pixel rendering 中文意思是什麼

pixel rendering 解釋
像素渲染
  • pixel : 圖素
  • 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. Sequentially, the author discussed the technologies of medical image 3d visualization according to the clinical applications. with the development of computer, 3d visualization and computer graphics, the 3d visualization of medical images has progressed from fourier transform and convolve inverse projection to mpr ( multi - planar reformation, mpr ) and mtp ( maximum intensity projection, mtp ), nowadays, the real 3d reconstruction method, surface and volume rendering has risen. the image registering, image segmentation, pixel data set construction and 3d special interpolation are the key technologies in medical images 3d reconstruction

    隨著計算機技術、三維可視化理論和計算機圖形學的發展,醫學圖像的三維可視化技術也從傅立葉變換、卷積反投影等基本圖像處理演算法,發展到真正的三維重建演算法:面繪制和體繪制;醫學圖像的三維可視化技術的應用也從三維醫學成像發展到虛擬內窺鏡,以及今天的虛擬可視化人體研究;而圖像的配準、圖像分割、體數據集的構建、三維空間插值則是醫學圖像三維可視化實現過程中的關鍵技術環節。
  2. 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。
  3. A view port structure is a rendering surface such as a 3 - d renderer that writes per - pixel scene data such as color to a render target

    視區結構是一個呈現圖面,例如,向呈現目標寫入每像素場景數據(如顏色)的三維呈現器。
  4. Based on the point of image - based rendering, and the technology of virtuality and reality combining, it yield the conception of virtual globe and its related thought, and takes the dispersed pixel element mutation as the nucleus, the principle of utilization geometry and graphics, 3d walk around is realized and true sense controls waits has carried on a series of research, has put forward the corresponding mathematical model, and has been in progress the improvement, and has got the better result to the tradition method

    本文從基於圖像生成的角度出發,由虛實結合的構思引出了視球及其相關概念,並以離散的像素變換為核心,利用幾何學和圖形學的原理,在三維漫遊的實現及真實感控制等方面進行了一系列的研究,提出了相應的數學模型,對傳統方法進行了改進,得到了較好的結果。
  5. Skinning and other geometry processing can be done on spe while rsx does pixel rendering

    Spe可以進行皮膚和其他幾何物體運算,而同時rsx則負責像素渲染這塊。
  6. For pixel - precise control over the rendering of the page, set the

    若要以像素精度控制頁面的呈現,請將
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