它存储着绘制在屏幕上的所有像素与摄像机之间的距离。
It stores the distances to the camera of all the pixels drawn on the screen.
然而,简单的中值滤波对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.
清单5显示如何迭代src中的所有像素并在dest中构建像素。
Listing 5 shows how to iterate over all the pixels in SRC and construct the pixels in dest.
遥感图像分类是将图像的所有像素按其性质分为若干个类的技术过程。
The classification of remote image is a process that the pixels in the image are separated into some species by their characters.
本例中,日志文本表明几乎所有像素值都已使用,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.
颜色表告知我们3表示蓝色,因此该图像最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.
如果你现在开始图像处理,背景图像的所有像素将保持不变,我们将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.
照亮这个合并后物体的任何一小部分的所有像素灯都会在渲染过程中计算。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.
该方法可以避免对所有像素点逐个分析,运算量小,检测速度快,基本满足实时性要求,具有一定的抗阴影和水迹的能力。
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.
例如,如果您有一个具有蓝色背景的应用程序,随后要在该背景上呈现略微透明的图像,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.
这种方法通过寻找局部极值快速确定噪声点,并对图像的所有像素做分类标记,处理的过程中只考虑标记为噪声的点,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.
所有这些元素都在“视图坐标”中指定,坐标值不是像素,只是适合应用程序的需要而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.
这是因为:第一,无需在全部代码中查找所有提到游戏窗口是800像素宽的地方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!
然后这个图像就会显示在WorkplaceFormsDesigner界面中,可以在这里“临摹”所有元素,逐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.
Tegra2芯片可以轻而易举地提高Olympus像素,使其能在目前甚至在可预见的未来能提供的所有游戏中运行。
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.
如果将所有的33百万像素的超高画质的(即总所周知的“超高清”)版本都塞进一个22英寸的显示屏幕之中,其图像分辨率将达到令人感叹的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.
该过滤器将所有的层锐化的像素。
所有的数百万的像素放在一起组成网格呈现图像的内容。
Taken together, all of the millions of pixels form a grid that represents the content of the image.
设置一个层,使所有的不透明度为50% half - visible像素。
Setting a layer to 50% opacity makes all of its pixels half-visible.
普雷斯顿是一款大众市场设备,2.8英寸的屏幕,内置300万像素的摄像头和调频收音机,而Omnia是一款集所有功能于一身的多媒体手机,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.
渲染的时候,照射到合并物体任一部位的所有的像素光都会被计算,所以,需要渲染通道数量会增加。
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.
由于不需要记录所有的像素,所以采用这种格式的文件一般比较小。
The file size for these formats tend to be small because every pixel does not have to be accounted for.
在质量设置中调整像素灯光的数量。只有平行光应该是逐像素的,其他所有都应该是逐顶点的。当然,这取决于游戏。
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.
基础通道用一个逐像素方向光和所有球面调和光渲染物体。
Base pass renders object with one per-pixel directional light and all SH lights.
所有这些的背后,是这样一种信念,设计者是控制者(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").
基于平铺延迟的:在单元里渲染所有东西,只对可见的像素着色。
ImgTec PowerVR SGX. Tile based, deferred: render everything in tiles, shade only visible pixels.
所有深度模具格式都表示没有按像素进行特殊位排序。
All depth-stencil formats indicate no particular bit ordering per pixel.
该函数被调用一次,每个可能的像素值,和所得到的表适用于所有的图像带。
The function is called once for each possible pixel value, and the resulting table is applied to all bands of the image.
该函数被调用一次,每个可能的像素值,和所得到的表适用于所有的图像带。
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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