• 视差贴图同样使用这样的切线空间概念

    Parallax mapping USES the concept of tangent space in the same manner.

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  • 因为法线贴图映射到表面上,所以它已经切线空间中了。

    Because the normal map is mapped to the surface, it already lies flat in tangent space.

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  • 原始材质贴图坐标高度数据已经切线空间中了,因此向量最好能如此。

    The original texture coordinate and height values are already represented in tangent space, so the eye vector must be as well.

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  • 向量能够全局坐标系通过视点坐标减去表面坐标来创建并且要把结果转换切线空间中。

    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.

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  • 我们法线贴图和其他很多游戏一样容易理解更容易使用,它存储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!

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  • 本文T.L.坐标下利用能量原理,同时导出空间元精确割线刚度矩阵切线刚度矩阵显式

    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.

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  • 本文采用状态平衡方程推导出用超越函数表示的空间单元切线刚度矩阵精确表达式。

    The precise tangent stiffness matrix of space cable element is derived in this paper by using equilibrium equation.

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  • 其次基于CR列式法推导出了旋转应变空间单元平面单元内力矢量切线刚度矩阵

    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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  • 其次基于CR列式法推导出了旋转应变空间单元平面单元内力矢量切线刚度矩阵

    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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