲得復雜紋理圖這一計算機圖形交互技術這一新問題,研究了一種將紋理圖的象素位置信息轉換成彩色信息,然後利用紋理映射將紋理坐標連同該上的顏色值一起傳遞到與屏幕象素對應的可見上的方法,其中顏色值依該處的入射光方向和表面法向被進一步轉換為光強值,而紋理坐標則被解碼后還原成與該可見對應的紋理坐標,被存入信息中,供以後使用,通過解碼,可根據屏幕接得到對應紋理象素的坐標,經過演算法優化,實現了對三維物體表面紋理的實時噴繪;同時闡述了在三維圖象生成技術中使用附加紋理信息的應用實例以及相關定義
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