Computer graphics and interactive techniques , acm press , new york , usa , 2002 , pp . 673 - 680 于是,細(xì)胞都位于這些二維空間中的面片上。
Computer graphics and interactive techniques , acm press , new york , usa , 2002 , pp . 665 - 672 由于去掉了y坐標(biāo),所有面片都位于二維空間中。
A blog that mainly reports news related to interactive techniques and new media art installation 互動(dòng)詩(shī)篇是一個(gè)以報(bào)導(dǎo)、探討互動(dòng)科技及新媒體藝術(shù)相關(guān)新聞、議題的藝文空間。
In siggraph 91 : proc . the 18th annual conference on computer graphics and interactive techniques , acm press , new york , usa , 1991 , pp . 299 - 308 傳統(tǒng)的松弛算法會(huì)在每一步對(duì)模型表面上的所有細(xì)胞進(jìn)行松弛計(jì)算稱為全局松弛。
In siggraph 01 : proc . the 28th annual conf . computer graphics and interactive techniques , acm press , new york , usa , 2001 , pp . 341 - 346 此數(shù)據(jù)結(jié)構(gòu)中,模型的所有面片都被轉(zhuǎn)換到一個(gè)共同的平面上,細(xì)胞間的變換和距離度量都在這個(gè)共同平面上進(jìn)行。
From the study of the construction of virtue scene and the interactive technique of the user to the virtual scene , the paper proposes the modeling sort and modeling method of the system 從研究虛擬場(chǎng)景的構(gòu)建和用戶對(duì)虛擬場(chǎng)景的交互技術(shù)出發(fā),提出了對(duì)該系統(tǒng)的建模分類(lèi)及建模方法。
Drawing and animation using skeletal strokes . in proc . the 21st annual conference on computer graphics and interactive techniques , acm press , orlando , florida , usa , 1994 , pp . 109 - 118 骨架抽取的方法很多,但我們將采用我們自己開(kāi)發(fā)的一種抽取方法,因?yàn)樗僮黛`活,能更好地適應(yīng)我們工作的需要。
Integrating shape and pattern in mammalian models . in siggraph 01 : proc . the 28th annual conference on computer graphics and interactive techniques , acm press , new york , usa , 2001 , pp . 317 - 326 這種方法可以模擬出點(diǎn)狀斑紋玫瑰形斑紋和帶狀斑紋等多種在哺乳動(dòng)物表皮上常見(jiàn)的斑紋,這些斑紋效果是通過(guò)表皮細(xì)胞在空間上的不同分布而形成的。
Boston , ma ) - siggraph 2006 , the 33rd conference on computer graphics and interactive techniques , registered 19 , 764 artists , research scientists , developers , filmmakers , and academics from 80 countries for their conference in boston this week 第三十三屆電腦圖形圖像盛會(huì)吸引了來(lái)自80個(gè)國(guó)家的19 , 764名藝術(shù)家、科研人員、開(kāi)發(fā)人員、電影制作人以及學(xué)者。
Firstly , this paper introduces model representation and interactive technique in our editor and designs a framework supporting polygon mesh model and a men - machine interactive system with manipulations and commands at the core ; and introduces application and optimization of opengl poly - view in os environment 本文首先介紹了角色動(dòng)畫(huà)編輯器中的模型表示和交互式操作機(jī)制,設(shè)計(jì)了支持多邊形網(wǎng)格模型的類(lèi)框架結(jié)構(gòu)和以操控和命令為核心的人機(jī)交互系統(tǒng);并介紹了多個(gè)opengl視圖在操作系統(tǒng)下的優(yōu)化應(yīng)用。