畫網格 的英文怎麼說
中文拼音 [huàwǎnggé]
畫網格
英文
gridding-
A grid is superimposed on the region of interest.
在所考慮的區域上勾畫一個網格。Parent the spot to the grid, select the grid and in the object context anim settings panel ( f7 ) press duplivert and rot
將聚光燈附著在網格上,選擇網格,並且在對象上下文動畫設置面板( f7 )中按下垂直復制和旋轉。In the second level, it used stressful grids characteristic to class accurately and in the third level, used neutral network tools and gives the last output
第二級,使用筆畫密度特徵和比畫四分解的彈性扇形網格特徵進行細分。Morphing is the continuous smooth and natural transformation of a source object into a target object, where the object can be a numerical image, curve, surface, mesh, etc. morphing has very wide use in many areas, such as computer graphics, animation design, industrial modeling, science computation visualization, film stunt, etc. this paper makes researches on the morph of compatible planar triangulations and that of planar polygons, and the main results are as follows : 1 ) morph of compatible planar triangulations : this paper presents a convexity - preserving method for morphing compatible planar triangulations with different convex boundaries
變形,是指從初始物體到目標物體的連續、光滑、自然的過渡(這里的物體可以是數字圖像、曲線、曲面、網格等) 。變形在許多領域有著十分廣泛的應用,如計算機圖形學、動畫設計、工業造型、科學計算可視化、電影特技等。本文對同構平面三角網格的變形和平面多邊形的變形進行了研究,主要的研究結果如下: 1 )同構平面三角網格的變形:提出了具有不同凸邊界的同構平面三角網格的保凸變形方法。The larger the set of grid points, the higher the computational demand, the finer the model resolution and the more details in the future state of the atmosphere can be described
網格點數量愈多,電腦運算量愈大,模式解析度愈高,愈能夠細致地勾畫出未來的大氣狀況。According to stroke distributing characterisitic and topologic correlation of chinese characters, we present a new method based on elastic mesh and related fuzzy feature
根據漢字筆畫分佈特點及拓撲結構的相關性,提出了一種新的基於彈性網格及其相關模糊特徵的提取方法。But after the safety premium and after - tax cash flow advantage are considered, the explanation of the wealth transferring effect is enhanced. the above research does not consider the restriction of hard call requirement and soft call requirement on call behavior, and the call notice period is only analyzed with experiences. therefore, starting from the pricing model and after considering the restrictions of various convertible bonds contracts, this article proceeds to build a model based on binomial tree, calculate the value of convertible bonds using the numerical method of forward shooting grid and gain the operation principle of optimal call of corporations
上述的研究沒有考慮硬贖回要求和軟贖回要求對贖回行為的限製作用,對贖回通知期的考察也只是採取了一個經驗值來刻畫,因此本文接著從定價模型出發,在綜合考慮了各種可轉換債券合約對贖回行為的限制條款后,構建了一個基於二叉樹模型並應用向前網格射擊的數值方法來求解可轉換債券的價值,並推導出了公司的最優贖回運演算法則。Finite difference method can deal with regular boundary conditions. in this paper, we discrete the water domain into rectangular meshes, and simulate the propagation, reflection and diffraction of water waves. we just specify waves source, the movement of water waves can be simulated automatically
有限差分方法能夠處理具有規則邊界水域的水流現象,在本文中,我們把求解的水域離散成結構矩形網格,對水流的折射、反射、繞射等水流現象進行了動畫模擬,我們僅僅指定產生水流動畫的波源,水流動畫的細節均由數值方法產生,不需要人工的干預。Finite volume method can deal with irregular boundary conditions. in this paper, we discrete the water domain into triangular meshes, and simulate dam breaking, water droplets. the same as finite difference method, we just specify waves source, the movement of water waves can be simulated automatically
有限體積方法能夠處理具有不規則邊界水域的水流現象,在本文中,我們把求解的水域離散成無結構三角形網格,對潰壩問題、雨景等水流現象進行了模擬,和有限差分方法一樣,我們僅僅指定產生水流動畫的波源,水流動畫的細節均由數值方法產生,不需要人工的干預。Triangle mesh models have been established as the most general and flexible schemes to represent complex surface models in the area of reverse engineering ( re ), rapid prototyping manufacturing ( rpm ), numerical control ( nc ) programming, 3d animation, etc. but the models reconstructed from real - world data may contain unavoidable noise and many narrow triangles, so the models must be optimized and modulated under given tolerances
三角網格模型是逆向工程、快速原型製造、數控加工編程、三維動畫等技術中常用的模型表示方法,模型的質量直接影響到產品的質量,尤其在逆向工程中,直接通過測量數據得到高質量的網格模型幾乎是不可能的。因為,測量數據中不可避免地存在各種噪聲和擾動,因此在滿足幾何精度要求的前提下,對網格模型進行優化調整,以提高模型質量就十分必要。There are three types of real - time character animation : articulation animation, single mesh model animation and skinned mesh animation. this thesis describes all three with considerable depth
實時角色動畫分為三種:關節動畫、單一網格模型動畫和骨骼蒙皮動畫,本文對這三種動畫技術做了深入研究。The character animation technology in 3d - graphic engine is deeply studied in this thesis ; it gives the implementation of articulated figure animation based on ik and skinned mesh character animation after analyzing the pluses and minuses of several character animation methods
在骨骼蒙皮動畫的實現中運用了基於屬性的網格優化技術和採用硬體支持的方式,並在此基礎上給出利用現有的動畫序列產生新動畫的動畫混合方法。Skinned mesh animation can be seen as the combination of articulation animation and single mesh model animation, it has the advantages of the former two while lacking their shortcomings, but vertex blending technique used in method skinned mesh animation requires a lot of matrix computations, these used to be performed in the cpu, which will incur a great burden on cpu and reduce the real - time quality of animation
骨骼蒙皮動畫可被看作關節動畫和單一網格模型動畫的結合,它不但具有前兩種動畫的優點,同時克服了前兩種動畫的缺點。但是骨骼蒙皮動畫使用的頂點混合技術需要大量的矩陣運算,以前這是由cpu來實現的,這給cpu造成了極大的負擔,降低了動畫的實時性。Bitmap fonts describe glyph shapes by plotting the pixels directly onto a two - dimensional grid of determined size, while vector fonts describe the outlines of the glyphs with line and curve drawing instructions
點陣字體通過直接在確定大小的二維網格上描畫像素來描述符號形狀,而向量字體用勾畫直線和曲線的指令描述符號的輪廓。Firstly, this paper introduces model representation and interactive technique in our editor and designs a framework supporting polygon mesh model and a men - machine interactive system with manipulations and commands at the core ; and introduces application and optimization of opengl poly - view in os environment
本文首先介紹了角色動畫編輯器中的模型表示和互動式操作機制,設計了支持多邊形網格模型的類框架結構和以操控和命令為核心的人機交互系統;並介紹了多個opengl視圖在操作系統下的優化應用。As the curvature is useful to enhance the shape description, the shape of the model can be preserved well after our simplification process
由於曲率能很好地刻畫網格形狀,故本文的演算法能較好地保持原始網格的形狀特徵。Memory requirement of the mesh multiplies with each added animation
內存容量的需求由增加動畫的網格所決定。Vertex positions ( may include normals also ) for all the vertices in the mesh for all the animation frames are stored in memory
動畫幀所有網格頂點包含著頂點的位置(也可能包括法線) ,其全部儲存在內存中。Technical drawings. construction drawings. representation of modular sizes, lines and grids
技術制圖.建築工程制圖.模數尺寸直線和網格的畫法Any number of animations can be added whereas the mesh remains constant
網格的容量不隨動畫幀數量的增加而改變。分享友人