紋理角 的英文怎麼說
中文拼音 [wénlǐjiǎo]
紋理角
英文
texture corners-
Types of facial makeup in operas initial role is exaggerated her role with striking places and face the veins, using exaggerated by the performance of dramatis personae of personality, psychological and physiological characteristics, and using this to the entire drama circumstances, but later types of facial makeup in operas by kan to complex, from rough to the small, youbiaojili, from shallow to deep, itself becoming a nation of characteristics, to the facial expression means for the pictorial arts
臉譜最初的作用,只是誇大劇中角色的五官部位和面部的紋理,用誇張的手法表現劇中人的性格、心理和生理上的特徵,以此來為整個戲劇的情節服務,可是發展到后來,臉譜由簡到繁、由粗到細、由表及裡、由淺到深,本身就逐漸成為一種具有民族特色的、以人的面部為表現手段的圖案藝術了。The experiment datum indicates that the feature parameters of mrf model have the rotative invariability for the texture image with small angle rotation
研究了小角度的旋轉和圖像噪聲污染對馬爾可夫隨機場模型的紋理特徵的影響。Opengl functions are performed to draw triangles, paste pictures on models, and simulate the real light rays to get realistic stereo graphic interface in virtual environment. windows socket middle ware - ndk 2. 0 is used to build the network structure
針對真實感圖形界面的要求,利用opengl強大的繪圖功能,進行三角形的繪制、紋理的貼圖、光照的模擬,並採用時分製法和分光法實現了立體顯示,使系統逼真可信。It is natural to extend this algorithm to 3d triangular mesh and output the texture coordinates for each triangle vertex
該演算法可以自然擴展到三維三角網格,以三角面片作為合成單元,合成后直接輸出每個頂點的紋理坐標。Interpolation of user - provided vectors provides a smooth vector field capable of being used to guide the change of directions and scales in texture synthesis
根據用戶在此三角網格上指定表示紋理方向和大小的矢量來插值生成矢量場,用以控制合成紋理的變化。By an investigation to various examples, it is found that the texture distortion is mainly produced from the discord of direction variation between texture and surface geometric, incurred by the simplification to the surface
從另一個角度對紋理扭曲的產生原因進行了分析,認為紋理扭曲主要是由於簡化導致模型表面幾何方向變化和紋理方向變化不一致造成的。演算法因此根據幾何和紋理方向變化來度量紋理扭曲的程度。The pad is smooth on one side to lift away dirt, oil and makeup and textured on the other side to gently exfoliate and smooth away dry patches
粗紋理面可輕柔地擦拭角質皮脂等污垢;幼紋理面則能深入清潔毛孔,卸除臉部所分泌的油脂和化妝品等污垢。Perspective correction is a process of interpolating texture coordinates prior to sampling a texture so that a polygon that is angled away from the camera is stretched correctly for the apparent depth of the polygon
透視修正是一種在對紋理進行采樣之前對紋理坐標進行插值計算的過程,這樣,對于偏離鏡頭方向一定角度的多邊形,才能使其在視深范圍內正確伸展。( 2 ) directionality is one of the basic texture characters, in order to use this character, texture image is convoluted with laws models
( 2 )方向性是紋理的一個基本特徵。為了利用這種特性,將紋理圖像和laws模板相卷積,分別濾出圖像的水平邊緣、垂直邊緣和對角邊緣。Lastly, aiming at the poor results which all current algorithms do for directional textures, and cannot synthesis texture directly, aiming at the particularity of this kind of textures, we bring forward the conceptions of non frontal parallel textures and frontal parallel textures. by analyzing texture ' s direction through fourier spectrum, we introduce the conception of main direction, and solve the approximation value of texture ' s main direction by discrete approximated approach. by this way, we can synthesis indirectly simple structural non frontal parallel textures
最後針對現有演算法對帶有方向的紋理合成效果差,無法直接合成紋理圖像的難點,本論文首先提出了非正平行紋理與正平行紋理的概念,分析了它們之間的內在聯系,引入了兩個角度參數來描述紋理的朝向,採用傅立葉頻譜法分析紋理的方向特性,並提出了紋理主方向的概念,本論文引入離散逼近的方法來求解出紋理主方向的近似值,這樣我們就能用一種間接的方法合成簡單的結構性非正平行紋理。An approach of texture mapping based on triangulation is presented
摘要提出一種基於三角劃分的紋理映射演算法。In this thesis, we propose a new spherical. harmonics based 3d texture model - illumination - dependent texture ( idt ). this texture model concentrates on presenting the 3d surface detail effects due to light movement, and ignores the effects caused by variation of viewing direction
本文提出了一種新的基於球面調和函數分析的3d紋理技術?光照相關紋理,著重表現3d紋理表面在不同光照下的視覺效果,同時忽略視角因素的影響。It processes these data that gathered from the optical measurement system or other 3d measuring apparatus directly without the preprocessing of wiping off noise points. user can define the resolution of the exported triangle mesh through setting a few parameters. it still can process other information of the points of cloud except for the x, y, z coordinates, such as color information ( rgb )
它可以直接處理來源於光學測量系統或者其他的一些三維測量系統的數據,而不用經過去除雜點的數據預處理過程;輸出三角形網格的解析度可以由用戶通過設置一些參數來進行控制;這個演算法還可以處理一些來自於點雲的點所帶的除了( x , y , z )坐標以外的一些信息,比如說顏色信息( rgb )等;此外我們還提供了幾種可以實現的紋理映射( texturemapping )的思路。It is one of those techniques that look good in tech demos, papers with specific scenes, textures and viewpoints. but not in general
不一般的視差貼圖,要集合良好的演示技術,特定布景,對象紋理和觀察視角。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型,並從採集的圖像中提取真實紋理,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,為三維模型添加紋理,得到具有真實感的外觀模型。In the process of developing the system, the paper discusses in - depth some key technologies such as spatial index of triangulated irregular network ( tin ) data, the integration of multi - source data, the process of dem & texture data, the application of lod in real - time animation, the technique of clipping in 3d landscape, the stereo synchronizati on, the multithreading
在系統開發過程中深入研究了幾項關鍵技術:三角網索引、多源數據的集成、數字高程模型與紋理數據的處理、實時動畫中的lod 、三維景觀中的裁剪、立體同步以及多線程。Where is the top left corner ? where does the texture begin
左上角在哪裡?紋理從哪裡開始?The mainly method is using different image processing methods to enhance character ’ s corner, color and texture features, then classifying text and background to form the candidate regions, then rectifying the real text area through the postprocess. in this thesis, we study on text detection
文本提取的研究思路主要集中於應用各種圖像處理的方法將文字區域的邊角特徵、色彩特徵和紋理特徵突出,然後根據一定的分類演算法來劃分候選的區域,經過進一步的后處理來最終確定實際的文本區域。And then in - depth researches are made in vehicle recognition features extraction and recognition method. in addition, a vehicle target recognition method with neural network is tested. the main results are as follows : 1
主要內容如下: 1 .本文所處理的數據源隨著拍攝時間的變化視頻圖像的亮度有很大的差異,而且拍攝背景比較復雜,同一車輛目標在不同角度和姿態下其光照與紋理也有較大的變化。In this paper, we bring forward several new opinions and algorithms on tsfs. firstly, we introduce the development in the area of texture synthesis. secondly, we analyze existent algorithms on tsfs deeply, expatiate on the contents of texture character, present the standard and method in identifying texture character, and summarize the process of tsfs using texel
本文首先介紹了紋理合成技術的發展,其次從合成質量的角度對現有基於樣圖的紋理合成演算法進行了深入的分析,闡述了紋理特徵應包括的內容,提出了識別紋理特徵的目標和直接識別的方法,並總結了用紋元合成紋理的過程;然後本文提出了一種新的紋理合成演算法。分享友人