• An effective fast volume rendering algorithm is investigated.

    研究有效的体绘制加速算法。

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  • An interactive volume rendering algorithm is presented which is based on a novel optical visualization model.

    交互式体绘制算法基于一个新的可视化模型。

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  • In this work, we implement the traditional ray-casting-based volume rendering algorithm on the programmable graphics processing unit (GPU).

    将传统的光线投射体绘制算法在具有可编程管线的图形处理器(GPU)上重新实现。

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  • In order to display important organs outstandingly, a new approach for fast volume rendering algorithm based on mixed data sets was put forward.

    为了突出人体重点器官的显示,提出了一种新颖的基于混合数据场的快速体绘制算法。

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  • CONCLUSION: The rendering algorithm described here is able to produce high-quality representations of glycan structures in a chosen symbolic notation.

    结论:这里描述的渲染算法能够用一个精选的符号标记产生多糖结构的高质量的表征。

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  • Adding kerning to the basic text rendering algorithm is easy: When a kerning pair is found, simply add the scaled kerning distance to the pen position before step 4.

    在基本文本渲染算法上增加字距调整非常简单,当一个字距调整对发现了,简单地在第4步前,将缩放后的调整距离增加到笔位置即可。

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  • We study a lot of classic algorithm about the large-scale complex scenery. In this case, we bring about an advanced volumetric rendering algorithm to render the scene.

    本文研究了大量复杂场景绘制的经典算法,并在前人研究成果的基础上,提出改进的体纹理算法,实现了大规模草地的实时绘制。

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  • The contradiction between the realistic and real-time of the shadow rendering algorithm has been a fundamental and difficult problem in computer graphics and virtual reality technology.

    阴影绘制算法的真实感和实时性之间的矛盾,是计算机图形学和虚拟现实技术目前所要解决的一个基本难题。

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  • 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.

    在硬件纹理加速体重建算法的基础上,提出了两种模拟三维数据切割的方法:利用深度缓存实现和利用离散距离场实现。

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  • The author proposes a view selection method for volume rendering algorithm. It combines the formulation of entropy with the ray-casting algorithm to objectively evaluate the quality of view.

    作者提出了一种视图选择方法,它将信息熵公式与光投射算法结合在一起能够对体绘制中所选视图质量的优劣做出客观的评价。

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  • During volume rendering, gradient will be used both on the procedure Classification and Shading. So rapidity and accuracy of gradient estimation is important to high quality rendering algorithm.

    体绘制流程中,梯度在数据分类和明暗计算中都要用到,因此快速准确的梯度估算对高质量的体绘制算法至关重要。

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  • Such an application must specify additional key, algorithm, processing and rendering requirements.

    这种应用程式必须指定附加金钥、算法、处理和再现需要。

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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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  • What is important is that the algorithm guarantees that after a sequence of operations the expensive operations will be amortised and thereby rendering the entire operation O(1).

    重要的是,算法保证在一系列的操作之后,耗时昂贵的操作时间被分摊,从而使整改操作的时间复杂度为O(1)。

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  • Algorithm research is main part of visualization research, the thesis refers to two kinds of algorithms for volume rendering: Fourier volume rendering and shear-warp volume rendering.

    算法研究是可视化的主要研究领域,本文的研究涉及两类体绘制算法:频域体绘制和错切变形体绘制。

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  • Then educes the real time algorithm of dynamic level of detail terrain rendering and gives out its realizing process in detail.

    进而引出了动态多细节水平地形渲染的实时算法,并给出其实现过程及实验结果。

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  • This paper proposed a fast algorithm for particle-based dynamic hair rendering.

    本文提出了一种基于粒子的动态头发模型的快速绘制算法。

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  • This article presents a two-pass algorithm to render the scene including participating media, and this algorithm is an expansion of the rendering to solid objects with photon mapping.

    本文依据光子映射对实体物体的渲染,将其扩展到对包含参与介质的场景的渲染,为此提出了一个两路的渲染算法。

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  • This paper proposes a dynamic simplification algorithm for the terrain model based on the Triangle Subdivision Bi tree to realize continuous view dependent multi resolution rendering of terrain mesh.

    为实现地形漫游,提出基于三角形二叉树的地形网格模型动态简化算法,实现了与视点相关的连续多分辨率简化及快速动态绘制。

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  • And we have realized the algorithm whose rendering speed is independent of the complexity but only deponds on the resolution and other parameters of the volumetric texture.

    本文算法的绘制速度只与体纹理分辨率等参数有关而与模型的几何复杂度无关。

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  • At the same time, the algorithm integrates triangle strips which can further accelerate terrain rendering.

    同时该算法还融合了三角形带化技术,使得地形绘制的效率更高。

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  • Ray casting is a classic algorithm of Volume Rendering.

    光线投射算法是体绘制中的经典方法。

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  • The method applied space objects bounding box tracking algorithm to reduce the amount of light, and improved ray casting algorithm to speed up the rendering speed.

    该方法利用物体空间的包围体算法来减少追踪光线的数量,加快了绘制速度。

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  • Finally, because the grids of center-asymmetric algorithm are similar to the result of view-frustum culling, our method avoided view-frustum culling before rendering.

    中心不对称的算法构造的网格已经接近视锥裁减的结果,因此可以省略中心对称算法在绘制时进行视锥裁减的步骤。

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  • The real-time rendering, the accelerative algorithm and the enhanced third dimension technology are comprehensively studied.

    深入研究了虚拟场景中实时图形绘制与加速算法,以及增强真实感技术。

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  • The new algorithm adds a direction vector to every depth pixel in LDI , and creates images from new vantage points by adopting a weighted rendering method for pixels with the same depth.

    该算法对LDI的每个深度像素增加一个方向向量,对位于同一深度的像素采用加权平均的方法生成新视点下的目标图像。

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  • At chapter 4, we focus on our research on the rendering, roam and continuous multiresolution terrain simplification algorithm of large-scale terrain scene.

    在第4章重点研究了大规模地形场景的显示和漫游技术和实时连续的多分辨率地形简化算法。

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  • In this paper, we introduce a kind of surface rendering method based on ray tracing algorithm.

    该文介绍了一种在光线追踪算法基础上实现的物体表面重建方法。

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  • This paper presents a terrain partition algorithm for quick rendering.

    提出了一种地形分块加速绘制算法。

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  • This paper presents a terrain partition algorithm for quick rendering.

    提出了一种地形分块加速绘制算法。

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