The one-loop correction to the vertex function.
一圈更正对端点作用。
Shader function defines what operations must be executed on a single vertex.
着色器函数定义了单个顶点上可以执行的操作。
Vertices are read from the vertex data stream and are sequentially processed by the shader function.
从顶点数据流中读出顶点后,就由着色器函数来对其进行处理。
The programmable GPU permits developers to write vertex shaders and fragment shaders running on it, to replace the fixed function pipeline, and to employ custom rendering algorithms.
可编程图形处理器允许用户编写运行在其上的顶点着色程序与片断着色程序,取代内置的固定功能渲染流水线,实现定制的渲染算法。
A vertex shader consists of two parts: shader function and shader declaration.
顶点着色器包含两个部分:着色器函数和着色器声明。
First, the model is transformed into a vertex design by means of a transformation, and a simple variable matrix and a variable function are given.
首先通过一个变换,将模型转换成一个顶点设计问题,从而构造一个简化了的方差矩阵,求得方差函数。
According to the lines of centroid and vertex, and angles between the two adjacent lines, a function is given and then a correspondence is established between the two polygons.
根据两多边形的形心—顶点连线长度及相邻连线之间的夹角给出匹配度函数,并以此来建立两多边形顶点之间的对应。
Futhermore, these two new indexes developed a function used to judge the effect of vertex on vulnerability of networks.
这两个新指标还将扩展为点对网络脆弱性影响的度量函数。
In order to control the model features in the process of metamorphosis, the priority control function is used to handle both vertex and edge at the same time.
采用优先权控制函数控制模型特征,且可以实现点和边的同步处理。
By researching the partial derivative calculation of model vertex and linearity treating field function using Taylor series, the 3D models can be changed via automatic optimization;
通过研究三角形多面体模型节点偏导数的计算方法,对目标函数进行线性化处理,形成了计算机自动迭代修改模型体的技术。
By researching the partial derivative calculation of model vertex and linearity treating field function using Taylor series, the 3D models can be changed via automatic optimization;
通过研究三角形多面体模型节点偏导数的计算方法,对目标函数进行线性化处理,形成了计算机自动迭代修改模型体的技术。
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