- 更多网络例句与阴影相关的网络例句 [注:此内容来源于网络,仅供参考]
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The shadow and block efficiency of the heliostats in the heliostat field considering the shadows of the tower in the tower Solar Power Plantshas been obtained by geometry optics.
经几何光学分析,导出了考虑接收塔阴影影响的太阳能塔式热发电站的定日镜有效利用率计算公式,并通过算例比较了考虑与不考虑接收塔阴影影响的定日镜有效利用率计算结果,验证了这些计算公式的正确性和考虑接收塔阴影影响的合理性。
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By comparing the common edge detection algorithms, the magniloquent Kirsch edge detection algorithm is selected to process the result of background subtraction. The result of edge detection is denoised by mathematical morphology method. Shadow edge restrained arithmetic and detection-line-based background updating method are presented. Shadow edge restrained arithmetic reduces vehicle shadow edge efficaciously. Background updating precision is improved by presented background updating method.
在处理过程中,对常用的背景差方法进行了改进,有效的保留了车辆目标信息;通过对常用的边缘检测方法比较,选用了突出边缘的Kirsch边缘检测方法对背景差后的图像进行了边缘检测;使用形态除噪算法对边缘检测的结果进行了噪声去除;提出了阴影边缘去除算法和基于检测线的背景更新方法,阴影边缘去除算法有效的抑制了车辆阴影边缘,背景更新方法则提高了背景更新的精度。
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Of these 62,39 had lymph node enlarged in the mediastinum and hilum,4 had nodular opacities,13 had consolidation,6 had miliary shadow,29 had pleural e...
纵隔肺门淋巴结增大 39例,肿块阴影 4例,渗出实变阴影 13例,粟粒阴影 6例,胸腔积液 2 9例,心包积液 7例,肋骨破坏 2例,骨髓浸润 12例。结论胸部淋巴瘤因其侵犯部位和生长方式的不同,而有多种形式的影像学表现。
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And as the frantic wielders of these weapons snatched them from the stream of sparks and tore away into the streets, the same red hue was red in their frenzied eyes;--eyes which any unbrutalised beholder would have given twenty years of life, to petrify with a well-directed gun.
他怀着这些问题苦苦思索了许久。他坐在新燃起的木柴火边(那年遭灾歉收,偏又冷得很早),他那诚实而勇敢的面庞上有一种阴影,那阴影比头顶上摇晃的灯光所能投射的、比屋里一切所能扭曲反射的都要深沉-一是恐怖的阴影。
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Run the game and let it die. When you run the game, go to the graphic options, turn your resolution to 800x600 or 1024x768 or whatever you want the reflection maps/resolution based quality to be at, I did 800x600 mainly because it looks simular to the rest and will give you the most performance.
运行游戏。运行游戏之后,进入显示设置选项,把分辨率设成800x600或者1024x768或者其他任何你想要的分辨率,阴影贴图是基于分辨率的(这里比较绕老外的意思是说,你想要的阴影和反射贴图质量越高,那么就把分辨率设高,但是这样分配给其他特效的显存就少了),我这里设置成了800x600主要是因为这个分辨率的阴影和反射贴图看起来和其他更高的分辨率区别不大,但是可以给你更好的游戏表现(意思是有更多的剩余显存来设置其他的选项)。
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The three dimension reticular cell counting method is adopted to calculate the fractal dimension characterizing skew degree of gray level surface. With the two-dimension reticular cell counting method, the fractal dimension characterizing wrinkle shadow block distribution is obtained. By means of distribution function, the fractal dimension for the size distribution of wrinkle shadow block can be achieved.
提出以尺度变化的立体网格计算灰度曲面的分维数,表示灰度曲面的起伏程度;以尺度变化的平面网格计算织物折皱阴影块分布的分维数,表示阴影块的离散程度;以当量直径为尺度,计算分布函数的分维数,表示织物折皱阴影块尺寸的分布。
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For the shadow - again, select your stripe, copy and paste to back (ctrl+ C and ctrl+ B), ungroup and Alt-click the Add button in the Pathfinder panel, and click the "Shadow" style in the Graphic style panel - the shadow is ready!
对于阴影-再次,选择你的条纹,复制并粘贴,取消组合和在路径查找工具里Alt -单击添加按钮,然后单击图形样式面板中的"阴影"风格-阴影准备好了!
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This paper first introduces a system which can detect vehicle disobey the red light. then introduces a arithmetic with shadow elimination to solve the problem of violations detection of yellow line: by day,the quality of the image is good,this arthmetic uses a method which combine the line-frame detection and the HSV color information analysis.this method detect violations according as whether the line-frame of yellow is being destroyed. In order to solve the most important problem in apply instance—interference of shadow,we add HSV color information analysis in the area of yellow line which line-frame is being destroyed. If the shadows proportion is below the threshold,then we determine vehicle violative of yellow line; at night,the quality of the image is not good, we calculate the grey image of differences to detect violations.
本算法在白天图片质量较好时,采用结合HSV颜色空间分析线结构检测算法,该算法利用黄线区域的边缘结构特征作为依据检测是否存在车辆或阴影压黄线,针对实际应用中存在的最大问题即阴影的干扰,加入了HSV颜色空间分析来检测黄线边缘残缺区域,若该位置阴影比重低于一定比例,才认定为是车辆压黄线违章而不是阴影干扰;在夜晚图片质量下降的时候,采用灰度差值法。
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The algorithm has some problems, such as bias problem, aliasing problem and one problem that affects none-shade part of image and is caused by Gaussian blur. To solve these problems, this paper makes some improvement on the algorithm. Firstly, it uses the Woos average depth principle and PCF algorithm to solving bias problem and aliasing problem; secondly, it designs and implements an effective method to control the range of blur; thirdly, it adapts any size texture to story information. This method for keeping information plays important part on raising realistic graphic; fourthly, it takes use of the technology of programmable graphics hardware and the method of FBO to improve efficiency of algorithm.
由于基于高斯模糊的阴影算法存在阴影走样、量化误差和高斯模糊影响非阴影部分图像等问题,因此本文从以下几个方面对算法进行了改进:第一,在算法中添加了woo的平均深度值原理和PCF算法,改善了量化误差和阴影走样问题;第二,设计并实现了一种方法,有效地控制了高斯模糊的范围,提高了三维图形的真实感;第三,使用任意大小的纹理进行存储,提高了阴影的真实感;第四,通过可编程图形硬件技术的应用,提高了算法的运行速度。
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In order to draw a photorealistic surface, Bidirectional Texture Functions, a 6D texture function which extends Bidirectional Reflectance Distribution Function to include the self-shadowing, self-occlusion and inter-reflection effects, has been mentioned frequently in recent years. Its main drawback is its massive data size. To solve this, Spatial Bidirectional Reflectance Function techniques compress BTFs into reflectance model parameters. However, SBRDF cannot producethe self-shadowing and self-occlusion effects in real-world surface geometry. This work is aimed to this drawback. I find how self-shadowing and self-occlusion affect the surface by additional physical-based analysis. And I rely on two physical phenomena to divide self-shadowing and self-occlusion into two independent effects. First, self-shadowing is view independent. Second, self-occlusion is independent of lighting direction changes. After these analyses, I use SBRDF and additional self-shadowing and self-occlusion I found to render a photorealistic surface as non-compressed BTFs doing.
为了把物体表面呈现的更真实,六维函数BTFs ( Bidirectional Texture Functions)目前已经被使用的相当频繁,但BTFs的资料量实在太大而没办法直接使用,为了解决资料庞大的问题,传统的SBRDF以逼近光反射模型参数,来达到资料压缩的效果,但是SBRDF对於表面的凹凸所产生的阴影及遮蔽,不能达到逼真的呈现,为了改善这个问题,我们选择从物理方面,找出资料中阴影和遮蔽等属於表面几何的资料并去除,使参数更正确,同时利用两个物理现象去区分阴影及遮蔽为两个互不干涉资料,第一是阴影不会因视角不同而改变,第二是遮蔽不因光线方向不同而改变,经过这些分析,我可以利用SBRDF加上附加的阴影及遮蔽两种独立的效应,来达到彷佛跟未压缩过的BTFs一样的真实绘图。
- 更多网络解释与阴影相关的网络解释 [注:此内容来源于网络,仅供参考]
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button shadow:按钮的阴影 按钮的阴影
button Light Shadow 按钮阴影较浅部分 按钮阴影较浅部分 | button Shadow 按钮的阴影 按钮的阴影 | button Text 按钮文字 按钮文字
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button Dark Shadow:按钮阴影较深部分 按钮阴影较深部分
button Constants 按钮常量 按钮常数 | button Dark Shadow 按钮阴影较深部分 按钮阴影较深部分 | button Face 按钮表面 按钮表面
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button Light Shadow:按钮阴影较浅部分 按钮阴影较浅部分
button Highlight 按钮反白显示 按钮反白显示 | button Light Shadow 按钮阴影较浅部分 按钮阴影较浅部分 | button Shadow 按钮的阴影 按钮的阴影
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dashed area:阴影部分,阴影线部分
dashboard light 仪表板灯,仪表灯 | dashed area 阴影部分,阴影线部分 | dashed line 破線,一点鎖線
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hatched area:画有阴影线的面积
hatchcover 舱口盖 | hatched area 画有阴影线的面积 | hatched area 画有阴影线的面积阴影部分
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hatched area:画有阴影线的面积阴影部分
hatched area 画有阴影线的面积 | hatched area 画有阴影线的面积阴影部分 | hatchet shaft 斧头柄
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Shadow Parameters:阴影参数
我们通过更改阴影参数(Shadow Parameters)中的对象阴影(Object Shadow)的颜色(Color)或密度(Dens)来降低这种发黑现象,使阴影变和透明,再将地面指定为棋盘格贴图,渲染如图:注:这里使用的是一种模拟透明阴影的方法,
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shaded area:阴影面积
shaded 阴影的 | shaded area 阴影面积 | shaded region 阴影区
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shadows:阴影
如果需要,选取"阴影"(Shadows)以指定介质自身是否接收阴影. 选取"阴影"(Shadows)能显著增加渲染时间,且仅在光源投射阴影时才有效. 注意:必须从"光源编辑器"(Light Editor)对话框为场景中所需的灯泡或聚光灯选取"散射"(Scatter).
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Cast Shadows:投射阴影
只有在"光源编辑器"(Light Editor) 中选中了"投射阴影"(Cast Shadows) 时才会出现阴影. 点光源、聚光灯或远光源可以投射阴影. 环境光不投射阴影. 阴影和反射显示在所有房间平面上. 注意:要显示反射和阴影,