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   实时绘制技术 的翻译结果: 查询用时:0.504秒
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计算机软件及计算机应用
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实时绘制技术
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  real-time rendering
     Research on Real-Time Rendering Technique of the Large-Scale Terrain/Vegetation
     大尺度地形/植被的实时绘制技术
短句来源
     Real-time Rendering Detailed Model Based on Normal Maps
     基于法向映射的复杂模型的实时绘制技术
短句来源
     Modeling and Real-time Rendering Technology of Large Scale Grassland
     一种大规模草地的建模与实时绘制技术
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     The first chapter introduces previous work in real-time rendering, especially Out-of-Core algorithms, then an overview of Tyr system with the focus on scene data representation, and an overview of Out-of-Core design in Tyr.
     第一章介绍了实时绘制技术和其中Out-of-Core技术的背景,Tyr系统的整体框架设计、场景数据结构组织方式,以及Tyr中的Out-of-Core设计概述。
短句来源
     In this thesis, the application of real-time rendering based on GPU in RCS and blind zone of radar has been studied.
     本文从计算机图形学的角度出发,探索性地研究了基于GPU的实时绘制技术在雷达散射截面和雷达遮蔽盲区实时计算中的应用。
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  “实时绘制技术”译为未确定词的双语例句
     Real-Time Generating and Rendering Technology of Reality Scene
     真实场景的生成与实时绘制技术
短句来源
     The increasing application demand of distributed virtual GIS in terrain landscape and military has made real-time interactive browsing massive terrain data in large areas under network environment.
     随着分布式虚拟GIS在仿真和军事中的应用需求,大范围,海量地形数据在网络环境下实时绘制技术成为GIS研究的重点之一。
短句来源
     RESEARCH ON REAL-TIME DISPLAY OF GEOMETRICAL TERRAIN DATA
     几何地形数据实时绘制技术研究
短句来源
     The other techniques such as collision detection, 3D music rendering, real-time virtual environment rendering were also realized.
     并实现了引擎中的碰撞检测技术、音效处理技术、虚拟环境的实时绘制技术
短句来源
     Research on Real-Time Protract for Virtual Environment
     虚拟场景实时绘制技术研究
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  相似匹配句对
     3. Real-time rendering technology, including IBR, LOD and so on.
     3.实时绘制技术
短句来源
     A Survey of Realistic Real-Time Rendering Technologies
     真实感实时绘制技术综述
短句来源
     REAL-TIME RENDERING APPROACH BASED ON IMAGE
     基于图象的实时绘制技术
短句来源
     Real-time fluid-dynamic-based fire modeling and rendering technology
     基于流体动力学的火焰实时绘制技术
短句来源
     Research on Real-Time Protract for Virtual Environment
     虚拟场景实时绘制技术研究
短句来源
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  real-time rendering
Edge-preserving texture filtering for real-time rendering
      
Texture filtering is essential in enhancing the visual quality of real-time rendering.
      
We present and evaluate a three pass implementation of the restructured algorithm for near real-time rendering of soft shadows on a computer with a commodity graphics accelerator.
      
Geocube - GPU accelerated real-time rendering of transparency and translucency
      
One of the main challenges in real-time rendering is to enable more and more effects that were previously available in offline rendering only.
      
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Based on image rendering is a new powerful approach to modeling and rendering of virtual environments. But in geometry-based rendering systems, the acquistion of realistics surface models is difficult and real-time rendering of complex scenes is computationally expensive. This paper discusses the present image-based rendering methods and gives a catalogue of them

随着计算机技术的发展,对虚拟场景的真实感程度提出了越来越高的要求.基于图象实时绘制技术是实现对虚拟场景建模和实时绘制的新的有效方法,可以克服传统的基于几何绘制方式中建立真实模型的困难和实时绘制计算量大的缺陷.本文对目前出现的各种基于图象的实时绘制方法进行分类介绍和综述.

Real-time rendering of landscape has attracted growing interesting in recent years. The existent accelerating methods of 3D terrain rendering have made their contributions to terrain visualization, but, they have themselves drawback, especially for large scale terrain visualization at interactive rate. Large scale terrain visualization contains the following contents: terrain multi-resolution representation, terrain and texture paging, terrain and texture LOD control and efficient data store and retrieve. Based...

Real-time rendering of landscape has attracted growing interesting in recent years. The existent accelerating methods of 3D terrain rendering have made their contributions to terrain visualization, but, they have themselves drawback, especially for large scale terrain visualization at interactive rate. Large scale terrain visualization contains the following contents: terrain multi-resolution representation, terrain and texture paging, terrain and texture LOD control and efficient data store and retrieve. Based on the research about management and real-time rendering of large scale terrain data, one method of generating multi-resolution terrain model is improved, which combines the representation of terrain multi-resolution model with view-dependent control. A new method of storing and retrieving terrain data by quadtree is proposed. Furthermore, an all-in-one terrain visualization system which integrates adaptive triangulation, dynamic scene paging and data updating is realized. At last, some experiments have been presented to verify the work done in this paper.

近年来 ,地形场景的实时绘制已受到人们越来越广泛的关注 ,目前已经提出的一系列场景加速绘制算法 ,虽然在不同的应用场合也取得了一定的效果 ,但都存在着局限性 ,尚不能满足大区域地形环境的实时高速绘制的要求 ,而与其密切相关的技术主要涉及到地形多分辨率表示、海量地形数据和纹理数据的分页管理、地形和纹理数据的 L OD控制、地形和纹理数据的快速存取和更新等 .为了能够对地形场景进行实时绘制 ,在对大区域地形数据管理和实时绘制技术进行研究和试验的基础上 ,对构建视相关动态多分辨率模型的方法进行了改进 ,实现了地形模型多分辨率表示与视相关的有机结合 ,并提出了一种高效的场景数据存取方法 ,进而实现了一个整合自适应三角网剖分、地形场景数据分页管理和动态更新等相关技术于一体的地形三维可视化系统 ,试验结果表明 ,该算法能够实时绘制地形场景 ,且质量较好 .

Approximating complex models with coarse, normal mapped meshes is a very efficient method for real-time rendering of complex objects with fine surface detail. In this paper, we present two different methods to generate normal map for terrain models and general triangle meshes. These methods can fast generate normal maps by making great use of hardware supported functions. For normal mapped simplified models, two real-time rendering methods are presented in the paper, one is suitable for common graphics cards,...

Approximating complex models with coarse, normal mapped meshes is a very efficient method for real-time rendering of complex objects with fine surface detail. In this paper, we present two different methods to generate normal map for terrain models and general triangle meshes. These methods can fast generate normal maps by making great use of hardware supported functions. For normal mapped simplified models, two real-time rendering methods are presented in the paper, one is suitable for common graphics cards, and the other is suitable for special cards which support PerPixel shading. The results show that our methods can render normal mapped meshes whose original models have around 1 million triangles by 15 frames per second on common graphics cards, and by above 200 frames per second on the special graphics cards, without losing details of original models.

为了达到绘制实时,通过用简化的、带有法向映射的三角形模型来逼近原始复杂模型是一种非常有效的方法。算法针对地形模型和一般的三角形网格模型,提出了不同的法向映射的构造方法。这些方法能充分利用现今图形卡的加速功能来快速地生成法向映射纹理。对于已生成的带有法向映射的简化模型,算法给出了两种实时绘制技术,一种方法是适用于一般图形卡,另一种是适用于具有硬件加速的像素渲染功能的图形卡。实验结果显示,算法能在保持较高的绘制帧率的同时保留与原始模型相近的细节。

 
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