• Rendering Tier 2 Most graphics features use graphics hardware acceleration.

    转译层2 :大部分图形功能会使用图形硬体加速。

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  • Graphics hardware processes vertices in a pipeline like a factory builds cars in an assembly line.

    图形硬件是以流水线形式处理顶点的,就像工厂以流水线组装汽车一样。

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  • Results: Analyze the method and character in the use of graphics hardware to accelerate reconstruction.

    结果阐明了显卡在CT重建中的加速特点和实现方法。

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  • Graphics hardware acceleration means that rich, graphically intensive sites can render faster while using less CPU.

    借助于图形硬件加速,那些需要绘制大量图形的站点不但可以降低CPU的占用率,还能加快图形的渲染速度。

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  • As graphics hardware evolved, GDI gained the ability to be hardware-accelerated through a set of DDIs (Device Driver Interface).

    随着图形硬件(显卡)演进,GDI通过DDI(设备驱动接口)获得了硬件加速的能力。

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  • A rendering tier defines a level of graphics hardware capability and performance for a device that runs a WPF application.

    转译层会定义执行WPF应用程序的装置所能达到的图形硬体能力和效能等级。

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  • The flocking rules were discovered by Craig Reynolds, a computer scientist working at Symbolics, a graphics hardware manufacturer.

    群体规则是由克雷格·雷诺兹发现的。 他是研究象征符号的计算机科学家,制图软件制造商。

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  • Note that the actual number of vertices that graphics hardware has to process is usually not the same as displayed in a 3D application.

    注意,图形硬件处理在的实际的顶点数,3D程序中显示的通常是不一样的。

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  • With development of PC and graphics hardware, rendering systems based on pc-cluster which are cheaper and powerful can also do that work.

    随着PC和图形显卡的飞速发展,基于PC集群的绘制系统以其廉价而强大的能力恰能满足要求。

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  • With the era of programmable graphics hardware, shader replaces the traditional fixed rendering pipeline to achieve more realistic effects.

    随着可编程图形硬件时代的到来,着色器替代了传统的固定渲染管线以实现更加逼真的图像效果。

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  • Finally, the shadow texture is mapped to a corresponding surface in 3D scene by projective texture based on programmable graphics hardware.

    最后,在可编程图形硬件上,采取投影纹理映射技术将阴影纹理投射到场景中的相应表面。

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  • This paper comprehensively describes how to achieve these effects using data storage and transport technology of existing graphics hardware.

    本文详细介绍了如何使用现有的图像硬件的数据存储和传输技术实现这些特效。

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  • Note that the actual number of vertices that graphics hardware has to process is usually not the same as what is displayed in a 3d application.

    请注意,图形硬件处理顶点的实际数量通常和3d应用程序显示的不一样。

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  • This feature allows the kernel to control the graphics hardware after the required components are initialized (such as the PCI bus and graphics card).

    此特性允许在所需组件初始化后由内核控制图形硬件(比如pci总线和显卡)。

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  • Note that the actual number of vertices that graphics hardware has to process is usually not the same as the number reported by a 3d application.

    请注意,图形硬件处理顶点的实际数量通常和3d应用程序显示的不一样。

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  • Note that the actual number of vertices that graphics hardware has to process is usually not the same as the number reported by a 3d application.

    请注意,显卡所处理的实际顶点数目通常不等于一个3d应用程序所报告的数目。

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  • This paper-described a method for drawing graphs, such as cou-tours and profile maps on a characters printer without special graphics hardware and software.

    本文介绍了在计算机系统上用字符打印机执行绘图功能,绘制各种等值图与剖面图的方法。

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  • Manually control the level of acceleration and performance supplied by your graphics hardware. Use the Display Troubleshooter to assist you in making the change.

    手动控制图形硬件所提供的加速和性能级别。使用“显示疑难解答”来帮助您做更改。

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  • Using vertex and fragment programs, it is possible to replace the traditional vertex projection and lighting equation used by real-time computer graphics hardware.

    使用顶点和片元程序能够取代计算机图形硬件上使用的传统的顶点投影和光照公式。

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  • With the efficient use of computation capacity and programmability provided by graphics processing unit (GPU) of underlying graphics hardware, most of computation from CPU are isolated.

    通过有效利用图形硬件的图形处理单元(GPU)的运算能力和可编程性,将大量计算从CPU分离出来。

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  • Self collision detection is the most time consuming process in deformable object simulation. In this paper, a novel algorithm is presented for performing self collision using graphics hardware.

    自碰撞检测是可变形体模拟过程中最耗时的环节,提出一种使用图形硬件的快速算法。

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  • It gives you access to all aspects of the mobile device that it runs on, from low level graphics, to hardware like the camera on a phone.

    它允许您访问各种移动设备的所有方面,这些移动设备从低级图形设备到手机摄像头上的硬件不一而足。

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  • The first two platform previews demonstrated hardware acceleration of text, images, and vector graphics.

    前两个平台预览版本说明了文本、图像和矢量图形的硬件加速。

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  • With hardware accelerated graphics, the graphics card and driver combination play a significant role in how you experience the various examples and benchmarks.

    使用硬件加速图形,图形卡和驱动程序的组合在你如何体验各种例子和基准方面扮演着很重要的角色。

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  • A GPU is a hardware coprocessor that accelerates computations for computer graphics applications.

    GPU是一种硬件协处理器,可加速计算机图形应用程序的计算。

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  • Graphics CARDS without hardware vertex processing, common on cheaper laptops, do not appear to work.

    显卡如果不具有硬件顶点处理能力(便宜的笔记本电脑通常安装这样的显卡),就不能正常工作。

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  • Also, its relatively underpowered hardware could soon look feeble next to the stunning graphics of its rivals.

    同样,其相对较弱的硬件机能可能很快就会在对手惊人的图像面前显得虚弱无力。

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  • The result was that there were two different realms of hardware acceleration and graphics programming – one built around Direct3D and the other around GDI.

    最后导致诞生了两个不同的领域 :硬件加速和图形编程。 前者围绕于Direct3D构建,后者则围绕于 GDI 。

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  • The result was that there were two different realms of hardware acceleration and graphics programming – one built around Direct3D and the other around GDI.

    最后导致诞生了两个不同的领域 :硬件加速和图形编程。 前者围绕于Direct3D构建,后者则围绕于 GDI 。

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