frustums是什么意思,frustums中文翻譯,frustums怎么讀、發(fā)音、用法及例句
?frustums
frustums 發(fā)音
[?fr?st?mz]
英: 美:
frustums 中文意思翻譯
常見釋義:
n.[數(shù)]截頭錐體;平截頭體
frustums 詞性/詞形變化,frustums變形
名詞復(fù)數(shù): frustums |
frustums 短語詞組
1、frustums calculator ─── 平截頭體計算器
frustums 相似詞語短語
1、frusts ─── 挫敗
2、frustules ─── n.細(xì)胞膜;硅藻之細(xì)胞膜
3、frustule ─── n.細(xì)胞膜;硅藻之細(xì)胞膜
4、Faustus ─── n.浮士德(歐洲中世紀(jì)傳說中的人物,為獲得知識和權(quán)力,向魔鬼出賣自己的靈魂)
5、dustups ─── n.騷動;吵鬧,爭吵
6、fructuous ─── adj.多果實的;多產(chǎn)的;會結(jié)果實的;肥沃的
7、frustum ─── n.[數(shù)]截頭錐體;平截頭體
8、crusts ─── n.地殼;外殼;面包皮;堅硬外皮;vi.結(jié)硬皮;結(jié)成外殼;vt.蓋以硬皮;在…上結(jié)硬皮
9、fruit gums ─── 水果膠
frustums 常見例句(雙語使用場景)
1、The storage, look-up and view frustum culling of nodes in 3D scene are the key problems which effect the rendering efficiency in large scale scene. ─── 在大規(guī)模場景渲染過程中,場景中節(jié)點的存儲、查找,以及視域剔除是影響渲染速度的重要因素。
2、a frustum formed from a cone. ─── 用圓錐體做的平截頭體。
3、Note that we are using the filter texture, the filter frustum, and the we have turned off filtering. ─── 注意,我們正在使用過濾紋理,過濾平截頭體,并關(guān)閉了過濾。
4、Fast Rendering Method Based on View Frustum Culling and Image Caching ─── 基于視域剔除和圖像緩存技術(shù)的復(fù)雜場景快速繪制方法
5、During the rendering process, two threads are used.One of them is responsible for generating multi-resolution terrain mesh by using quad-tree, flag matrix, and view frustum. ─── 該階段使用兩個線程,其中繪制線程主要借助四叉樹結(jié)構(gòu),標(biāo)識矩陣,裁減視景體來實現(xiàn)四塊子地形的多分辨率網(wǎng)格生成;
6、frustum of parabola ─── 拋物線截角錐體
7、All vertices are clipped by the back plane of the viewing frustum. ─── 所有頂點都被視圖截錐的后平面所剪輯。
8、Abstract The flow properties in the region between two coaxial frustum cones, with the inner one rotating and the outer one stationary, have been studied. ─── 摘要 本文主要研究了兩同軸旋轉(zhuǎn)圓臺(外圓臺固定)間流體的流動性質(zhì)。
9、Given thecurrent view frustum, compute the visible geometry. ─── 給定當(dāng)前視景體,計算可見幾何體。
10、frustum form factor ─── 缺頂體形數(shù)
11、All remaining patches are culled against the viewing frustum. ─── 剩下的綴片通過視見體進(jìn)行剔除。
12、The use of triangle strips and quickly culling faces outside the view frustum also contributed to fast rendering of terrain surface. ─── 為進(jìn)一步提高繪制速度,算法中使用了條帶結(jié)構(gòu),并對視區(qū)外的部分實現(xiàn)快速裁剪。
13、2.a frustum formed from a pyramid. ─── 用棱錐做的平截頭體。
14、With view frustum culling based on nodes of block, triangle strip optimizing, cracks elimination and geomorphing, the efficiency and effect of the method are greatly increased. ─── 基于塊節(jié)點的視景體裁剪、三角形條組織以及邊界裂縫消除、視覺光滑處理等手段的運用,提高了地形漫游的效率與可視化效果。
15、Faces can be culled using a number of techniques including back face, view frustum, and occlusion culling. ─── 可以使用許多方法來剔除面,包括背面剔除、視圖截錐剔除和遮面剔除。
16、The new dieless hydroforming technology of spherical tanks from combination frustum shells is put forward, its hydrobulging process is researched by means of experiments. ─── 提出了一種新型平板焊接多面殼體(即棱臺組合體)的整體脹形造球工藝技術(shù),并通過實驗獲得成功。
17、Keywords sonochemical yield;quadrangular frustum pyramid;quadrangular prism;KI solution; ─── 聲化學(xué)產(chǎn)率;四棱臺;四棱柱;碘化鉀溶液;
18、All vertices are clipped by the top plane of the viewing frustum. ─── 所有頂點都被視圖截錐的頂平面所剪裁。
19、Another is used to load the sub-terrains needed during the follow rendering from second memory according to the movement of view frustum. ─── 調(diào)度線程主要實現(xiàn)基于視景體頂點位置判斷的子地形數(shù)據(jù)塊的預(yù)調(diào)度。
20、This will help the 3D engine's performance by doing per-object frustum culling. ─── 此舉有助于3D引擎對對象的層次視錐剔除運算。
21、regular frustum ─── 正平截頭體
22、above the bosh the stack extends from the widest part to the top. Its shape is like a frustum of a cone. Here the reduction of the iron oxides to sponge iron takes place. ─── 爐身位于爐腹之上,從高爐直徑最大處一直到爐頂,其形狀就象一個截頭圓錐。在這里鐵氧化物被還原成海綿鐵。
23、frustum of pyramid frustum ─── 平截頭
24、rotating coaxial frustum cone ─── 同軸旋轉(zhuǎn)圓臺
25、view frustum split ─── 視截體分層
26、frustum cylinder ─── 截錐圓柱體
27、frustum of pyramid ─── 平截頭棱錐體截棱錐
28、Keywords gas pipeline;leakage;jet;flame;frustum model;thermal radiation;injury;probability;safety; ─── 輸氣管道;泄漏;射流;火焰;平截頭圓錐體模型;熱輻射;傷害;幾率;安全;
29、If the vertex is outside of the viewing frustum, it is stored in the destination vertex buffer in projection space coordinates. ─── 如果頂點在視錐平截體外部,則會以投影空間坐標(biāo)的形式將其存儲在目標(biāo)頂點緩沖區(qū)中。
30、Keywords Equilateral double cone frustums shell Restrain Bulging Buckling; ─── 等邊雙圓錐臺殼體;約束;脹形;起皺;
31、conoidal frustum ─── 截頭錐體
32、The viewing frustum has an origin (0,0) at the center of the screen, while screen coordinates have an origin at the upper left of the screen. ─── 視圖錐截體的原點(0,0)在屏幕中心,而屏幕坐標(biāo)的則在屏幕的左上角。
33、All vertices are clipped by the left plane of the viewing frustum. ─── 所有頂點都被視圖截錐的左平面所剪裁。
34、- :Ogre is pretty good at detecting which lights could be affecting the frustum, and from that, which objects could be casting a shadow on the frustum. ─── + :Ogre可以很漂亮的探測并處理燈光是否對視截體是否有影響,并且還能夠處理物體是否投影進(jìn)入整個視截體的情況。
35、Experimental Research on Bulging of Equilateral Double- Cone-Frustums Shell with Restrained Ends ─── 等邊雙圓錐臺殼體端部約束脹形的實驗研究
36、Approximate Calculation of Resistance of a Frustum of a Cone ─── 圓臺導(dǎo)體電阻的近似計算
37、The numerical simulation of directional solidification process for large-scale frustum of a cone ingot ─── 大型圓臺鋼錠定向凝固的數(shù)值模擬
38、Since we have already normalized our screen values, all we need to do is multiply them by the tangent to find a ratio for this point in the frustum. ─── 因為我們已經(jīng)定好屏幕相關(guān)值,我們現(xiàn)在所要做的就是依據(jù)正切來將其放大幾倍以找出這個點在錐截體中的比值。
39、Tests the given sphere against the view frustum. ─── 測試給定的球體在攝像頭的可視范圍。
40、Contrast Study on Replacing the Frustum of the Oblique Cone with the frustum of the Right Cone Cutting obliquely ─── 斜截正錐體截頭代替偏心圓錐體截頭的比較研究
41、The forming principle of frustum cone-like cup (container) is studied. ─── 研究了圓臺形紙杯(容器)的成型原理。
42、frustum body ─── 平截頭體
43、simplified view frustum ─── 簡化視見體
44、frustum of rectangular pyramid ─── 四棱體
45、frustum of sphere ─── 球截角錐體
46、View frustum culling ─── 視見體裁剪
47、a frustum of a cone ─── 圓臺
48、frustum of a pyramid ─── 截棱錐
49、Sectional measurement by means of cone frustum surface area formula C% was < 0.02%, and MSD% was
50、- Spotlights are much easier to represent as renderable shadow textures than directional lights, since they are naturally a frustum. ─── + 顯然聚光燈光源相對于有向光源更加容易被表現(xiàn)出來,這是因為一個有向光源本身就是一個視截體形狀。
51、frustum of a paraboloid ─── 平截頭拋物面體
52、frustum of a cone ─── 截頭圓錐體平截圓錐體
53、Since we have split the frustum into two halves, each triangle has an angle at the origin of view equal to FOV/2. ─── 因為將錐截體分成相等兩部分,每個三角形在原視圖中都有一個角等于FOV/2。
54、The KI solution is used as a sample, and sonochemical yield is studied in the light of the difference between the quadrangular prism and quadrangular frustum of a pyramid. ─── 依據(jù)四棱臺和四棱柱形狀的差異,研究了聲化學(xué)產(chǎn)率.結(jié)果表明,斜四棱臺的效果最佳,大約是倒四棱臺的3倍;倒四棱臺(斗形狀)的效果最差.這表明聲化學(xué)產(chǎn)率與容器形狀有關(guān)
55、difference of frustum ─── 墩差
56、All vertices are clipped by the right plane of the viewing frustum. ─── 所有頂點都被視圖截錐的右平面所剪裁。
57、volume formula for the frustum of a square pyramid ─── 正四棱臺體積公式
58、5.Under internal pressure, equilateral frustum shell tends to wrinkle at the equator, and the circular degree of the obtained vessel is poor. ─── 摘要等邊雙圓錐臺殼體在內(nèi)壓的作用下,赤道環(huán)焊縫處易產(chǎn)生失穩(wěn)起皺,且脹形后所得容器圓度較差。
59、Tests the given box against the view frustum. ─── 測試給定的方體在攝像頭的可視范圍。
60、All vertices are clipped by the front plane of the viewing frustum. ─── 所有頂點都被視圖截錐的前平面所剪輯。
61、The reasons are also given why the subdivided solids are respectively taken as cylinder and circular frustum when the volume or the side area of a body of revolution is calculated. ─── 討論了求旋轉(zhuǎn)體體積和側(cè)面積時,把分割后的小立體分別視為圓柱體和圓臺的原因。
62、Experimental research on bulging of equilateral double-cone-frustums shell with restraining ring ─── 等邊雙圓錐臺殼體內(nèi)環(huán)約束脹形的實驗研究
63、view frustum ─── 視覺約束體
64、frustum of wedge ─── 尖劈截角錐體
65、In real-time rendering phase, view-dependent frustum culling and backface clipping are performed;different regions are rendered using point or triangle according to their distance from viewpoint. ─── 在實時繪制階段,進(jìn)行視相關(guān)的裁剪和背面剔除,不同子塊按視點距離分別由三角形或點進(jìn)行繪制。
66、To understand this, we must first take a brief look at the characteristics of the viewing frustum. ─── 要理解這點,我們首先必須簡要了解一下試圖錐截體的特征。
67、- The first thing we will do to create the projector is to create the frustum which represents it and attach it to a SceneNode. ─── Find the createProjector method and add the following code: + 首先我們要創(chuàng)建一個投影器(projector),即創(chuàng)建代表它的平截頭體,并綁定到場景節(jié)點上。
68、viewing frustum ─── 視見平截頭體
69、seal by double conical frustum ─── 雙截頂圓錐密封
70、1. The viewing frustum has an origin (0,0) at the center of the screen, while screen coordinates have an origin at the upper left of the screen. ─── 視圖錐截體的原點(0,0)在屏幕中心,而屏幕坐標(biāo)的則在屏幕的左上角。
71、frustum culling ─── 可視性剪裁
72、Static Equilibrium Margin for Cylinder Cone and Frustum of a Cone ─── 圓柱、圓錐和圓臺的平衡裕度分析
73、frustum of cone ─── 平截頭圓錐體
74、In addition,dynamical management of terrain dataset in view field was implemented effectively by visible detection based on the simplified view frustum and terrain data prediction strategy. ─── 此外,簡化視見體的可見性判斷和數(shù)據(jù)預(yù)取策略,實現(xiàn)可見數(shù)據(jù)的動態(tài)管理。
75、The bottom frustum and the top face shall be scabbled to flat.The bottom face shall be no less than 60% of the top face. ─── 底面截錐體、頂面應(yīng)粗琢平整,底面積不應(yīng)小于頂面積的60%。
76、To do this we clip the patches' bounding boxes against all six sides of the viewing frustum. ─── 我們用視見體的六個面去剪裁綴片的包圍盒。
77、A brief discussion on teaching and studying pyramid, prism and frustum of pyramid ─── 棱柱、棱錐、棱臺教學(xué)初探
78、optical frustum collocate ─── 視錐配置
79、Agressive shadow volume culling Ogre is pretty good at detecting which lights could be affecting the frustum, and from that, which objects could be casting a shadow on the frustum. ─── 因此,對于現(xiàn)在應(yīng)用程序中通過高精度模型來帶來更好的視覺效果的同時,模板陰影就成了這時候效率的瓶頸。
80、Cut up objects for frustum clipping ─── 設(shè)置正確的對象以便于視錐剪切
81、The dynamic management of landscape data is achieved with the view frustum culling technology and quadtree searching algorithm based on resolution-testing. ─── 利用視景體裁剪,基于分辨率測試的四叉樹搜索算法實現(xiàn)了大場景數(shù)據(jù)的動態(tài)管理。其中重點對可見區(qū)分辨率進(jìn)行調(diào)整,使渲染的數(shù)據(jù)塊適中。
82、Each frame, Ogre determines the lights which could be affecting the frustum, and then allocates the number of shadow textures it is allowed to use to the lights on a first-come-first-served basis. ─── 不過這樣做只有在點光源在視截體外面的時候才能正確的工作,所以并不是一個真正完美的解決方案,并且而外的這樣做還會帶來一些紋理的“抖動”。
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