真實紋型 的英文怎麼說

中文拼音 [zhēnshíwénxíng]
真實紋型 英文
true pattern
  • : Ⅰ形容詞(真實) true; genuine; real Ⅱ副詞1 (的確; 實在) really; truly; indeed 2 (清楚確實) cl...
  • : Ⅰ形容詞1 (內部完全填滿 沒有空隙) solid 2 (真實; 實在) true; real; honest Ⅱ名詞1 (實際; 事實...
  • : 名詞(花紋; 紋縷兒) lines; veins; grain
  • 真實 : true; real; authentic
  1. Modeling : this thesis develops a method different from traditional techniques that begins with the cylindrical projection of a generic model and its seamless global texture map using multiresolution technique, and then automatically fit the unwrapped cylindrical projected mesh to the texture map with an improved algorithm that based on 2d morphing to specify corresponding feature points ( or lines ). finally, we propose a formula of inverse cylindrical projection to recompose the deformed mesh, and after the texture mapping a photo - realistic individual facial model is created

    採用多解析度技術構造理無縫拼接圖,然後把三維網格模投影到圓柱面上並展開,根據二維圖象變形技術中特徵點匹配演算法的數學思想,將匹配公式進行改進后應用於模網格點的適配,在作了一定假設后推導出逆向圓柱映射的計算公式,再將適配后的柱面網格映射回去,最後進行理映射生成感的特定人臉的三維模
  2. The coming of eyebrow tattoo machine indicates global beauty industry has entered a bran - new field, as well as brings hope for those who yearn for a pair of real, nature and individual pretty eyebrow and lip

    眉機的問世,標志著全球美容業進入了一個嶄新的領域,同時也為一些渴望擁有一對兒自然、又極具個性化漂亮眉及唇的朋友們帶來了希望。
  3. First, the system builds the model of the bank and bottom of river, according to the river ’ s information and the information of the scene on the two side of the river. second, i read and preprocess the model file data and implement the organization and encapsulation about the space data of the virtual river. in the end, adopting to use these rending technology, such as show list, priority texture, and level of detail, i realize the real - time and vivid showing of the three dimension river ’ s virtual scene and provide abundant ways of people ’ s interacting with the virtual scene, on base of sufficiently making use of the memory of vision card and the cpu of the computer

    它主要融合虛擬現技術、三維數據可視化技術、面向對象的設計和編程技術,在vc + +平臺上,利用opengl三維圖形開發庫,以的城市河道現狀信息和周邊景物信息為依據,對河道、河底的三維空間數據進行三維幾何建模;然後通過讀取和預處理模文件數據,現虛擬場景空間數據的組織和封裝操作,並對空間數據進行優化;最後採用顯示列表、理優先級、細節層級模( lod )等渲染技術,利用opengl的渲染特性,在充分發揮顯卡內存、處理器等各種軟硬體資源的基礎上,現三維河流時逼感虛擬場景顯示,並提供豐富的人機交互手段。
  4. In this process, the 80 selected buildings structures including declared monuments were modelled as wire - frames in traditional vector format with reference to building plans. texture mapping technique was then applied to the wire - frames to generate realistic appearance for these buildings structures

    在第二階段須以傳統的向量方法,按照建築圖則為八十幢被選出的建築物構造物(包括多項法定古跡建築物)製作線狀框架模,然後使用理拼貼技術( texturemappingtechnique )來塑造一個有感的建築物外觀。
  5. On the base of matching accurately, 3d models are reconstructed by reconstructing space points and method of surface reconstruction. then, third dimension 3d models are reconstructed by using textures from the images. then, application of 3d reconstruction in the visual museum is research

    在精確匹配點集的基礎上,通過空間點重建和表面重建法重建出目標對象的三維模,並從採集的圖像中提取理,對圖像進行二維三角化,三角化的二維點列再影射到三維空間,為三維模添加理,得到具有感的外觀模
  6. We use computer to model 3 - d yams, process texture image data and produce image of visual effect by computer graphics, according the knitting pattern, in simulation of fabric

    織物模擬技術利用計算機建立紗線三維模,處理紗線理數據,根據織物編織模式,再結合計算機圖形繪制技術,表現織物的感視覺效果。
  7. After introducing the characters of the facial expression, the head frame including facial modeling is discussed in detail first, then we construct the parameterization of the head frame, as well as the transform, shading, li ghting of the facial model. the frame of the eyes and the mouth are mainly introduced. based on the theory of the facial action unit, we propose a simplified muscle movement model, in which the movement of the control points reflects the transform of the action units

    其中重點介紹了嘴巴和眼睛的線框以及臉部線框的局部細分方法;然後介紹了臉部表情運動單元的規則,並且分析了國內外學者提出的各種肌肉運動模,根據表情製作的需要,提出了一種簡化的肌肉運動模,即用控制點的位移來反映運動單元的變形,因為控制點的位移比較容易從圖像分析的過程中提取;最後介紹了感表情製作中用到的理映射演算法,運用au產生表情動畫的方法,並給出了驗結果。
  8. 3. the models reality has been increased by applying color, texture, hidden - surface removal, material and lighting

    ( 3 )採用了增加顏色、理、消隱、材質和光照技術來加強三維幾何模感。
  9. Hidden - surface removal is to eliminate the solid objects surfaces which are obscured by others. texture mapping is to apply textures to points, lines, polygons, bitmaps, and images to improve the reality of models and decrease the procedure of drawing geometric models. a model " s material properties determine how it reflects light

    利用消隱函數消除不可見的線面;利用理映射函數對模進行理貼圖,增加了模感,並減少了建模的難度;利用材質函數為模指定材料的屬性;利用光照函數表示模所處的光照條件和環境。
  10. Furthermore, unlike other algorithm, it is free of the definition of weight and estimation of parameters in order to get a realistic image, it is necessary to do processing works, such as transform of plot, hidden - line elimination, illumination, texture mapping, to the 3d models constructed through interpolation

    通過插值建立它的三維模后,要得到感圖像,還必須對三維模施以繪圖變換、消隱、光照、理映射等處理。
  11. At last the realistic rendering of tree is taken by the way of illumination, texture mapping and model reduction

    最後,從光照、理映射及模簡化等方面對樹木進行感繪制。
  12. In this thesis, we propose several pre - computing and sampling strategies for walkthrough system rendering, natural surface rendering with real - world material and 3d texture, and rendering with global illumination effects respectively. we also introduce efficient rendering methods, which work with these pre - computing and sampling strategies, and perform real - time realistic image rendering successfully

    本文在漫遊系統繪制,物體表面復雜材質和3d理的繪制,全局光照模繪制等領域提出了相應的預計算采樣策略,以及快速的繪制方法,成功地現了時的高感圖像繪制。
  13. Taken the poyang lake region as test site, we firstly build the lod models ( including terrain and culture feature data ) based on viewpoint. secondly, we adopt active surface definition, a real - time framework, to manage the terrain data, and then apply clip texture to efficiently manage the high - resolution textures. thirdly, the parallel processing technology is used to deploy the scene database dynamically and optimize real - time simulation graphics, which result in higher fidelity and better simulation effects in the virtual scene we finally built up

    首先建立基於視點的lod模(包括地形和地物) ,然後採用活動表面定義( activesurfacedefinition )這一時架構來管理地形數據的調度,並結合剪切理( cliptexture )技術對高解析度理數據進行有效的管理,以及利用并行處理技術對場景數據庫進行動態調度管理和時模擬圖形優化處理,從而建立感強、模擬效果佳的大規模虛擬場景,有效地解決了這一問題。
  14. Texture mapping technology, deleting hiding side and reducing the number of model ’ s segment, which are three methods to reduce the number of polygons of models to improve visual effect, were focused on in this thesis

    本論文重點研究了理映射技術、刪除隱藏面、減少模中段數的方法,在保證一定感要求下大量減少模中多邊形的數量,以滿足系統對時性的要求。
  15. Firstly, the creation and rendering theory of 3d model is introduced, as a part of which the technique of substituting texture mapping for polygonal modeling is discussed in detail. bump mapping, as an emphasis, is studied to represent the concavo - convex detail of rivets and screws on the surface of first - segment, second - segment, third - segment and cowling of launch vehicle

    首先,本文闡述了感三維模生成理論,著重論述了採用理映射來代替多邊形建模的技術,運用凹凸理映射技術來表現火箭箭體一子級、二子級、三子級和整流罩表面鉚釘、螺絲釘和?架等表面細節。
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