core CORE =Congress of Racial Equality 〔美國〕爭取種族平等大會。 n. 1.果心。 2.(事物、問題等的)中心,核心;精髓。 3.(地球的)地核;【地質學;地理學】巖心;【鑄】型心;【建筑】襯心;【電學】(線)心,心線;(計算機的)磁心;(原子反應堆的)堆芯,活性區;(燃料元件)芯體。 4.(羊內臟中的)種瘤。 5.〔美國〕(各專業學生共修的)基礎課。 throw away the apple because of the core 因噎廢食。 to the core 到心,徹底(rotten to the core 透心腐爛;壞入骨髓,糟糕透頂。 English to the core道地的英國人)。 vt. 挖去…的果心。
Interactive out - of - core walkthrough of large - scale virtual environments 基于外存的大規模虛擬環境交互漫游
Future work will be focusing on the improvement for the high performance of the out - of - core visualization 交互可視化過程中,當用戶所觀察的模型部分不在內存中時,通過基于視點的調度策略進行數據內外存的切換。
In order to reduce memory loads for huge point sets on general pc platforms , we introduce a partition - based out - of - core strategy to balance usage of main and external memories 基本思想:基于外存的技術可以很好解決大模型的存儲問題,而基于視點的細節層次控制技術可提供觀察者一種很方便的交互控制手段,我們希望分析并結合上述兩種技術,實現龐大三維模型在一般機器上的瀏覽。
Mtom implements out - of - core streamline construction with multithread technology . mtom can overlap cpu and i / o , and can process in parallel with multiple cpus . mmfm or mtom can make streamline visualization on large unstructured grids with less memory , and has more efficient performance 方法mmfm將大規模數據文件映像成虛擬ram ,利用空間分塊組織數據,減少缺頁請求;方法mtom利用多線程技術實現out - of - core流線構造,重疊i / o與計算,適合并行處理。
4 ) this thesis presents two pc - based streamline visualization methods for large unstructured grids : memory - mapped file method ( mmfm ) and multithread out - of - core method ( mtom ) . mmfm constructs streamlines like in - core methods through mapping large data file into virtual ram , and reduces page faults by organizing data in spatial blocks 4 )針對大規模非結構網格,提出了兩種基于pc的流線可視化方法:內存映像文件方法( mmfm )和多線程out - of - core方法( mtom ) 。
In chapter 2 , we discuss the terrain modeling with continuous level of detail , described a data layout technique for manage out - of - core datasets . then , we investigate the opengl based nv extension for fully taking advantage of the accelerating function of graphic hardware and improving the capability of rendering 該框架還有效地利用了nvidia的opengl擴展gl _ nv _ vertex _ array _ range和gl _ nv _ fence來對場景的渲染進行加速。它們能夠讓幾何圖形高效地傳輸到gpu , gpu直接訪問頂點數據,使得應用程序的執行效率極大提高。
Furthermore , by using the database with increased quantity and details need to handle the datasets which do not fit in ram ( out - of - core datasets ) . meanwhile , advances in shading and image quality in general have raised the bar for image quality we would like to achieve in terrain rendering a in this thesis , we propose an efficient hardware - friendly framework - chunked lod , for large - scale terrain real - time rendering . within this framework , the approach for integrating multi - resolution representations of terrain geometry and terrain texture data is presented 變換和光照( transform & lighting ) 、立方環境材質貼圖( cubicenvironmentmaps ) 、頂點混合( vertexblending ) 、紋理壓縮( texturecompression )和凹凸映射貼圖( bumpmapping ) 、雙重紋理( dualtexture )四像素256位渲染等均可以在gpu中完成,大大減輕了cpu的壓力,對實時圖形渲染產生了深遠的影響,這其中包括實時地形渲染。