• This article demonstrates using the Imager Perl module to read and process images to create per-pixel level altitude slices of source images.

    本文将演示如何使用ImagerPerl模块来读取和处理图像,从而为源图像创建单像素级别的高度段。

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  • At a chunkSize of 1, this will create a per-pixel correct rendering of the distortion algorithm, while each increase in chunkSize will drastically reduce the number of SDL_BlitSurface calls required.

    chunksize取1将得到失真算法的逐像素矫正呈现。增大chunkSize将大大减少SDL_BlitSurface的调用次数。

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  • Base pass renders object with one per-pixel directional light and all SH lights.

    基础通道用一个逐像素方向光和所有球面调和光渲染物体。

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  • In Forward Rendering, some number of brightest lights that affect each object are rendered in fully per-pixel lit mode.

    在正向渲染中,影响物体的最亮的几个光源使用逐像素光照模式。

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  • Note that light groups overlap; for example last per-pixel light blends into per-vertex lit mode so there are less "light popping" as objects and lights move around.

    注意不同的光照组间有重叠,如,最后一个逐像素光源也以逐顶点光照模式的方式渲染,这样能减少当物体和灯光移动时可能出现的“光照跳跃”现象。

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  • Three algorithms estimating the distortion are compared in this thesis, experimental result shows that the recursive optimal per-pixel estimate(ROPE) algorithm is the best.

    本论文比较了现有的三种失真度估算方法,通过实验证明了基于像素级的递归估算方法是最为接近实际情况的方法。

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  • Per-pixel dynamic lighting will add significant rendering overhead to every affected pixel and can lead to objects being rendered in multiple passes.

    逐像素的动态光照将对每个受影响的像素增加显著的计算开销,并可能导致物体会被渲染多次。

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  • The typical climate model simulates clouds at 28 kilometers per pixel.

    而典型的气候模式在模拟云时一般采用28公里每像素的分辨率。

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  • Both the image above and the full image are at MODIS 'maximum resolution of 250 meters per pixel.

    上述两幅图像及完整图像都是MODIS的最大分辨率-每像素250米。

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  • The Lunar Reconnaissance Orbiter Camera (LROC) Wide Angle Camera (WAC) is imaging the surface in seven different wavelengths at a resolution of between 100 and 400 metres per pixel.

    美国宇航局的月球探测轨道器利用广角镜头,以7个不同的波长扫描月球表面,以介于每像素100米到400米的清晰度拍摄了大量照片。

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  • Retrieves the bits per pixel.

    得到每个像素的比特位。

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  • An object space normal map only looks at the orientation of the entire model it's applied on to calculate the per pixel directions on it's surface.

    一个物体空间的法线贴图,仅从整个模型的自身朝向检视物体,并据此解算在它表面的每个像素的方向。

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  • A video display capable of displaying only black pixels and white pixels requires only one bit of memory per pixel.

    只可以显示黑色像素和白色像素的视频显示器只需要每像素一位内存。

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  • Media Center is unable to repair this image. Media Center can only fix images that are 24 bits per pixel.

    媒体中心无法修复此图像。媒体中心只能修正每像素24位的图像。

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  • Bytes per pixel, size of the frame, and pitch (or stride) are calculated internally according to the ChromaType value.

    每像素字节数、桢长度和间距(或步幅)根据ChromaType值在内部计算。

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  • The options tell the VNC server to start up with a resolution of 1024x768 and a pixel depth of 24 bits per pixel.

    这些选项指示启动服务器,分辨率为1024x768,像素深度为每像素24位。

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  • The images were obtained at a distance of approximately 526,000 miles from Saturn and at a Sun-Saturn-spacecraft, or phase, angle of 74 degrees. Image scale is 31 miles per pixel.

    此图拍摄点距土星526,000英里,太阳-土星-飞船夹角(相位)为74度,图像比例尺为每个象素31英里。

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  • Specifies the number of color bits per display pixel.

    指定位图中每个像素颜色的位数。

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  • Adjust pixel light count in quality Settings. Essentially only the directional light should be per pixel, everything else - per vertex. Certainly this depends on the game.

    在质量设置中调整像素灯光的数量。只有平行光应该是逐像素的,其他所有都应该是逐顶点的。当然,这取决于游戏。

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  • The pixel rendering peak value rate is 260 Mpixels per second.

    象素处理峰值速度为每秒2.6亿个象素。

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  • All depth-stencil formats indicate no particular bit ordering per pixel.

    所有深度模具格式都表示没有按像素进行特殊位排序。

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  • Lower the threshold if your camera has a higher color-constancy per pixel.

    如果摄像机的像素颜色稳定性比较高,那么可以降低这个阈值。

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  • Lower the threshold if your camera has a higher color-constancy per pixel.

    如果摄像机的像素颜色稳定性比较高,那么可以降低这个阈值。

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