视差贴图同样使用了这样的切线空间的概念。
Parallax mapping USES the concept of tangent space in the same manner.
因为法线贴图会被映射到表面上,所以它已经是在切线空间中了。
Because the normal map is mapped to the surface, it already lies flat in tangent space.
原始的材质贴图坐标和高度数据已经在切线空间中了,因此视向量最好也能如此。
The original texture coordinate and height values are already represented in tangent space, so the eye vector must be as well.
视向量能够在全局坐标系中通过视点坐标减去表面坐标来创建,并且要把结果转换到切线空间中。
The eye vector can be created in global coordinates by subtracting a surface position from the eye position and transforming the resulting vector into tangent space.
我们的法线贴图和其他很多游戏不一样,更容易理解也更容易使用,它是存储与对象空间而不是切线空间,也许下回有机会可以介绍一下。
Our normal maps are different from those in most games, and easier to understand and work with, because they're stored in object-space instead of tangent-space. Maybe I'll write about that next time!
本文在T.L.坐标下,利用能量原理,同时导出了空间杆元精确的割线刚度矩阵和切线刚度矩阵显式。
In this paper, the tangent stiffness matrices and the secant stiffness matrices of space trusses are derived with the energy principle in the Total Lagrangian coordinates.
本文采用状态平衡方程推导出用超越函数表示的空间索单元切线刚度矩阵的精确表达式。
The precise tangent stiffness matrix of space cable element is derived in this paper by using equilibrium equation.
其次,基于CR列式法推导出了大旋转小应变空间杆单元及平面梁单元的内力矢量及切线刚度矩阵;
Then, based on the CR formulation, the internal force vector and tangent stiffness matrix of large rotation and small strain space bar and plane beam element are deduced.
其次,基于CR列式法推导出了大旋转小应变空间杆单元及平面梁单元的内力矢量及切线刚度矩阵;
Then, based on the CR formulation, the internal force vector and tangent stiffness matrix of large rotation and small strain space bar and plane beam element are deduced.
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