| 1. | The frame rate is then 60 hz . 这时,帧速率为60赫。 |
| 2. | Video playback quality improved . some image frames might have not been shown in correct sequence 与部分使用高帧速率的网关和路由的交互增强,图像质量提升。 |
| 3. | Finally mention a new way to control the display velocity and how to adjust scene complexity by this new method 其次通过对场景复杂度进行控制的方法,实现了对植物场景复杂度和输出帧速率的有效控制。 |
| 4. | The correct implementation ( iterative parallax mapping ) has a medium cost and can easily cut your framerate in half 而修正过的实现方式(交叉视差贴图)则有不小的性能损失,能轻易地把你的帧速率降掉一半。 |
| 5. | Displays performance indicators . triangles , frames per second and transfer rate in bytes per second are displayed in white text in the upper - right corner of the guild wars window 显示性能指示器。帧速率和传输速率将以白色显示在激战窗口的右上角。 |
| 6. | The view menu also contains a pause blit command that will disable the bitblt to the screen that enables better frame rate distinctions in the blur implementations “视图”菜单还包含一个“ pause blit ”命令,该命令对屏幕禁用bitblt ,从而在模糊实现中支持更佳的帧速率分辨。 |
| 7. | A method for overcoming the incompatibility of film and video frame rates when converting or transferring film ( shot at 24 frames per second ) to video ( shot at 30 frames per second ) 在将电影(每秒24帧)转换或传输为电视(每秒30帧)时,一种克服电影和电视帧速率不兼容的方法。 |
| 8. | As for the compromise in the presentation quality , instead of video with full frame , full fidelity and full motion , one may reduce the image size , use less bits to represent colors , or reduce the frame rate 作为对表达质量的折衷,取代视频的全帧、全保真度和全运动,一个办法是减小图像大小,用较少的比特表示色彩,或者减小帧速率。 |
| 9. | In this disseytation , we present a new algorithm of view - dependent multiresolution terrain simplification based on adaptive quadtrees . especially , we discuss these main problems in multiresolotion terrain rendering such as levels of detail mesh generation , vedex evaluating and er 最后,将该算法应用于dem地形模型简化中,简化前的地形绘制帧速率为4fps ,简化后的地形绘制帧速率为70fps左右,在绘制图象质量没有明显退化的前提下,能满足视觉和实时划览的需要。 |
| 10. | Finally proceed a series of tests by adopting different surface types to memory and display images , and then analyze the test data of cpu cost and frame display rate , also compare the quality of display , finally draw a conclusion : the method of images display based on directdraw has higher efficiency than on gdi , especially overlay project 测试采用directdraw不同的表面类型来存储图像数据并完成显示,通过对cpu占用率和显示帧速率数据的分析,以及显示质量的比较,最后得出基于directdraw技术的快视系统其显示效率高于基于gdi的快视系统,对系统资源的占用降低, cpu占用率在预期范围之内。 |