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out-of-core造句

"out-of-core"是什么意思   

例句與造句

  1. Interactive out - of - core walkthrough of large - scale virtual environments
    基于外存的大規(guī)模虛擬環(huán)境交互漫游
  2. Future work will be focusing on the improvement for the high performance of the out - of - core visualization
    交互可視化過(guò)程中,當(dāng)用戶所觀察的模型部分不在內(nèi)存中時(shí),通過(guò)基于視點(diǎn)的調(diào)度策略進(jìn)行數(shù)據(jù)內(nèi)外存的切換。
  3. In order to reduce memory loads for huge point sets on general pc platforms , we introduce a partition - based out - of - core strategy to balance usage of main and external memories
    基本思想:基于外存的技術(shù)可以很好解決大模型的存儲(chǔ)問(wèn)題,而基于視點(diǎn)的細(xì)節(jié)層次控制技術(shù)可提供觀察者一種很方便的交互控制手段,我們希望分析并結(jié)合上述兩種技術(shù),實(shí)現(xiàn)龐大三維模型在一般機(jī)器上的瀏覽。
  4. Mtom implements out - of - core streamline construction with multithread technology . mtom can overlap cpu and i / o , and can process in parallel with multiple cpus . mmfm or mtom can make streamline visualization on large unstructured grids with less memory , and has more efficient performance
    方法mmfm將大規(guī)模數(shù)據(jù)文件映像成虛擬ram ,利用空間分塊組織數(shù)據(jù),減少缺頁(yè)請(qǐng)求;方法mtom利用多線程技術(shù)實(shí)現(xiàn)out - of - core流線構(gòu)造,重疊i / o與計(jì)算,適合并行處理。
  5. 4 ) this thesis presents two pc - based streamline visualization methods for large unstructured grids : memory - mapped file method ( mmfm ) and multithread out - of - core method ( mtom ) . mmfm constructs streamlines like in - core methods through mapping large data file into virtual ram , and reduces page faults by organizing data in spatial blocks
    4 )針對(duì)大規(guī)模非結(jié)構(gòu)網(wǎng)格,提出了兩種基于pc的流線可視化方法:內(nèi)存映像文件方法( mmfm )和多線程out - of - core方法( mtom ) 。
  6. It's difficult to find out-of-core in a sentence. 用out-of-core造句挺難的
  7. In chapter 2 , we discuss the terrain modeling with continuous level of detail , described a data layout technique for manage out - of - core datasets . then , we investigate the opengl based nv extension for fully taking advantage of the accelerating function of graphic hardware and improving the capability of rendering
    該框架還有效地利用了nvidia的opengl擴(kuò)展gl _ nv _ vertex _ array _ range和gl _ nv _ fence來(lái)對(duì)場(chǎng)景的渲染進(jìn)行加速。它們能夠讓幾何圖形高效地傳輸?shù)絞pu , gpu直接訪問(wèn)頂點(diǎn)數(shù)據(jù),使得應(yīng)用程序的執(zhí)行效率極大提高。
  8. Furthermore , by using the database with increased quantity and details need to handle the datasets which do not fit in ram ( out - of - core datasets ) . meanwhile , advances in shading and image quality in general have raised the bar for image quality we would like to achieve in terrain rendering a in this thesis , we propose an efficient hardware - friendly framework - chunked lod , for large - scale terrain real - time rendering . within this framework , the approach for integrating multi - resolution representations of terrain geometry and terrain texture data is presented
    變換和光照( transform & lighting ) 、立方環(huán)境材質(zhì)貼圖( cubicenvironmentmaps ) 、頂點(diǎn)混合( vertexblending ) 、紋理壓縮( texturecompression )和凹凸映射貼圖( bumpmapping ) 、雙重紋理( dualtexture )四像素256位渲染等均可以在gpu中完成,大大減輕了cpu的壓力,對(duì)實(shí)時(shí)圖形渲染產(chǎn)生了深遠(yuǎn)的影響,這其中包括實(shí)時(shí)地形渲染。

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