哪位计算机英语人才帮我翻译以下几段有关计算机的英语文章4Geometrical work of Ng et al. Intending to provide an animation tool that would quickly produce images of clothed objects, Ng et al.11,12 proposed a modeling techniq
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哪位计算机英语人才帮我翻译以下几段有关计算机的英语文章4Geometrical work of Ng et al. Intending to provide an animation tool that would quickly produce images of clothed objects, Ng et al.11,12 proposed a modeling techniq
哪位计算机英语人才帮我翻译以下几段有关计算机的英语文章4
Geometrical work of Ng et al.
Intending to provide an animation tool that would quickly produce images of clothed objects, Ng et al.11,12 proposed a modeling technique that closely associated the cloth layer with the shape of the underlying skin layer. The two layers consist of a series of sections with identical numbers of vertices on each layer. Figure 7 Shows the data structure.
To support the important role that folds play in giving cloth a realistic appearance, an algorithm was devised to generate them by using gaps between the cloth and skin layers. The algorithm is based on the idea that folds are likely to occur where the cloth is slack. Once the position of a fold line has been generated, sinusoidal functions are mapped along the line to mimic natural folds (see Figure 8).
The technique incorporates an interactive editor called Geoff (Geometrical Editor for Fold Formation), which gives the user considerable control over fold generation. Folds also occur as a result of the underlying structural formations. For instance, when an arm is bent, folds are likely to occur on the sleeve near the bend. Therefore, a set of rules was developed to generate fold lines automatically. The user can modify these fold lines via the editor. Attributes are allocated to each fold line to support individual patterns and simple animations. The technique is very fast since there are no complex equations to be solved.
哪位计算机英语人才帮我翻译以下几段有关计算机的英语文章4Geometrical work of Ng et al. Intending to provide an animation tool that would quickly produce images of clothed objects, Ng et al.11,12 proposed a modeling techniq
几何仪等工作.拟提供动画图像制作工具,它将很快衣物体 内皮al.11仪说,12提出了建模技术密切相关的布料层与皮肤层基本形状.两个层次构成了一系列具有相同路段每一层有多少个顶点.图7显示了数据结构.支持可发挥重要作用,褶皱布料实际外观 他们设计制造的一种算法是用布料和表层差距.算法是以观念倍易发布凡不力.一旦线位置已产生了褶皱,绘制正弦函数线沿线模仿自然倍(见图8).交互式技术结合称为编辑杰夫(编辑几何倍平整) 让使用者产生相当的控制力倍.由于褶皱也发生了结构性的科系.例如,当手臂一心,就可能发生褶皱袖弯附近.因此,开发了一套规则,自动生成褶皱系.用户可以通过改变这些褶皱系编辑.属性分配给每个折线支持个体图案简单动画.该技术是非常快由于没有复杂的方程来解决.