• 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.

    硬件纹理加速体重建算法基础提出两种模拟三维数据切割方法:利用深度缓存实现利用离散距离实现。

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  • Volume rendering and multi-resolution rendering for hybrid octree via cell projection and 3D-texture mapping are implemented.

    并用投射纹理映射方法分别实现了混合树的体绘制多分辨率绘制。

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  • Direct volume rendering based 3d texture can guarantee image quality and reach interactive frame rates. Because of the restriction of texture memory, it is difficult to render large volume data.

    基于3d纹理直接绘制算法可以保证图像质量同时达到较好的交互性能,但由于纹理内存限制,大规模数据场的3d纹理直接体绘制比较困难。

    youdao

  • Direct volume rendering based 3d texture can guarantee image quality and reach interactive frame rates. Because of the restriction of texture memory, it is difficult to render large volume data.

    基于3d纹理直接绘制算法可以保证图像质量同时达到较好的交互性能,但由于纹理内存限制,大规模数据场的3d纹理直接体绘制比较困难。

    youdao

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