纹理数据从脚本是否可读?
最后通过存储效率分析说明了该技术处理大纹理数据的有效性。
Finally, the effectiveness of Cliptexture in handling much larger texture is proved by analyzing the storage efficiency.
将纹理数据与数据库中的参考信息进行比较,以确定对个体的识别。
The texture data is compared to reference information in a database to determine the identity of an individual.
首次提出了基于多分辨率渐进层提取的三维地形模型纹理数据建立和渐进传输的方法。
The method of constructing and progressively transmitting 3D terrain texture data based on multi-resolution progressive layers is put forward for the first time.
同时提出了一种时空结合的MAD预测模型和一种更加灵活的非纹理数据的预测方法。
Furthermore, a novel rate control scheme named Spatio-Temporal MAD prediction model is presented, and a more flexible non-texture prediction scheme is derived.
使用内存映射文件技术及多线程调度技术,用于管理和调度大数据量地形数据和纹理数据。
Using Memory Map File and Multi-thread dispatch technology, to manage and dispatch large terrain data and texture data.
一种掌纹识别方法,包括:分析来自手掌图像的区域,以利用该区域获得皮肤表面的纹理数据。
A method of palmprint identification includes analyzing an area from an image of a palm to obtain texture data for the skin surface with the area.
为了解决单张高分辨率纹理映射的问题,我们利用纹理在绘制中的连贯性,将纹理数据组织为四叉树结构。
Exploiting the frame coherence, we construct the texture data as quadtree, and integrated with geometry quadtree, which handle the problem of large texture in real-time.
该算法使用的纹理数据的大小仅受到硬件容量和浮点数精度的限制,并且运行效率与使用普通纹理相差不大。
The dimension of texture is only restricted by hard storage capacity and floating point bit depth, while the efficiency is comparable to small size hardware texturing.
本文在金字塔塔模型的基础上,运用面向对象思想,设计了多分辨率纹理数据的生成方案,对其流程进行了具体实现,对一些相关技术进行了讨论。
In the base of pyramid model, this paper designed a new method for the genegration of multi-resolution texture with OOP. Some related problems are also discussed in this paper.
主要是由于游戏中营造的3D体验及其它应用程序需要数据——很多很多的数据——来显示复杂精细的纹理与造型。
Mostly because creating a 3D experiencein games and other applications requires data -- lots and lots of data -- todisplay intricate textures and shapes.
一个大型数据库(称为资产服务器)存储每个3d模型、纹理、角色和其他资产的详细信息。
A large database (known as the asset Server) holds the details of every 3d model, texture, avatar, or other asset.
在保存数据访问页时,默认情况下,所有支持文件(如项目符号、背景纹理和图形)都被组织在支持文件夹中。
When you save a data access page, all supporting files - such as bullets, background textures, and graphics - are, by default, organized in a supporting folder.
评估时间由与当前时间的偏移确定,并且该偏移由相应纹理标记中的用户数据条目确定。
The evaluation time is determined by an offset from the current time and this offset is determined by a user data entry in the respective texture tag.
设置唯一纹理单元来保存数据。
在将两个摄像机对同一坐标系(全局坐标系)标定的基础上,提出了距离数据及纹理的融合方法。
A new method for merge of range data and texture based on calibrating two cameras in a world coordinate system is proposed.
利用已配准的两种传感器数据,提取建筑物框架,并映射纹理,生成三维模型。
The framework of the building and the texture are created from the aligned data sets.
计算机分析数据,并提取出如物体的,边、区域、边界、颜色和纹理等信息。
The computer analyzes the data and extracts such image information as edges, regions, boundaries, colors and textures of the objects in the image.
视频数据除了具有与图像一样的空间特性外(如颜色、边缘和纹理等),还具有时序特性,即视频中存在运动信息。
A video sequence possesses not only spatial properties like images, such as color, edge, texture, but also temporal properties, namely, the motion information.
基于局部域上象元的整体相关性和基图象纹理连续性,对已知象元进行迭代拟合,同时修复多点缺损数据。
Based upon texture feature and whole interrelation of, pixels in local region, an iterative algorithms of approximation to known pixels was performed to restore the damaged data.
在实验数据的基础上,对工件表面纹理图像的特征参数进行提取,提出采用相对距离作为刀具磨损程度的评价指标。
Using the experimental data, feature parameters of workpiece surface texture images were extracted. Relative distance was presented to evaluate the wear degree of cutting tools.
此外可以通过“烤”成图像纹理格式的几何数据生成纹理。
Textures can also be generated by "baking" geometric data into image texture format.
在硬件纹理加速体重建算法的基础上,提出了两种模拟三维数据切割的方法:利用深度缓存实现和利用离散距离场实现。
Based on hardware-accelerated texture-based volume rendering algorithm, this paper proposed two methods for volume cutting, which are based on either depth buffer or discrete distance field.
高分辨率卫星影像包含着地表目标丰富的形状结构和纹理信息,使其成为城市研究的重要数据源。
High-resolution satellite image provides abundant shape structure and texture information of landscape objects and it becomes important data source in field of city research.
介绍了一种利用较小的存储空间和计算时间,实现在大面积网格数据上动态贴纹理的方法。
The article describes a method in which it is easy to automatically paste textures in a large area of girding data by using a smaller memory space and calculating space.
借助数据挖掘方法在图像中的应用,提出了一种利用图像降阶结合基元模式匹配对纹理特征进行挖掘的新思路。
According to the method of data mining using in the image, this paper proposed a new approach based on image degradation and unit pattern matching to mine texture feature.
基于关系-对象数据库建立了材质库和纹理库。
Based on relation object data base, the material library and texture library was built.
过特殊处理的等高线数据制成小块dem,采用两种模式将遥感影像与这些DEM进行纹理映射,从而制作成大规模3d遥感影像。
DEM data are divided into small blocks, and texture mapping of RS image with these DEM data is performed in two ways. Finally, the L3DRSI is created.
介绍了一种基于点云数据生成距离影像,而后引入对比度纹理辅助的点云数据建筑物快速提取方法。
The range image is abstracted from the original data and then the height texture is used for assisting classification.
介绍了一种基于点云数据生成距离影像,而后引入对比度纹理辅助的点云数据建筑物快速提取方法。
The range image is abstracted from the original data and then the height texture is used for assisting classification.
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