• 存储着绘制屏幕上所有像素摄像机之间距离。

    It stores the distances to the camera of all the pixels drawn on the screen.

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  • 然而简单滤波图像中的所有像素点进行滤波

    However, the simple median filtering algorithms have an impact in all pixels in noisy images and often incur over-smoothness of image's details.

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  • 清单5显示如何迭代src中的所有像素dest中构建像素

    Listing 5 shows how to iterate over all the pixels in SRC and construct the pixels in dest.

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  • 遥感图像分类将图像所有像素性质分为若干技术过程

    The classification of remote image is a process that the pixels in the image are separated into some species by their characters.

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  • 例中日志文本表明几乎所有像素使用即使所占总体比例很小

    In this case, the log display indicates that virtually all pixel values are used, even though they are a small percentage of the total.

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  • 颜色告知我们3表示蓝色因此图像上面一行中的所有像素都是蓝色。

    The color table tells us that 3 represents blue, so all the pixels in the top row of the image are blue.

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  • 如果现在开始图像处理背景图像所有像素保持不变我们因此而得到原来的背景照片。

    If you start image processing now, all pixels of the background image will stay the same and we will get the original background photo as a result.

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  • 照亮这个合并后物体任何一小部分所有像素都会渲染过程计算因此需要的渲染通道数量就会增加

    All pixel lights that illuminate any part of this combined object will be taken into account during rendering, so the number of rendering passes that need to be made could be increased.

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  • 方法可以避免所有像素逐个分析,运算量小,检测速度快基本满足实时性要求,具有一定的阴影水迹能力。

    This method avoids analyzing each pixel of image. It performs with less calculation and higher speed, and satisfies robust real-time basically. It also resists the effect of shadows and water marks.

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  • 例如如果一个具有蓝色背景应用程序,随后背景上呈现略微透明图像,则要呈现两次应用程序中的所有像素

    For example, if you have an application with a blue background, which then renders a slightly transparent image over it, you will render all of the pixels in the application twice.

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  • 这种方法通过寻找局部极值快速确定噪声,并对图像所有像素分类标记,处理的过程中只考虑标记噪声点,采用邻域内非噪声点的均值作为滤波输出。

    Using this method, the noisy point is determined quickly by looking for the local extremum and the classified markers are made for all pixels of the image.

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  • 所有这些元素视图坐标中指定,坐标值不是像素,只是适合应用程序需要定义的任意数值范围

    All these are specified within "view coordinates," which are not pixels but any arbitrary range of values that you can define in whatever way makes sense for your application.

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  • 是因为:第一无需全部代码查找所有提到游戏窗口800像素地方800 !

    First, you don't need to search through all of your code for all of The Times you said the play area was 800 pixels wide. 800!

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  • 然后这个图像会显示WorkplaceFormsDesigner界面中,可以在这里“临摹”所有元素像素地重新生成纸质表单

    This image is then displayed in the Workplace Forms Designer interface, where you can trace over all the elements, reproducing the paper form pixel-for-pixel.

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  • Tegra2芯片可以轻而易举地提高Olympus像素使其能目前甚至在可预见未来提供所有游戏中运行。

    A Tegra 2 chip would give the Olympus the power to push around pixels easily in any game currently available, or likely to be available in the foreseeable future.

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  • 如果所有的33百万像素超高画质的(即总所周知的“超高清”)版本塞进一个22英寸的显示屏幕之中,图像分辨率达到令人感叹的400像素每英寸。

    If all 33m pixels that the Super Hi-Vision format (known as Ultra HD elsewhere) offers were crammed onto a 22-inch screen, the picture resolution would be an astonishing 400ppi.

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  • 过滤器所有锐化像素

    This filter will sharpen all the pixels on the layer.

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  • 所有数百万像素放在一起组成网格呈现图像内容

    Taken together, all of the millions of pixels form a grid that represents the content of the image.

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  • 设置一个使所有透明度50% half - visible像素

    Setting a layer to 50% opacity makes all of its pixels half-visible.

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  • 雷斯顿款大众市场设备,2.8英寸屏幕,内置300万像素摄像头调频收音机Omnia是一款所有功能于一身多媒体手机使用WindowsMobile操作系统

    The Preston is a mass-market device with a 2.8-inch screen, 3-megapixel camera and FM radio, while the Omnia is an all-in-one multimedia phone that USES the Windows Mobile operating system.

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  • 渲染时候,照射到合并物体任一部位所有像素都会计算所以需要渲染通道数量增加

    All pixel lights that illuminate any part of this combined object will be taken into account during rendering, so the number of rendering passes that need to be made could be increased.

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  • 由于需要记录所有像素,所以采用这种格式文件一般比较

    The file size for these formats tend to be small because every pixel does not have to be accounted for.

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  • 质量设置调整像素灯光数量只有平行应该像素的,其他所有应该是逐顶点的。当然取决于游戏

    Adjust pixel light count in quality Settings. Essentially only the directional light should be per pixel, everything else - per vertex. Certainly this depends on the game.

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  • 基础通道一个像素方向所有球面调和渲染物体

    Base pass renders object with one per-pixel directional light and all SH lights.

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  • 所有这些背后,这样种信念设计者控制者(想想像素师(pixelmechanic)这个称呼的意味)。

    Underpinning all this is the belief that designers are controllers (think about the implications of the term "pixel mechanic").

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  • 基于平铺延迟的:单元里渲染所有东西可见像素着色。

    ImgTec PowerVR SGX. Tile based, deferred: render everything in tiles, shade only visible pixels.

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  • 所有深度模具格式表示没有像素进行特殊排序

    All depth-stencil formats indicate no particular bit ordering per pixel.

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  • 函数调用一次每个可能的像素得到适用所有图像

    The function is called once for each possible pixel value, and the resulting table is applied to all bands of the image.

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  • 函数调用一次每个可能的像素得到适用所有图像

    The function is called once for each possible pixel value, and the resulting table is applied to all bands of the image.

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