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geometry data中文是什么意思

  • [網(wǎng)絡(luò)] 幾何數(shù)據(jù);幾何圖形數(shù)據(jù);幾何資料類型

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  • 例句與用法
  • geometry data is modeled as a regular grid, and texture comes from the remote sense or satellite images
    地形幾何數(shù)據(jù)來(lái)源于數(shù)字高程模型(dem),紋理數(shù)據(jù)來(lái)源于衛(wèi)星和遙感圖象。
  • And the necessary, feasibility and common structure of dynamic data exchange format are expatiated, which is used to manage the exchange of geometry data
    并對(duì)其中針對(duì)實(shí)時(shí)處理圖形數(shù)據(jù)交互而提出的動(dòng)態(tài)數(shù)據(jù)格式的必要性和可行性及其一般結(jié)構(gòu)進(jìn)行了研究。
  • Research shows that retained-mode systems can do belonging judgement more effectively by using its capability of handling geometry data to divide models into small units
    發(fā)現(xiàn)保留模式并行繪制系統(tǒng)可以利用對(duì)圖形數(shù)據(jù)的控制能力對(duì)模型進(jìn)行剖分,進(jìn)行更加高效的歸屬判斷。
  • The commercial cad / cam software ug n is used to set up the flow entity model, and it is imputed into the finite element analysis software ansys via the universal geometry data standard
    通過(guò)商業(yè)化的cadacm軟件ug為基礎(chǔ)構(gòu)建氣道流體實(shí)體模型,并利用通用的幾何標(biāo)準(zhǔn)將模型導(dǎo)入到有限元分析軟件ansys中。
  • In this paper, i designed some table to store geometry and non-geometry data according to the analysis i did on the data to be handled . mose of all, i succeeded in putting these data illto corresponding tables
    本文在對(duì)要處理的數(shù)據(jù)進(jìn)行了詳細(xì)分析的基礎(chǔ)上設(shè)計(jì)了存儲(chǔ)幾何和非幾何信息的數(shù)據(jù)庫(kù)表,并且完成了數(shù)據(jù)信息存入數(shù)據(jù)庫(kù)和提取數(shù)據(jù)的開(kāi)發(fā)工作。
  • The multiresolution models for terrain texture data and geometry data are matched with each other : to achieve the goal of real time visualization, our framework selects geometry and texture patches based on the screen-space error criteria conforming to the current viewpoint
    無(wú)論是幾何模型還是地形紋理均進(jìn)行了多分辨率組織,并且根據(jù)它們?cè)谄聊豢臻g的簡(jiǎn)化誤差實(shí)時(shí)選取兩者恰當(dāng)?shù)姆直媛省?i class="labawb" onClick="playMp3('sound_c_6')">
  • In the thesis, compatible data storage fashion and data structure for a large-scale 3d scene is discussed firstly . then the process technique for dem, spatial object geometry data, texture image data and scene metadata are discussed in turn . finally, a new nested index, scene pyramid + sub scene regular dividing quad-tree is brought forward, which consumes less memory and reduces the complexity of spatial data query
    本文首先確定了適用于大規(guī)模三維場(chǎng)景可視化的數(shù)據(jù)結(jié)構(gòu)和存儲(chǔ)方式;然后分別針對(duì)dem數(shù)據(jù)、地物模型數(shù)據(jù)、紋理影像數(shù)據(jù)及場(chǎng)景元數(shù)據(jù)論述了分割與lod處理的方法;最后給出場(chǎng)景金字塔與子場(chǎng)景規(guī)則分割四叉樹(shù)兩套索引的建立以及具體應(yīng)用策略,該索引機(jī)制減少了內(nèi)存消耗,降低了數(shù)據(jù)查找的復(fù)雜性。
  • First, cyberware laser scanner scans the face of a specific person to acquire its geometry data and texture image . then, the 3d coordinates of the feature points on the face model can be decided upon the geometry data and texture image of the specific face . a deformation method based on interpolation function is adopted for face model calibration
    首先用cyberware激光掃描儀獲取一個(gè)特定人的人臉的幾何數(shù)據(jù)和紋理圖像;然后由特定人的人臉的幾何數(shù)據(jù)和紋理圖像,可以獲得人臉模型的特征點(diǎn)的三維坐標(biāo),采用基于插值函數(shù)變形的方法進(jìn)行一般人臉模型的校準(zhǔn);最后使用紋理映射的方法將紋理圖像貼在人臉模型上,經(jīng)過(guò)渲染可以得到特定人的人臉模型。
  • First, cyberware laser scanner scans the face of a specific person to acquire its geometry data and texture image . then, the 3d coordinates of the feature points on the face model can be decided upon the geometry data and texture image of the specific face . a deformation method based on interpolation function is adopted for face model calibration
    首先用cyberware激光掃描儀獲取一個(gè)特定人的人臉的幾何數(shù)據(jù)和紋理圖像;然后由特定人的人臉的幾何數(shù)據(jù)和紋理圖像,可以獲得人臉模型的特征點(diǎn)的三維坐標(biāo),采用基于插值函數(shù)變形的方法進(jìn)行一般人臉模型的校準(zhǔn);最后使用紋理映射的方法將紋理圖像貼在人臉模型上,經(jīng)過(guò)渲染可以得到特定人的人臉模型。
  • The major content and contribution of this dissertation include : designing the architecture of the virtual studio systems based on multiple pcs, including functional structure, hardware architecture and the design of blue room . studying and implementing the acquirement and organization of 3d model data including the geometry data, material data, texture mapping data and animal data . studying and implementing the real-time rendering of the virtual scenes
    本文重點(diǎn)研究了基于多pc機(jī)虛擬演播室系統(tǒng)的體系結(jié)構(gòu)、三維模型的獲取與組織以及虛擬場(chǎng)景的實(shí)時(shí)渲染等問(wèn)題,主要的工作與成果包括:(1)設(shè)計(jì)了一個(gè)多pc機(jī)虛擬演播室系統(tǒng)的體系結(jié)構(gòu),包括功能結(jié)構(gòu),硬件體系以及藍(lán)室的設(shè)計(jì)。
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