着色
- 基本解释 (translations)
- blueing · coloration · coloring · colouring · pigmentation · render · stain · tinting · bedye · chromatosis · colorate · tinction · colouration · renders · stains · colourings · bepaint
- 词组短语
- put colour on
- 更多网络例句与着色相关的网络例句 [注:此内容来源于网络,仅供参考]
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In this paper three different types of colorings are studied, which are incidence coloring of graphs, acyclic edge coloring and strong edge coloring.
本文研究了三种不同的着色:图的关联着色、无圈边着色和强边着色。
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In this paper,we proved that the total chromatic number and adjacent strong edge chromatic number of Cartesian product graph of cycle Cm and cycle C5n.
如果在一个图的正常边着色中,相邻两点关联的边集所着的颜色集合不同,则称此正常边着色为相邻强边着色。
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The results showed with the increasing of NaCl concentration, the phenomenon of carnification could be found in the leaves of Arabidopsis thaliana . Under the stress of NaCl lower than 100 mmol/L, the tissue structure of root had no distinct difference from the control. When the concentration of NaCl was higher than 250 mmol/L, the stained color of safranine was deep but not even, and color in fibrovascular tissue and peripheral cortex cell were deeper than that around fibrovascular tissue.
当NaCl浓度小于100 mmol/L时,根组织结构与对照未表现出明显的差异;但当NaCl浓度达到250 mmol/L时,根组织结构对番红染料的着色较深而且不均匀,维管组织和外围皮层细胞着色较深,而维管组织周围的细胞着色较浅。
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One of graph edge coloring and graph total coloring problem, as well as whole graph chromatic number problem can be converted to graph vertex coloring to deal with problem.
其中图的边着色和图的全着色问题以及图的色数问题都可以转化为图的顶点着色问题进行处理。
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Ifσ: I→C is an incidence coloring of G and |C|=k, k is a positive integer, then we say that G is k- incidence colorable andσis a k - incidence coloring of G; The minimum value of k such that G is k -incidence colorable is called the incidence chromatic number of G, and is denoted byχ_i, namelyχ_i = min {|C||σ: I→C is an incidence coloring of G}.
若σ:I(G→C是G的一个关联着色且|C|=k,k是一个正整数,则称G是k-可关联着色的,σ是G的一个k-关联着色;使得G是k-可关联着色的最小的k值称为G的关联色数,记为X_i,即X_i=min{|C||σ:I→C是G的关联着色}。
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In the third section of this paper, on the comprehensive study of some properties of proper k-vertex-coloring、 k-edge-coloring、 and total-coloring of a graph, the standard genetic algorithm for graph coloring is researched.
在本文的第三章节中,在系统分析了图的正常k-顶点着色、k-边着色和全着色问题的基础上,对基于遗传算法的图的着色问题的求解过程进行了深入的理论分析。
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As the general interval coloring problem is NP-complete, a property of the program, namely the containment of arrays\' live-ranges, is used to decrease the hardness of interval coloring and simplify it as an interval coloring problem for superperfect graph. Based on this, a judgment theorem for optimal interval coloring together with the implementation algorithm is proposed.
由于一般的区间着色问题是NP完全问题,我们利用程序所具有的一个性质,即数组生命周期的包含性来降低区间着色的难度,将一般的区间着色问题简化为超完美图的区间着色问题,并据此提出了实现最优区间着色的判定条件以及实现算法。
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In the same way, a Four-coloring of a maximal planar graph of 25 order G(subscript M25), is obtained with "simplified method of reduction of order".
利用"简化降阶法"对一个一定拓扑结构的12阶最大平面图G(下标 M12)进行着色,得到G(下标 M12)的四色着色方案;以同样的方法对一个一定拓扑结构的25阶最大平面图G(下标 M25)进行着色,得到了G(下标 M25)的四色着色方案。
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The time interval of the pigmentation of JBM and JBW were nearly the same, both began to pigmentize 30min after moulting, and the body color was stable until 6h after moulting, the pigmentation of obdomen was slower than wing pad. After 6h, JBW was totally brown, and JBM was black, JBW was black only one or two days before emergence.
JBM和JBW蛹着色由浅入深的时间间隔几乎是相同的,都是在蜕皮后30min开始轻微着色,到6h时体色基本稳定,翅芽着色比腹部着色慢。6h后,JBW完全着褐色,JBM完全着黑色,JBW只有在羽化前一两天才变黑。
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In our article looking at XBOX 360's graphics processor, the ATI Xenos, we saw the first implementation of a unified shader core, whereby both Pixel Shader programs and Vertex Shader programs are executed over the same hardware block, as opposed to having separate vertex and pixel shader engines – its expected that ATI's PC graphics accelerator for DirectX 10 will also feature a unified shader architecture and NVIDIA are now talking about such a platform (having initially said that they believe separate discrete units would be more optimal in terms of processing performance).
ATI Xeons, XBOX 360的图形处理器,第一块采用统一着色核心的产品。为什么顶点着色程序和像素着色程序都在同一硬件上完成,而不是分别采用顶点着色引擎和像素着色引擎?预期ATI对应于DirectX 10的PC图形加速器也将以统一着色架构为特色。NVIDA现在也在研究这样的平台(起初声称分开的离散单位在处理表现上会更理想^。^)。
- 更多网络解释与着色相关的网络解释 [注:此内容来源于网络,仅供参考]
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coloring admixture:着色添附加剂
coloring 着色 | coloring admixture 着色添附加剂 | coloring capacity 着色容量
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ActiveShade Floater:自动着色面板;交互渲染浮动窗口
ActiveShade实时渲染视图;着色;自动着色 | ActiveShade Floater自动着色面板;交互渲染浮动窗口 | ActiveShade Viewport自动着色视图
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ActiveShade Floater:自动着色面板;交
Activate Home Grid激活主栅格;激活主网格 | ActiveShade实时渲染视图;着色;自动着色 | ActiveShade Floater自动着色面板;交
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painted:已上油漆着色的油漆了的着色了的
painted boards 漆色板 | painted 已上油漆着色的油漆了的着色了的 | painter line 系艇索
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Dye penetrant:着色渗透剂
Dye check着色检验 | Dye penetrant着色渗透剂 | Dye penetrant process着色渗透(探伤)工艺
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Pixel Shader:像素着色器
DirectX 9 相容的 2D/3D 加速卡,支持 1.1 版以上的顶点着色器 (vertex shader) 与像素着色器 (pixel Shader) 为佳新的着色器( Shader )运算技术创造可程序的顶点着色器 (vertex shader) 及像素着色器 (pixel Shader) 着色功能
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shader:着色器
这些"着色器(Shader)"其实就是运行在显卡上的程序. 在DirectX 10阶段之后,整个渲染阶段可编程控制阶段大大增强,整个渲染流水线中各个阶段都可以通过着色器语言进行控制. 因此DirectX 10后的显卡,都将执行着色器的运算单元从渲染过程中独立出来,
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HighLight Shader:(高光着色模型)卷展栏
2.5.2 Base Shader Properties(基本着色模型)属性 | 2.5.3 HighLight Shader(高光着色模型)卷展栏 | 2.5.4 HighLight Shader Properties(高光着色模型)属性
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hypsometric tints:海图上表明高度或水深的着色海图上表明海拔或水深的着色
hypsometric tints 海图上表明高度或水深的着色 | hypsometric tints 海图上表明高度或水深的着色海图上表明海拔或水深的着色 | hypsothermometer 沸点测高表
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gradient tints:海图上表明海拔或水深的着色海图上表明高度或水深的着色
gradient tints 海图上表明海拔或水深的着色 | gradient tints 海图上表明海拔或水深的着色海图上表明高度或水深的着色 | gradient wind 梯度风