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- Polynomial Texture Maps(PTM) 多项式纹理
- Maps - enables or disables texture maps. 贴图。使用或禁用贴图。
- Texture maps consist of an image file or sequence and a set of UV coordinates. 纹理贴图可以是一张图片或者是一组图片序列,并且设置好UV适配坐标。
- In order to create a virtual flow analysis system for thrust bearings, a new method of particle texture mapping (PTM) for flow field visualization was presented. 摘要为了建立虚拟轴承流场分析系统,提出基于粒子纹理映射的流场可视化方法。
- To load texture maps, because they were designed to use internal information and dirt rectangle tables. 来加载纹理图,原因是前面两个方法旨在使用内部信息和脏矩形表。
- Chapter 5 introduces texture mapping techmology. 第5章介绍了纹理映射技术。
- Assign placeholder texture maps to the diffuse and bump material slots for each of your models. 分配占位符纹理地图到散开和爆沸物质槽孔为每一个您的模型。
- The skin surface temperature of 208 normal youth was measured by Thermal Texture Maps(TTM). 利用TTM红外热成像系统对208例正常青年男女进行体表温度测量。
- The purpose of this paper is to discuss the method for evaluating sleep quality by using the Thermal Texture Maps (TTM) and its application value. 本文的目的是探讨利用热断层(TTM)技术对睡眠质量进行评估的方法及其应用价值。
- Texture mosaic technology based on partial texture mapping. 基于分块映射的纹理拼接技术。
- Photos used for the basis of your texture should roughly match the final texture map size. 使用照片作为你的材质的基础来粗略的匹配最终材质贴图的尺寸。
- Use Photo-retouch program to modify and collage photos into a larger new texture map according to the need of the animation. 依动画所需,使用修图软体将类似图像拼贴成较大张的肌理底图。
- Kristof Beets. Texture Map Compression [EB/OL]. http://www. pvr-net. com/hardware/compression/4cchtml 1998. 计算机图形学的算法基础[M].;北京:机械工业出版社;2002
- Specifies whether the device supports texture mapping on lines. 指定设备是否支持对线条进行纹理映射。
- An approach of texture mapping based on triangulation is presented. 摘要提出一种基于三角划分的纹理映射算法。
- The height map correlates to the surface's regular texture map and stores one height value per texel. 高度贴图和常规的材质贴图相关,并且存储了一个高度值在每个贴图像素中。
- If your ship is modular, try to pack all modules ( wings, fins, gears, etc.. ) within the same texture map. 如果你的船是组件,试着捆扎(pack)所有的组件(翼、鳍、装置等)在相同的贴图之内。
- The Random Bricks shading network produces a texture map of randomly generated bricks. 随机砖形的材质网络产生一个随机产生的砖形的纹理贴图。
- The Screw Thread shading network is a good example of how displacement can be driven by a mathematical expression rather than a conventional texture map. 螺纹材质网络是一个好例子,它证明了如何通过一个数学表达式来驱动置换,它强于一个方便的纹理贴图。
- Instead, the geometry itself is modified at render time by a texture map or expression connected to the shading group via a Displacement node. 相反地,它本身的几何学是在渲染时通过一个纹理或表达式连接到材质组上通过一个置换节点来完成修改的。