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1)  complexly dynamic scene
复杂动态场景
2)  dynamic complex background
动态复杂背景
3)  complex scene
复杂场景
1.
By the analysis to the complex scene,a double-layer visibility culling algorithm is proposed,and the algorithm combines view frustum culling,detail culling and occlusion culling methods.
为提高遮挡查询效率,将子节点依视点排序,针对复杂场景采用双层裁剪技术以进一步提高性能。
2.
Some key technologies are discussed,such as the modeling and optimizing of cosmically and complex scene,scene database optimizing,the showing and optimizing of CAD models,the optimizing of data structures.
文章阐述了在虚拟场景构造中大规模复杂场景的建模与优化、场景数据库优化、CAD模型显示与优化、数据格式优化等关键技术问题,实现了整个系统的设计与开发。
3.
The complex scene of the block scheduling strategy and its improvement programme are discussed,and it is applyed to "the virtual training system of station" ,soluted the "jump flash" phenomenon in the block scheduling strategy.
主要讨论了复杂场景的分块调度策略及其改进方案,并将其应用到联合站虚拟培训系统中,将地形分块调度策略与视锥体裁剪技术相结合,并引入包围盒技术,较好的解决了分块调度策略中块与块之间的"跳闪"现象。
4)  scene complexity
场景复杂度
5)  dynamic scene
动态场景
1.
A Fast Soft Shadows Algorithm for Dynamic Scene in MMOG
一种适合于MMOG的快速动态场景软阴影绘制算法
2.
An algorithm is proposed in the paper to extract video object from dynamic scene based on motion estimation and the graph pyramid.
在实际应用中,许多视频序列具有运动背景,使得从其中提取视频对象变得复杂,为此提出了一种基于运动估计和图形金字塔的动态场景下的视频对象提取算法。
3.
And then the paper introduces loose octree into dynamic scene organization and puts forward the concept of data dispatching pipeline.
论文分析了传统的地形流式处理方法和八叉树场景组织的优缺点,然后把松散八叉树引入动态场景的组织,并提出了数据调度流水线的概念,在此基础提出了粗粒度页和细粒度片的动态调度方法。
6)  dynamic scenes
动态场景
1.
Dynamic scenes generation system based on image database;
基于图像数据库的动态场景生成系统
2.
The rendering of dynamic scenes in terrain environment is studied.
提出了地形环境下的动态场景绘制流程。
3.
Second, according to dynamic scenes rendering, we research update algorithms on accelerators, try to make accelerators in every frame can be reuse by next frame without restructuring, so we can save the restructuring time which takes a majority of render time.
第二,针对动态场景的光线跟踪渲染,研究空间加速结构的更新算法,使空间加速结构在每一帧渲染结束后不必重新构造而直接用于下一帧渲染,从而降低在动态场景渲染中占很大比例的重建操作时间。
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