凹映射 的英文怎麼說

中文拼音 [āoyìngshè]
凹映射 英文
[數學] concave mapping
  • : 凹名詞(凹陷的地方, 用於地名) low-lying area; depression (used in place names)
  • : 動詞1. (因光線照射而顯出物體的形象) reflect; mirror; shine 2. (放映) project a movie
  • : 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) ...
  1. Environment mapped bump mapping

    環境
  2. Furthermore, by using the database with increased quantity and details need to handle the datasets which do not fit in ram ( out - of - core datasets ). meanwhile, advances in shading and image quality in general have raised the bar for image quality we would like to achieve in terrain rendering a in this thesis, we propose an efficient hardware - friendly framework - chunked lod, for large - scale terrain real - time rendering. within this framework, the approach for integrating multi - resolution representations of terrain geometry and terrain texture data is presented

    變換和光照( transform & lighting ) 、立方環境材質貼圖( cubicenvironmentmaps ) 、頂點混合( vertexblending ) 、紋理壓縮( texturecompression )和貼圖( bumpmapping ) 、雙重紋理( dualtexture )四像素256位渲染等均可以在gpu中完成,大大減輕了cpu的壓力,對實時圖形渲染產生了深遠的影響,這其中包括實時地形渲染。
  3. The character of surface radiation and energy expended over soil temperature variation is that the temperature variation at surface, 5cm depth and 10cm depth are approximately sine curve on clear and cloudy day while this way the temperature variation at 20cm depth shows small extent anti - phase variation and the temperature under 50cm is no diurnal. in contrast, the temperature at 5m, 10cm and 20cm shows linear decrease and the soil - surface temperature is concaved on rainy day

    地表輻和能量耗散反在土壤溫度變化上的特徵是晴天和陰天地表、 5cm 、 10cm的溫度變化表現為準正玄曲線, 20cm深處的溫度變化呈現出幅度很小的反位向變化, 50cm以下地溫已不存在日變化特徵;雨天5cm 、 10cm和20cm的溫度呈線性遞減,地表溫度表現出由降雨引起的陷現象。
  4. The tmap activities mentioned below are part of the execution phase and are mapped to the corresponding rup activities, shown in table 5

    Tmap活動提到以下是執行階段的部分,並被相應的rup活動,如表5所示。
  5. To realize the illusion of bumpy of geometric surface, traditional bump mapping changes the normals of geometric surface instead of changing the geogetric attributes of body surface

    傳統的凸紋理技術並沒有真正改變物體表面的幾何屬性,而是通過紋理來改變物體表面的法向量,從而實現物體表面具有粗糙感的假象。
  6. During the resent years, bump mapping is one of the hotspot in reasearching the 3d graphics. it is used for rendering the details of geometric surface, which makes the geometric surface look bumpy and increases the fidelity of scene

    凸紋理技術是三維圖形學中近年來研究的一個熱點,它被使用來繪制物體表面的細節,使物體表面看起來具有粗糙感,增加繪制場景的真實程度。
  7. The works in detail are as follows : 1. base on the essential solution for a complete elastic half space impacted by antiplane line source loading at horizontal surface, the essential solution of displacement field for an elastic half space with an arbitrary - shape - canyon impacted by antiplane harmonic line source loading at horizontal surface is constructed by using the method of complex function and conformal mapping

    從完整的彈性半空間表面承受線源荷載作用問題的基本解出發,用復變函數的保角方法獲得含有任意形陷的彈性半空間在其水平面上任意一點承受時間諧和的反平面線源荷載作用時位移場的解答,即本文的green函數。
  8. Parallex bump mapping is a new technology to archive the target that renders wrinkle surface of high quality with a relatively low cost. it uses a much smart way that offsets the surface ' s texture coordinates than the ordinary displacement bump mapping technology that offsets the surface ' s geometry vertex instead. we will propose a bulk of idea to improve this technology ' s performance and quality

    視差紋理技術是新近提出的實現物體表面粗糙感的一種技術,它是對目前因計算量過大而無法應用於實時渲染系統中的位移技術的改進,這種技術不是對物體表面的頂點進行偏移,而是藉助于高度圖對紋理坐標進行偏移,從而近似達到位移技術的效果。
  9. Although some results on convex and concave iterative roots are known, there are no results about convexity for more general iterative equations. in this chapter, convexity of both increasing solutions and decreasing solutions is investigated by the divided difference theory and fixed point theory

    本章在連續函數構成的緊凸集上構造一個連續自運算元,利用均差理論和不動點理論證明了線性型迭代方程的凸解的存在唯一性及連續依賴性。
  10. Then, the typical emboss bump mapping is delivered, so is the dot3 bump mapping that is the main techmology used in graphics card. they are discussed fully, which is based on the principle of them. and the pros and cons of them are discussed in detail

    接著介紹了比較典型的浮雕凸紋理技術和現在主流顯卡採用的點乘凸紋理技術,從實現的原理入手對二者進行了詳細的論述,並對二者的優缺點進行了細微的比較。
  11. First of all, the common color texture mapping, anti - aliasing technology and multitexture mapping which are the foundation of realizing bump mapping are introduced

    本文首先介紹了普通的顏色紋理技術,反走樣技術和多重紋理技術,它們是實現凸紋理技術的基礎。
  12. 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,本文闡述了真實感三維模型生成理論,著重論述了採用紋理來代替多邊形建模的技術,運用凸紋理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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