detail rendering 中文意思是什麼

detail rendering 解釋
細節重顯
  • detail : n 1 〈pl 〉 詳細;詳情。2 細目;瑣事,小事。3 【軍事】支隊;〈英國〉行動指令。4 詳圖,明細圖。5 ...
  • 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. Under the fractal application, the transitional state rendering method based on t - fbm constraint model is proposed. in this model, the transitional deformation energy is defined as the bi - association between the initial state and the transitional fractal detail, and the fbm constraint is realized by the threshold statistical estimation. furthermore, the regional buffering control and regional harmonic control can offer more abundant and flexible control ways for the rendering of fractal transitional state

    針對過渡狀態可視化的分形應用,提出了基於t一fbm約束的繪制方法,將過渡變形能作為與初始形狀和過渡分形細節之間的雙向關聯,以閉值估計一作為fbm約束因子的具體實現,以區域緩沖與區域調和作為不同約束下的控制手段,很好地在繪制結果中反映出分形性過渡特性的分佈情況。
  2. The research is significant in the situation that home information just comes into being and its growing is inevitable, by funding experiences and rendering new means for industry developing, its significance are embodied, to reach the goals above, our research focuses on four key issues, which arc as follows : ( 1 ) the concept, essence and behavior of the information home, which is still in the sprout period, is analyzed and discussed in detail from its intrinsic factors and extrinsic factors. the characters and requirements are discussed from both the microcosmic and macroscopical points

    針對以上目標,本文主要從以下幾個方面對信息家居進行了深入的理論研究: 1 )從信息家居產生的內因與外因出發,對這一處于萌芽狀態的家居形式的概念、實質和表現進行了深入的分析和論述,從微觀和宏觀的角度分析了信息家居的特性和需求,在這一思想的指導下對信息家居的體系和形式進行深入的研究,以促進信息家居的發展和成熟。
  3. Enumeration constants that indicates how much detail should be contained in the rendering

    枚舉常數,用以確定呈現中應包含多少詳細信息。
  4. In this paper, based on the tide, tidal current and ocean wave numerical computing techniques and the constructive method of seabed terrain model, the fusion and visualization of multiple digital marine geographic environmental information for the nearshore marine environmental safeguard are locally realized by using the level of detail model and 3 - d rendering technique, which will provide theoretic and experiential basis for the study field in the future

    摘要以潮汐、潮流和海浪數值的計算技術和數字海底地形模型的構造方法為基礎,應用層次細節模型和三維渲染技術,完成了近岸海洋環境保障的多種數字海洋地理環境信息的融合與可視化的局部實現,為今後此領域的研究提供了理論和經驗基礎。
  5. 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。
  6. Integrating with the continuous level of detail of geometry mesh, we present an criteria for selecting an appropriate node on the texture the quadtree, and rendering the mesh with the corresponding quadtree texture

    紋理組織方式有效地匹配于地形幾何的連續層次多分辨細節模型,提出了紋理四叉樹的多解析度選取策略,並從紋理結點出發,繪制幾何網格。
  7. In chapter 2, we discuss the terrain modeling with continuous level of detail, described a data layout technique for manage out - of - core datasets. then, we investigate the opengl based nv extension for fully taking advantage of the accelerating function of graphic hardware and improving the capability of rendering

    該框架還有效地利用了nvidia的opengl擴展gl _ nv _ vertex _ array _ range和gl _ nv _ fence來對場景的渲染進行加速。它們能夠讓幾何圖形高效地傳輸到gpu , gpu直接訪問頂點數據,使得應用程序的執行效率極大提高。
  8. In existing extremely main methods, some useful characteristic information and detail information is deficient rendering, because whole rendering and edge rendering of image are realized by local rendering. therefore, another new digital halftoning method based on characteristic information of image has been developed

    由於現有的絕大部分方法都是通過圖像的局部再現實現圖像的整體再現及圖像邊緣的再現,使得原圖像的許多有用特徵信息和細節信息沒有得到充分地再現,為此,提出了一種基於圖像特徵信息的數字半色調方法。
  9. In this disseytation, we present a new algorithm of view - dependent multiresolution terrain simplification based on adaptive quadtrees. especially, we discuss these main problems in multiresolotion terrain rendering such as levels of detail mesh generation, vedex evaluating and er

    最後,將該演算法應用於dem地形模型簡化中,簡化前的地形繪制幀速率為4fps ,簡化后的地形繪制幀速率為70fps左右,在繪制圖象質量沒有明顯退化的前提下,能滿足視覺和實時劃覽的需要。
  10. In this dissertation, we present an algorithm of view - dependent continuous level of detail terrain simplification and 3d clouds rendering based - on fractal. the terrain mesh generated by using previous random mid - point displacement is usually uniform

    首次將層次細節lod技術引入到分形地形繪制中,並將該方法成功應用於三維的雲彩繪制,利用隨機函數特性模擬雲彩的動畫。
  11. If we want to render out photo - realistic scenery, we should consider these circumstance : the terrain surface with more detail, rendering ground vegetation, even all sorts of weather effects

    要渲染出真實感的場景,必須要考慮到下列情景,地形表面要有更多的細節、要渲染地表植被等,甚至各種天氣效果。
  12. For visualization geometrical data generated in numerical simulations, two subdivision methods are used and described in full detail. the two methods, which are triangular subdivision and quadrilateral subdivision, are incorporated into the visualization system with vtk for surface and volume rendering. the system supports a wide variety of visualization algorithms including scalar, vector, tensor, texture, and volumetric methods ; and advanced modeling techniques such as implicit modeling, polygon reduction, mesh smoothing, cutting, and contouring

    針對數值計算時被計算的幾何外形,即三維空間離散的數據所確定的幾何外形需要顯示出來特性,本文詳細介紹了兩種常用的剖分技術,即三角形剖分和四邊形剖分原理、方法;將現有的、特定的可視化演算法和技術與vtk類庫充分結合,設計了能讀取、存貯三角形或四邊形剖分的數據組織以及實現其幾何體繪制的類庫。
  13. An alternative is not to attempt to build increasingly more complex models, but rather to build a simple model and to add detail as part of the rendering process

    一個可替代的方案是,與其嘗試建立越來越復雜的模型,不如建好一個簡單的模型,然後在渲染過程成逐漸加入細節。
  14. 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映射來代替多邊形建模的技術,運用凹凸紋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。
  15. Based on the efficient organization, several methods can be employed to improve rendering efficiency in walkthrough, such as cluster - based calculating of splat size, selecting proper detail level to render and so on ; based on the hybrid representation, this thesis proposes a real time walkthrough system for a large complex environment with no restriction to user ' s motion

    通過這種組織方中國科學院軟體研究所博士論文基於圖象的實時漫遊技術研究式,在漫遊階段可以採用一些有效措施來提高繪制效率,如基於聚類的splat大小計算,選擇合適的細節層次進行繪制等等;
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