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虚拟物体 in a sentence

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  • Through adding virtual objects , ar realizes undertaking virtual tasks in real scene
    增强现实技术通过将虚拟物体加入真实场景中从而在真实环境中完成虚拟任务。
  • Moreover , generating the realistic graphics of the explosion of virtual object is more challenging
    其中,虚拟物体爆炸效果的真实感图形生成技术更是具有难度的研究课题。
  • Proxy objects will be placed wherever there is an object in our shot that will receive a shadow from our cg object
    在实拍中有实际物体的地方都应放置相应的虚拟物体来接收cg物体产生的阴影。
  • One of the critical technologies of augment reality ? ? the registration of virtual object in augment reality is investigated
    研究增强现实的关键技术之一的虚拟物体注册技术,使增强现实系统中的增强信息更具有真实感。
  • Now you ' ll have to play with the shadow cast / receive options for your proxy objects as obviously we don ' t want them to cast shadows on each other
    现在我们必须调整虚拟物体的阴影产生、接收选项,以避免它们之间产生阴影。
  • In my case this involved rendering out 300 frames for each shadow , each time turning lights on or off and altering the cast / receive shadows options for various objects
    现在我们必须调整虚拟物体的阴影产生、接收选项,以避免它们之间产生阴影。
  • Digital differential geometry processing xin - guo liu , hu - jun bao , and qun - sheng peng state key lab of cad cg , zhejiang university , hangzhou 310027 , p . r . china
    数字几何指的是物体的几何表示,用于在数字设备上对虚拟物体进行显示观察评价和操纵等等。
  • Assuming your lights are set up correctly your shadows should work without much alteration , we simply have to place proxy objects in our scene to receive the shadows
    为保证灯的位置正确设置,阴影不应有太大的改动,我们必须在场景中创建虚拟物体来接受阴影。
  • Further , each contour is labeled as being " behind " or " in front of in the first two frames , depending on whether it is in front of or behind the virtual object , so the occlusion is solved
    并且,在前两帧图像中交互指定遮挡轮廓相对于虚拟物体的前后位置,从而解决了扩充现实的遮挡问题。
  • We also introduce synthesis technique for idt to transport the real - world texture samples on virtual objects . finally , the texture - covered objects could be rendered under environment illumination in real time
    本文接着引入光照相关纹理在任意曲面上的合成技术,将纹理采样移植到虚拟物体上,最后在环境光源下实时地绘制。
  • 虚拟物体造句挺难的,這是一个万能造句的方法
  • The algorithm described is able to accomplish the coordinate transition from virtual object coordinate system to the hmd coordiante system in augment system and to provide the 3d image with parallax
    该算法能够很好地实现已知几何描述的虚拟物体从其自身坐标系到增强现实系统坐标系的转换,并能够生成具有视差的左右眼立体图像。
  • The heart of this algorithm is to track at least four fiducial points from frame to frame that construct the affine frame , and thus the occlusion contours between virtual and real objects can be reconstructed and reprojected
    算法的核心是在每一帧图像中追踪至少四个基准点,构成仿射基,进而对虚拟物体与真实物体之间的遮挡轮廓进行重建和重投影。
  • Beyond this research , we perform realistic synthesis of virtual objects and real scene by taking radiance approach . here , we use monte carlo method to compute form factor , and fast hierarchical radiance to reach realistic synthesis
    在此基础上,进行基于辐射度方法的虚拟物体与真实场景合成技术研究,采用montecarlo方法进行形状因子计算,并用快速层次辐射度方法实现了合成。
  • A projection algorithm combined with 3 color - fiducial vision - based registration for virtual object registration in augment reality system , based on coordinate transition and 3d projection in 3d space , is described in detail
    结合三色基准注册技术,借助三维空间中的坐标系变换和立体投影变换算法,建立增强现实系统中虚拟物体投影注册模型,提出并推导增强现实系统的虚拟物体立体视觉投影注册算法。
  • The method based on calibration - free augmented reality with affine framework is formulated in detail , and possible questions in the process of algorithm realization such as location and rendering of virtual objects and occlusion problem are analyzed in depth . further , methods of resolution are given
    详细论证了基于仿射的免标定扩充现实方法,并对算法实现过程中可能出现的虚拟物体的定位和绘制、以及遮挡问题等进行了深入分析,给出了具体的解决方法。
  • According to the visual system of the dredging process training simulator , this paper presents many important techniques such as three - dimension objects modeling , mathematics description of the virtual objects motion relations , the minimal - shape software engineering method , multi - thread program and so on
    本文结合疏浚作业仿真器的视景仿真子系统,论述了三维虚拟建模、虚拟物体运动关系数学描述、最小原型形软件设计方法、网络通信、多线程编程等多项关键技术。
  • The article references the distributed network communication model , 3d routing algorithm and database engine technology which are parts of the project , based on a * , b + tree , tcp / ip and lalr ( l ) , discusses the following problems and proposes resolutions : how to make efficient use of network bandwidth to promote the quality of data exchange and impair the impact of the network delay to the simulation system ; how the virtual object can route rapidly under the distributed environment ; how the data of simulation can be . stored and be read validly
    本文主要结合该课题中有关分布式网络通讯模型、 3d寻径算法和数据库引擎技术进行了探讨;以a ~ * 、 b + tree 、 tcp ip和lalr ( 1 )等理论技术为基础,对以下几个问题进行了研究并提供了相应解决方案:如何有效利用网络带宽提高数据交换的质量,降低网络延时对系统仿真的影响;在分布式环境下虚拟物体如何实现快速地寻径;仿真数据如何被有效的存储和读取。
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