• Due to rainy weather, it was quite easy because there is a strong fog effect which I made by using the Z-Depth channels.

    在雨天,这很简单,因为会有浓雾的效果,这种效果是我使用Z - Depth通道制作的。

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  • Z-Depth pass was used to add some fog which really boosted the sense of depth in the images, separating the trees in the background from the foreground objects.

    我们用Z-Depth路径增加了一些雾景,这确实增加了图像中场景的深度,将背景树木从近景中分离了出来。

    youdao

  • If Z buffer can't be accessed as a texture, then depth is rendered in additional rendering pass, using shader replacement.

    如果Z缓冲不能被以纹理的方式访问,那么深度将在额外的渲染处理中被使用着色器替代技术渲染。

    youdao

  • The depth buffer has the same width and height as the screen but holds z coordinates instead of color values.

    深度缓冲与屏幕有着相同的宽和高,但用z坐标取代颜色值。

    youdao

  • Depth texture corresponds to Z buffer contents that are rendered, it does not use the result from the fragment program.

    深度纹理对应于Z缓冲区所渲染的内容,它并不使用片段程序所输出的结果。

    youdao

  • The measured CI value corresponding with depth, average CIvalue and the CI-Z curve can be printed out on the spot.

    该仪器能现场打印出与深度Z相对应的土壤的CI值、整个测试深度内土壤的平均CI值及Z—CI曲线。

    youdao

  • Here I don't care too much about the depth (Z axis) as long as it is 21.5 mm deep or more.

    在这里,我不关心太多的深度(Z轴),只要它是二十一点五毫米深或以上。

    youdao

  • Master slide objects maintain their own depth level (z-order).

    主幻灯片对象有自己的深度级别(Z顺序)。

    youdao

  • By making use of Z depth efficiency in error judgement of sampling point and utilizing reliability of vector partition, it can define the cutting error on real time.

    利用Z高度法效率高的优点,判断采样点是否超差;利用矢量分割法检测结果可靠性高的优点,求解沿着设计曲面的法矢方向以及采样点到刀具扫略体的距离(切削误差)。

    youdao

  • By making use of Z depth efficiency in error judgement of sampling point and utilizing reliability of vector partition, it can define the cutting error on real time.

    利用Z高度法效率高的优点,判断采样点是否超差;利用矢量分割法检测结果可靠性高的优点,求解沿着设计曲面的法矢方向以及采样点到刀具扫略体的距离(切削误差)。

    youdao

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