object rendering 中文意思是什麼

object rendering 解釋
對象表達
  • object : n 1 物,物體,物件。2 目標 (of; for); 目的,宗旨。3 【哲學】對象,客體,客觀 (opp subject); ...
  • rendering : n. 1. 翻譯,譯文;表現,描繪;演出,演奏。2. 提煉,煉油,熬油。3. (墻壁的)初塗,打底;粉刷;抹灰。4. (滑車上繩索的)放出。
  1. First, this dissertation gives a geometrical projection - based 3d warp algorithm, which has proved the feasibility to bring the studying method of ibr into geometry models - based modeling and rendering. it is an all - purpose algorithm, which can perform coordinate warping under different projection for scene and object models, and, this algorithm can perform color warping according to lighting characteristics

    演算法的提出證明了將圖像繪制的研究方法引入幾何繪制領域的可行性,演算法通用性好,對場景模型與對象模型均能夠依據不同的投影關系進行圖像的坐標變換,同時,演算法還能夠依據光照特性對象素點顏色值進行變換。
  2. Colour rendering ; method of specifying object - related colour reproduction in multicolor printing

    現色性.套色印製中有關對象彩色再現的規定方法
  3. 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環境中的漫遊;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射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:與通常的正向映射演算法相比,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射演算法。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射演算法,從多幅參考圖象精確合成當前視點目標圖象。
  4. The difference that my system differs from autolisp and ads which takes the design method facing to the process is to adopt the objectarx which designs procedure by facing to the object, and to study and exploit the software system of cad which is much more suitable for kitchen furniture, and the software system possesses some innovation and practicability ; at the same time, with the advanced developing language visual c + + 6. 0, and with the utilization of the openness of autocad 2000, the software is developed by the second exploitation ; and my system adopts the standard applied software style and the friendly designed dialogue interface about windows, this makes the users " operation easier ; finally the furniture that is designed is endowed with materials and rendering, and then put into the virtual environment for proceeding the animated show

    系統不同於以往autolisp和ads都是面向過程的設計方法,而是採用了objectarx面向對象程序設計的方法,研究利開發出了更適合廚房傢具的cad軟體系統,具有一定的實用性和創新性;同時,結合先進的開發工具包軟體visualc + + 6 . 0 ,利用autocad2000對系統的開放性對其進行二次開發:採用標準的windows應用軟體風格、友好的對話框設計界面,使用戶的操作簡單容易;最後將設計好的傢具在3dviz軟體中進行材質的選擇和渲染,然後放置於利用3dviz製作的虛擬環境中進行動畫展示。
  5. Of course, shading of the object hit by a light ray will be about mixing all these phenomenon at once during the rendering

    當然,在渲染期間被一光束照射的物體的明暗處理(著色)將會一次性混合所有這些現象。
  6. Object that determines the peripheral rendering for

    對象的引用,該對象確定區域中
  7. What you ' re doing, in fact, is rendering an object once, and then reusing it in several subsequent frames at almost zero cost

    你正在做什麼,事實是,渲染對象一旦進行,接下來的重新使用,對于隨后渲染的幾幀圖像而言幾乎就是零成本。
  8. The theory of scene simulation was introduced first. then the object - oriented graphics rendering engine ( ogre ) was studied and the proper style was selected. the methods of the real time and vivid scene creation are discussed in detail based on the engine

    本文針對這種視景模擬技術,重點研究了ogre ( object - orientedgraphicsrenderingengine )圖形渲染引擎,探討了在該引擎下實時、逼真的視景生成技術和方法,並在火箭視景模擬系統中得到了應用。
  9. An object distribution method fit to retained - mode parallel rendering system is presented and implemented which includes the mechanisms of object definition, object creation, remote calling, object deletion and synchronization

    提出並實現了一個適應保留模式并行繪制系統的對象分佈方案,包括對象定義、創建、遠程調用、刪除、同步等機制。
  10. Object contains information about how bitmap and metafile colors are manipulated during rendering

    對象包含有關在呈現時如何操作位圖和圖元文件顏色的信息。
  11. Very often you need to have a environment which reflects on your object to achieve a good rendering

    (通常你需要為反射指定一個環境以達到更好的渲染效果。
  12. These files, which are in a proprietary format, contain a series of information that links the object definitions and physical objects into the content framework for rendering content

    這些文件具有一種專用的格式,包含一系列信息,這些信息將對象定義和物理對象鏈接到內容框架中,以呈現內容。
  13. All algorithms that introduced hi my paper focus on the hollow hull of object, and the calculations are a series of intersection of face and line that have no ply. and by employing the topology information that come with the points since their generation, we can get the surface polygonal mesh without triangulation and reduce the time used in reconstruction of visual hulls and help to realize real - time rendering

    本文提出可見殼的生成演算法都是建立在無厚度的平面直線求交計算上,完全避免了對物體內部的冗餘區域的計算,同時利用物體表面點集與生俱來拓撲信息,恢復物體表面的多邊形網格,在一定精度范圍內可以避免對散亂點集進行三角剖分,減少可見殼的生成時間並有助於實時繪制的實現。
  14. Both are used to separate the responsibility for rendering pages from the model and controller. both accept objects passed into them as an input argument, both allow inserting string values within code " expressions ", and allow direct use of java code to perform loops, declare variable, or perform logical flows " scriptlets ". both are good ways of representing the structure of a generated object web page, java class, or file while supporting customization of the details

    Jet與jsp非常類似:二者使用相同的語法,實際上在後臺都被編譯成java程序;二者都用來將呈現頁面與模型和控制器分離開來;二者都可以接受輸入的對象作為參數,都可以在代碼中插入字元串值(表達式) ,可以直接使用java代碼執行循環、聲明變量或執行邏輯流程式控制制(腳本) ;二者都可以很好地表示所生成對象的結構, ( web頁面、 java類或文件) ,而且可以支持用戶的詳細定製。
  15. Object is not being used for the rendering in a standard zone

    對象並不用於在標準區域中呈現。
  16. Now that you have the impostor texture ready for use, rendering it is simply a matter of placing a viewport - aligned sprite where your 3d object used to be

    既然你已為使用視點替用特效紋理做了必要的準備,在你3d對象的位置渲染一個對齊視窗的精靈應是件很簡單的事。
  17. This single chrome object handles the chrome details and the rendering for all the part controls in the zone

    這個鑲邊對象處理鑲邊詳細信息,並負責為區域中的所有部件控制項進行呈現。
  18. This is the minimum access that the user must have if they are going to choose the workplace web content management object for use in either the local or the remote rendering portlet

    如果用戶準備選擇workplace web content management對象用於本地或遠程呈現portlet ,這是用戶必須具有的最小訪問權。
  19. The present research status and some methodologies about the 3d reconstruction and visualization are introduced in this paper, while three important contents, i. e., image pre - processing, 3d reconstruction and 3d reveal are more concerned. image pre - processing includes interpolating, filtering, gray adjusting, rotating, zooming, selecting voi and reducing elements which are very important for the next step. the work of this paper use marching cubes ( mc ) algorithm to reconstruct the 3d object after analyzing the volume rendering method and the surface rendering method

    在二維圖像預處理方面討論了濾波、灰度修正、旋轉和縮放、感興趣區域voi ( volumeofinterest )的提取、減少體數據集中象素的數目、層間插值等,這些處理可以減少噪聲的干擾,使物體的特徵更加突出、需要處理的數據大大減少、節省存儲空間、加快繪制速度,這些處理對於後一步的三維重建是非常必要的;在三維重建方面,分析了面繪制和體繪制各自的優點和缺點,選取了面繪制中經典的mc演算法實現三維重建;在三維顯示中實現對體數據的顯示、剝離顯示、旋轉、等值面顯示、沿x 、 y軸的剖切顯示、光照顯示等效果。
  20. Allows applications to specify and obtain matrix transformations, for example, the world, view, and transformation matrices used for direct3d object rendering

    允許應用程序指定並獲得矩陣轉換,如direct3d對象呈現所使用的世界矩陣、視圖矩陣和轉換矩陣。
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