查询词典 texture
- 与 texture 相关的网络例句 [注:此内容来源于网络,仅供参考]
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Firstly, we introduce the technology of seismic geometric attribute for fault identification detailedly at home and abroad. Secondly we study the coherence, texture,curvature attribute and tricolor display technology of RGB to identify fault; In the part of coherence,we compare the traditional algorithms with model and actual data,mainly study the geometric structural tensor and wavelet multi-scale sub-frequency coherent algorithm; In the part of texture attribute, we introduce texture energy, texture contrast, texture entropy and texture homogeneity attribute.By merging texture attributes of different directions,the effect are more clear; In the part of curvature attribute,we study and analyze fractional-order curvature attribute's extraction and its application in fault identification; The RGB display technology mainly introduces how to merge multi-attributes in order to getting more richer and more clearer information.
首先具体先容了地震几何属性识别断层技术的国内外研究现状;然后分别研究了相干属性、纹理属性、曲率属性和RGB三原色显示技术来识别断层;其中相干属性通过模型和实际资料对传统相干体算法进行了对比,重点研究了几何结构张量相干体算法和小波多标准分频相干体算法;纹理属性主要先容了纹理能量、纹理对比、纹理熵和纹理一致性属性,通过对不同方向的纹理属性进行融合,效果更清楚;曲率属性重点分析了分波数曲率属性提取及其在断层识别中的应用;RGB三原色显示技术则主要先容了如何进行多属性融合来或得更丰富、清楚的信息,在此基础上开发了基于。
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This paper presents a layered polynomial texture to represent grass based on its complex geometric structure and diffuses material.
根据草的几何结构复杂性和材质的漫反射特性,提出层次多项式纹理(layered polynomial texture,简称LPT)来表示草,可以高效真实地实现这个目标。
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Based on the texture profile analysis, the hardness of bread added different perentages of Toona Sinensis increased with storage time, whereas the adhesiveness, springiness, cohesiveness, gumminess and chewiness decreased.
而添加不同比例香椿之土司在质地剖析(texture profile analysis, TPA)方面,随著储藏天数的增加,硬度有增加的趋势,附著性、弹性、凝聚性、胶性度及咀嚼度则随著储藏天数的增加而降低。
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Based on the summarizing of the exiting algorithms of the texture mapping and antialiasing, this paper goes deeply into the basic theory and processing of texture mapping. The texture compress algorithm which can satisfy the need of the memory and time is given for the stochastic sampling in the inverse texture mapping; the geometry transformation in the texture mapping are discussed and the concepts of the unitary parametrization and the patch parametrization is proposed, some kinds of the unitary parametrization methods of parametric surfaces and the geometry transformation in the patch parametrization are also presented; in order to solve the aliasing in the parametrization of intermediate surface-sphere in two-part texture mapping, an area-preserving transformation is presented also; to improve the quality of the graph the aliasing in the texture mapping is analyzed from the aspect of signal process, and the modified summed-area tables algorithms is proposed; the distortion of the scanline conversion algorithms under perspective transformation is analyzed and the proper interpolation algorithm is presented so the aliasing problem of the polyhedral object after the unitary parametrization is efficiently solved.
本文在总结现有的纹理映射和反走样算法的基础上,深入研究了纹理映射的基本原理与过程,根据反向纹理映射对纹理随机采样的特殊要求,提出了一种可满足存储空间和寻址时间的纹理压缩存储算法;通过对纹理映射中几何变换理论的进一步深入探讨,提出了整体参数化和面片参数化的概念,并给出了参数化曲面的各种整体参数化方法和面片参数化的几何变换形式;针对现有的两步映射算法所存在的中间曲面—球面的参数化问题,提出一种等积映射方法,较好地实现了由非参数化面片拼接而成的多面体表面的纹理映射;从信号采样的角度深入分析了纹理映射中走样产生的原因,提出了改进的区域求和表算法,使图形生成的效果有所提高;还分析了一般的扫描线算法在透视变换中所存在的问题,提出了一种正确的插值算法,从而解决了整体参数化后多面体表面纹理映射的几何变形问题。
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For regular topology surface, intermediate surface local texture mapping are used; for irregular topology surface, subdivision surface local texture mapping are used. So different topology surface using different texture mapping methods can solve the contradiction between texture effect and processing speed when they are dealt with by single method. The three judge conditions of texture distortion in the process of mapping onto the sphere surface are discussed and the exiting algorithms of mapping are analyzed, the new algorithms of mapping onto the sphere surface are presented. In order to enhance the realistic of graphics, a new function of wood texture is presented. OpenGL is also introduced in this papers and some realization examples of texture mapping based on OpenGL under the environment of VC++ and POV-RAY are presented in some chapters.
对于简单拓扑表面,利用改进的两步纹理映射,对于复杂拓扑表面利用新的面片分割算法,初步解决了颜色纹理中速度与走样之间的矛盾;通过对球面纹理时纹理不变形的三个判断条件的研究,分析了现在各种球面纹理映射算法,并在此基础上提出了一种基于等面积的半球面纹理映射算法,明显减少了球面纹理的纹理变形;针对现有的木纹纹理中,两种表示木纹的颜色差距表现出的颜色突变问题进行研究,提出对这两种颜色进行线性插值或二次插值,使生成的木纹纹理颜色更加连续,更加逼真;在VC++环境下,通过调用Open GL的图形库及在Pov-Ray软件环境下,实现了参数化纹理、球面纹理、凹凸纹理及木纹纹理等各种算法。
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It considers the differences in surface reflection in different image regions, separates the image into Lambert surface and specula surface, reconstructs the shapes respectively, then fuses the two results, changes the illuminant direction and power, generates a new image. The second method fuses the shape from shading and shape from texture techniques.
该方法考虑了图像中各部分表面发射模型的差异,通过将图像各区域划分成朗伯表面和镜面反射,分别进行三维重建,然后融合两结果,改变光照方向和强度,投影生成新的图像;(2)将Shape from shading和Shape from texture技术融合起来。
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The program simulates the scenario described at the tutorial section on key-value flyweights : The class texture manages some texture rendering data stored in a file whose location is given at construction time.
该程序模拟的场景在教程的键-值 flyweights 章节中描述:类 texture 管理着一些存储在文件中的纹理渲染数据,文件的位置在构造的时候给出。
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For example, some of the most popular types of mods are "armor texture replacers" and "landscape texture replacer" mods that improve the look of the game by replacing the original "stock" textures.
比如,一些流行的Mod是&armor texture replacers&和&landscape texture replacer&Mod,它通过替换原有&普通&材质来提高游戏效果。
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Athena series boast natural and graceful styles represented by the combination of solid-color tiles of different colors and luster, like a concise and avant-garde abstract painting; Galaxy Stone series are endowed with artistic quality according to their natural patterns and gorgeous colors, and they are also safe and environmental friendly; Diamond series enjoy super hardness and diamond quality, crystal-clear and natural texture, excellent abrasion resistance and extremely low water absorption; Emerald Stone series are the perfect combination of outside beauty and inside merits thanks to their rock-style natural texture; Magic Crystal Jade series are as lucid as jade, show attractive texture and transparent crystal phase as high as 90%; Fuji White series are made with original two-in-one production technology, and enjoy smooth surface texture, for the construction of an artistic space; Lava Stone series comprise multiple raw materials, show special charm and exclusive styles; Snow Crystal Stone series show the newest ceramic styles and cater for the taste of the masses; Sky River Stone series present diversified noble and elegant texture, free flowing as clouds; Lucky Star series enjoys fine and flowing texture and glittering surface due to the scattering of numerous micro-crystals; Rainbow Stone series present us fine texture and soft color and luster, being hard and stain resistant; New Generation series are made with multi-layer material distribution technique, enjoying lively and smooth texture and distinct layers.
利家居不断设计出新颖的产品,以尊贵品位、卓越超群为理念,推出雅典娜系列雍容大器张显贵族气派不同色泽纯色砖搭配铺贴有如一幅简约而前卫的抽象画、银河石系列艺术手法造就陶瓷艺术感观其图案自然色彩绚丽安全环保、金刚石系列金刚硬度钻石风范其晶莹剔透纹理丰富自然坚韧耐磨吸水性极低、翡翠石系列外观美感与内在特性的完美结合其产品提炼岩石纹理效果清晰随意、幻晶玉系列如玉晶透张显纹理动人合成透明晶相高达90%、富士白系列独创合二为一的生产工艺专体纹路流畅构筑艺术空间、熔岩石系列多种原料融为一体极具韵味展现与众不同的风格之美、雪晶石系列全新的陶瓷特色迎合大众品味其产品融洽淡雅融合如写意山水、天河石系列玉脉纵横华贵端庄纹理自由随意似云影飘逸潇洒飘扬美伦美焕、幸运星系列流动细腻晶莹灵动其面层微晶颗粒晶莹圆润变化万千、彩虹石系列形式之美完美体现其纹理细腻色泽柔和采用顶尖工艺坚硬防污、风生水起系列采用多层布料技术纹理生动流畅层次分明,等多系列多款式完全玻化砖。
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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。
- 推荐网络例句
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On the other hand, the more important thing is because the urban housing is a kind of heterogeneity products.
另一方面,更重要的是由于城市住房是一种异质性产品。
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Climate histogram is the fall that collects place measure calm value, cent serves as cross axle for a few equal interval, the area that the frequency that the value appears according to place is accumulated and becomes will be determined inside each interval, discharge the graph that rise with post, also be called histogram.
气候直方图是将所收集的降水量测定值,分为几个相等的区间作为横轴,并将各区间内所测定值依所出现的次数累积而成的面积,用柱子排起来的图形,也叫做柱状图。
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You rap, you know we are not so good at rapping, huh?
你唱吧,你也知道我们并不那么擅长说唱,对吧?