针对扫描矢量化这一数据采集手段,以提高图像质量、数据精度为目的,以教学模型为基础,利用最小二乘原理,详细讨论了扫描后的地形图几何纠正算法。
This paper discussed in detail algorithm of geometric rectification by scanned topographic map based on teaching model with least squares method to heighten image quality and data accuracy.
详细阐述了有限元模型转换相对于几何模型转换的优势,以及其实现方法和途径。
The advantages of finite element model transformation relative to geometry model transformation and the ways realized in finite element model transformation were also expatiated in detail.
重点对几何形态建模、纹理映射建模等技术进行了较为详细的论述,并建成了“虚拟小区”3维视景模型。
This article focuses on the techniques of configuration modeling, texture mapping, and builds a 3d model named "virtual residential district".
采用几何光学模型对圆柱体在激光辐射压力的作用下,产生的转动进行了详细地计算。
In this paper, the rotation of cylinder through the action of radiation pressure generated torque based on the ray optics has been investigated.
通过研究,对该矿各矿体的空间几何形态、内在地质特征与性质等有了更加直观、形象的了解,同时掌握了三维矿体模型建立的思路与详细步骤。
With help of this model, the spatial geometric form and inherent nature of different ore bodies of Miaogou deposit can be known directly and visually.
详细阐述在系统实现过程中应用到的人脸几何表示、一般人脸变化到特定人脸、弹性网格、肌肉模型、全视角贴图、表情提取等技术。
The relevant techniques, including polygonal representation for surface, deformation from a general face model to a specific model, spring mesh, muscle based animation...
详细阐述在系统实现过程中应用到的人脸几何表示、一般人脸变化到特定人脸、弹性网格、肌肉模型、全视角贴图、表情提取等技术。
The relevant techniques, including polygonal representation for surface, deformation from a general face model to a specific model, spring mesh, muscle based animation model, …
本文重点对几何形态建模、纹理映射建模等技术进行了较为详细的论述,并建成了“虚拟小区”三维视景模型。
This article discuses the technique of configuration modeling, texture mapping in detail, and build a 3-d model, named virtual block.
详细阐述在系统实现过程中应用到的人脸几何表示、一般人脸变化到特定人脸、弹性网格、肌肉模型、全视角贴图、表情提取等技术。
The relevant techniques, including polygonal representation for surface, deformation from a general face model to a specific model, spring mesh, muscle based animation model, global text…
详细阐述在系统实现过程中应用到的人脸几何表示、一般人脸变化到特定人脸、弹性网格、肌肉模型、全视角贴图、表情提取等技术。
The relevant techniques, including polygonal representation for surface, deformation from a general face model to a specific model, spring mesh, muscle based animation model, global text…
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