| 1. | Model simplification based on visual features measurement 基于视觉特征度量的模型简化算法 |
| 2. | Mesh model simplification method based on volume criterion 基于体积准则的网格模型简化方法 |
| 3. | Study on how to influence injection molding simulation results by mesh model simplification 模型简化对注塑成形模拟分析结果的影响 |
| 4. | So , with the help of the divisional envelope pitch , lots of unnecessary detection of triangles intersection wo n ' t be carried out . and it speed the process of model simplification 与cohen的算法相比,采用分解式包络片来控制模型简化误差后,可以节省很多不必要的三角形相交判断,大大加快了包络构造和模型简化的速度。 |
| 5. | At last , in order to reduce the time cost during modeling , this dissertation puts forward a method of visual effect - based model simplification , which mainly discusses the simplification according to viewpoints , image meshes , normal and texture mapping 该方法围绕视觉特征的主要因素对模型进行简化,较好地实现了大简化比和较高逼真度的统一。 |
| 6. | The triangular model simplification technology are introduced systematically and comprehensively . the level of detail model technology is studied deeply . some typical existing level of detail model simplification algorithm are analyzed and compared 主要内容包括: 1 、对三角网格模型简化技术作了较为全面、系统的介绍,并重点研究了细节层次模型技术,对目前已有的几种典型的细节层次模型简化算法进行了分析和比较。 |
| 7. | To study software project time related risk in software project process , the definitions of temporal bayesian network and scheduling bayesian network are given . the probability updating algorithm for acyclic temporal bayesian network based on model simplification and general probability updating algorithm for temporal bayesian network are presented 其中在时间贝叶斯网络研究中,分别提出了适用于非循环时间贝叶斯网络的基于模型化简的概率更新算法和一般概率更新算法。 |
| 8. | In this dissertation , we mainly research the real - time rendering of complex virtual environment which includes the real - time terrain rendering , real - time modeling , 3d complex model simplification and acceleration techniques . we have gained some research results and realize these innovation to actual virtual scene rendering which can meet the requirement of interaction without clearly degenerating image quality 论文对虚拟场景中的自然景物、场景中复杂几何模型的实时绘制技术、运动物体的实时建模技术等进行了深入研究,取得了一些研究成果,并将这些成果成功应用于虚拟场景的实时绘制中。 |
| 9. | After investigating an approach to terrain model simplification by using wavelet coefficients , an algorithm for large - scale terrain visualization is proposed . it first divides the big terrain model into blocks and performs wavelet transforms on them , then picks up visible blocks out from the model according the view , and finally simplify and render the terrain based on wavelet coefficients 在研究基于小波系数的地形简化方法的基础上,提出了一种基于小波变换的大规模地形绘制算法;其思路是先将大地形分块管理并作小波变换,然后根据视野从中提取可见的一组子块,最后基于小波系数进行简化并绘制地形。 |