MESH-BASED 基于网格 ; Mesh结构
Mesh-based sculpting 基于模型面雕刻
mesh-based clustering algorithm 基于网格的聚类算法 ; 网格的聚类算法
mesh-based array 网格阵列
Mesh-based coding 网格基编码
MeSH-based weighting MesH加权
triangular mesh based 三角形网格基
Mesh-based Motion Coding 网格基运动场编码
The algorithm first construct a progressive mesh based on the source mesh and change the mesh into the simplest form, tetrahedron.
算法首先对原始三角网格构造一个累进网格,把三角网格简化成最简单的形式,四面体。
This paper presents an efficient algorithm for creating automatic quadrilateral mesh based on a recursive decomposition domain of quadrilateral elements.
基于区域递归分解算法是一种有效的四边形网格生成算法,能较好地运用于复杂的单连通和多连通图形区域,自动化程度高。
To promote the efficient reuse of existing animation resources, an approach for transferring 3D animation from a source mesh to a target mesh based on mean value coordinates is proposed.
为了重用已有动画资源,提出一种基于均值坐标的三维动画传输方法。
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