Interactive Direct Volume Rendering of Dural Arteriovenous Fistulae

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3dmax英文翻译(的)

3dmax英文翻译(的)

编辑器菜单翻译:SELECTION MODIFIERS 选择修改器MESH SELECT 网格选择POLY SELECT 多边形选择PATCH SELECT 面片选择SPLINE SELECT 样条线选择FFD SELECT FFD选择SELECT BY CHANNEL 按通道选择SURFACE SELECT(NSURF SEL) NURBS 曲面选择PATCH/SPLINE EDITING 面片/样条线编辑EDIT PATCH 编辑面片EDIT SPLINE 编辑样条线CROSS SECTION 横截面SURFACE 曲面DELETE PATCH 删除面片DELETE SPLINE 删除样条线LATHE 车削旋转NORMALIZE SPLINE 规格化样条线FILLET/CHAMFER 圆角/切角TRIM/EXTEND 修剪/延伸RENDERABLE SPLINE 可渲染样条线SWEEP 扫描MESH EDITING 网格编辑DELETE MESH 删除网格EDIT MESH 编辑网格EDIT POLY 编辑多边形EXTRUDE 挤出FACE EXTRUDE 面挤出NORMAL 法线SMOOTH 平滑BEVEL 倒角、斜切BEVEL PROFILE 倒角剖面TESSELLATE 细化STL CHECK STL检查CAP HOLES 补洞VERTEXPAINT 顶点绘制OPTIMIZE 优化MULTIRES 多分辨率VERTEX WELD 顶点焊接SYMMETRY 对称EDIT NORMALS 编辑法线EDITABLE POLY 可编辑多边形EDIT GEOMETRY 编辑几何体SUBDIVISION SURFACE 细分曲面SUBDIVISION DISPLACEMENT 细分置换PAINT DEFORMATION 绘制变形CONVERSION 转化TURN TO POLY 转换为多边形TURN TO PATCH 转换为面片TURN TO MESH 转换为网格ANIMATION MODIFIERS 动画EDIT ENVELOPE 编辑封套WEIGHT PROPERTIES 权重属性MIRROR PARAMETERS 镜像参数DISPLAY 显示ADVANCED PARAMETERS 高级参数GIZMO 变形器MORPHER 变形器CHANNEL COLOR LEGEND 通道颜色图例GLOBAL PARAMETERS 全局参数CHANNEL LIST 通道列表CHANNEL PARAMETERS 通道参数ADVANCED PARAMETERS 高级参数FLEX 柔体PARAMETERS 参数SIMPLE SOFT BODIES 简章软体WEIGHTS AND PAINTING 权重和绘制FORCES AND DEFLECTORS 力和导向器ADVANCED PARAMETERS 高级参数ADVANCED SPRINGS 高级弹力线MELT 融化LINKED XFORM 链接变换PATCH DEFORM 面片变形PATH DEFORM 路径变形SURF DEFORM 曲面变形PATCH DEFORM(WSM)面片变形(WSM)PATH DEFORM(WSM)路径变形(WSM)SURF DEFORM(WSM)曲面变形(WSM)SKIN MORPH 蒙皮变形SKIN WRAP 蒙皮包裹SKIN WRAP PATCH 蒙皮包裹面片SPLINE IK CONTROL 样条线IK控制ATTRIBUTE HOLDER 属性承载器UV COORDINATES MODIFIERS UV坐标修改器UVW MAP UVW贴图UNWRAP UVW 展开UVWUVW XFORM UVW变换MAPSCALER(WSM)贴图缩放器(WSM)MAPSCALER 贴图缩放器(OSM)CAMERA MAP 摄影机贴图CAMERA MAP(WSM)摄影机贴图(WSM)SURFACE MAPPER(WSM)曲面贴图(WSM)PROJECTION 投影UVW MAPPING ADD UVW贴图添加UVW MAPPING CLEAR UVW贴图清除CACHE TOOLS 缓存工具POINT CACHE 点缓存POINT CACHE(WSM)点缓存(WSM)SUBDIVISION SURFACES 细分曲面TURBOSMOOTH 涡轮平滑MESHSMOOTH 网格平滑HSDS MODIFIER HSDS修改器FREE FORM DEFORMATIONS 自由形式变形FFD MODIFIERS FFD修改FFD BOX/CYLINDER FFD长方形/圆柱体PARAMETRIC MODIFIERS 参数化修改器BEND 弯曲TAPER 锥化TWIST 扭曲NOISE 噪波STRETCH 拉伸、伸展SQUEEZE 挤压PUSH 推力RELAX 松弛RIPPLE 涟漪WAVE 波浪ALICE 切片SPHERIFY 球形化AFFECT REGION 影响区域LATTICE 晶格MIRROR 镜像DISPLACE 置换XFORM 变换SUBSTITUTE 替换PRESERVE 保留SHELL 壳SURFACE 曲面MATERIAL 材质MATERIAL BY ELEMENT 按元素分配材质DISP APPROX 置换近似DISPLACE MESH(WSM)置换网格(WSM)DISPLACE NURBS(WSM)置换网格(WSM)RADIOSITY MODIFIERS 沟通传递修改器SUBDIVIDE(WSM)细分(WSM)SUBDIVIDE 细分材质编辑器:Reglection(反射)Basic Parameters(基本参数) Refraction(折射).Ambient(环境反射) 3D Procedural Maps(三维贴图) .Diffuse(漫反射) Face-mapped(面贴图)Specular(镜面反射)Extended Parameters(扩展参数).Bitmap(位图).Checker(棋盘格) 复合材质.Gradient(渐变) Double Sided(双面).Adobe Photoshop Plug-In Filter(PS滤镜)Blend(混合) .Adove Premiere Video Filter(PM滤镜) Matte/Shoadow() .Cellular(细胞) Multi/Sub-object(多重子物体).Dent(凹痕) Raytrace(光线追踪).Noise(干扰) Top/Bottom(项底).Splat(油彩).Matrble(大理石).Wood(木纹).Water(水) Time Configuration(时间帧速率).Falloff(衰减) Frame Rate(帧速率).Flat Mirror(镜面反射) NTSC(NTSC制式).Mask(罩框) Film(胶片速度).Mix(混合) PAL(PAL制式).Output(输出) Custom(自定义).Planet(行星).Raytrace(光线跟踪).Reglect/Refrace(反射/折射).Smoke(烟雾) Create(创建).Speckle(斑纹) Helpers(帮助物体).Stucco(泥灰) Dummy(虚拟体).Vertex Color(项点颜色) Forward Kinematics(正向运动) .Composite(合成贴图) Inverse Kinematics(反向运动).Particle age(粒子寿命).Patticle Mblur(粒子模糊)参数区卷展栏:Shader Basic Parameters(着色基本参数区) .Blinn(宾氏).Anisotropic(各向异性).Metal(金属).Multi-layer(多层式).Phong(方氏) 塑性.Oren-Nayar-Blinn(表面粗糙的对象).Strauss(具有简单的光影分界线).Wire(线架结构显示模式).2-Sided(双面材质显示).Face Map(将材质赋予对象所有的面).Faceted(将材质以面的形式赋予对象) Blinn Basic Patameters(宾氏基本参数区) .Diffuse(固有色).Ambient(阴影色).Specular(高光色).Self-Illumination(自发光).Opacity(不透明度).Specular Highlights(高光曲线区)..Specular Level(高光级别)..Glossiness(光泽度)..Soften(柔和度)Extended Parameters(扩展参数区).Falloff(衰减).Filer(过滤法).Subtractive(删减法).Additive(递增法).Index of Refraction(折射率).Wire(线架材质).Reflection Dimming(反射暗淡)SuperSampling(超级样本)Maps(贴图区).Ambient Color(阴影色贴图).Diffuse Color(固有色贴图).Specular Color(高光色贴图).Glossiness(光泽度贴图).Self-Illmination(自发光贴图).Opacity(不透明贴图).Filter Color(过滤色贴图).Bump(凹凸贴图).Reflction(反射贴图).Refraction(折射贴图)..Refract Map/Ray Trace IOR(折射贴图/光线跟踪折射率) .Displacement(置换贴图)Dvnamics Properties(动力学属性区)材质类型Blend(混合材质).Material#1(材质#1).Material#2(材质#2).Mask(遮罩).Interactive(交互).Mix Amount(混合数值).Mixing Curve(混合曲线).Use Curve(使用曲线).Transition Zone(交换区域)Composite(合成材质).Composite Bisic Parameters(合成材质基础参数区)..Base Material(基本材质)..~(材质1~材质9)Double Sided(双面材质).Translucency(半透明) 贴图类型.Facing material(表面材质) Bitmap(位图).Back Material(背面材质) Cellular(细胞)Matte/Shadow(投影材质) Checker(棋盘格).Matte(不可见) Composite(合成贴图).Atmosphere(大气) Dent(凹痕贴图)..Apply Atmosphere(加入大气环境) Falloff(衰减)..At Background Depth(在背景深度) Flat Mirror(镜面反射) ..At Object Depth(在物体深度) Gradient(渐变).Shadow(阴影) Marble(大理石)..Receive Shadow(接受阴影) Madk(罩框)..Shadow Brightness(阴影的亮度) Mix(混合).Reflection(反射) Noise(干扰)Morpher(形态结构贴图) Output(输出)Muti/Sub-Object(多重子物体材质) Partcle Age(粒子寿命) .Set Number(设置数目) Perlin Marble(珍珠岩).Number Of Materials(材质数目) Planet(行星)Raytrace(光线追踪材质) Raytrance(光线跟踪).Shading(明暗) Reflect/Refract(反射/折射).2-Sided(双面) RGB Multiply(RGB倍增).Face Map(面贴图) RGB Tint(RGB染色).Wire(线框) Smoke(烟雾).Super Sample(超级样本) Speckle(斑纹).Ambient(阴影色) Splat(油彩).Diffuse(固有色) Stucco(泥灰).Reflect(反射) Thin Wall Refraction(薄壁折射) .Luminosity(发光度) Vertex Color(项点颜色).Transparency(透明) Water(水).Index Of Refr(折射率) Wood(木纹).Specular Highlight(反射高光)..Specular Color(高光反射颜色)..Shininess(反射)..Shiness Strength(反光强度).Environment(环境贴图).Bump(凹凸贴图)Shellac(虫漆材质).Base Material(基础材质).Shellac Material(虫漆材质).Shellac Color Blend(虫漆颜色混合)Standard(标准材质)Top/Bottom(项/底材质).Top Material(项材质).Bottom Material(底材质).Swap(置换).Coordinates(坐标轴).Blend(融合).Possition(状态)FILE(文件) EDIT(编辑)Rest(重置) Undo(撤消)Save Selected(保存所选择的对象) Redo(恢复) XRef Objects(外部参考物体) Clone(复制)XRef Scenes(外部参考场景) Delete(删除)Merge(合并) Select All(对象选择)Replace(替换) Select None(取消对象)Import(输入) Select Invert(对象反转)Export(输出) Hold(保存)Archive(压缩存盘) Fetch(取出)View File(观看文件) Select BY(根据..选择) Select By Color(根据颜色..选择)Select By Name(根据名字..选择)Region(区域)Edit Named Selections(编辑已命名被选物) Properties(属性)TOOLS(工具菜单) GROUP(分组菜单)Mirror(镜像) Group(分组)Array(阵列) Open(打开)Align(对齐) Close(关闭)Place Highlight(放置高亮区) Ungroup(解除群组) Align Camera(对齐摄像机) Explode(分解) Scaping Tool(间距修改工具) Detach(分离) Transform Type-In(输入变换坐标) Attach(合并) Display Floater(显示浮动物体)Hide(隐藏)Freeze(冻结)Selection Floater(选择浮动物体)Snapshot(快照复制)Normal Align(法向对齐)Material Editor(材质编辑器)Material/Map Browser(材质/贴图浏览器)Object(物体工具栏) Create(创建命令面板)Compounds(复合工具栏) Modify(修改命令面板)Lighes&Cameras(光线和照相机工具栏) Hierarchy(层级命令面板) Particles(粒子系统工具栏) Motion(运动命令面板)Helpers(帮助物体工具栏) Display(显示命令面板)Space Warps(空间扭曲工具栏) Utilities(实用程序)Modifiers(修改工具栏)Rendering(渲染工具栏)Shapes(二维图形工具栏)Modeling(造型修改工具栏)MODIFIER STACK(编辑修改器堆栈) 布尔运算与克隆对象Pin Stack(钉住堆栈状态) Union(并集)Active/Inactive(激活/不激活切换) Subtraction(差集)Show End Result(显示最后结果) Intersection(交集)Make Unipue(使独立) Copy(复制)Remove Modifier(删除编辑修改器) Instance(关联复制)Edit Stack(编辑堆栈对话框) Reference(参考复制)控制器械的种类二维项点Track View(轨迹视图) Smooth(光滑项点)Assign Controller(指定控制器) Corner(边角项点)Replace Controller(替换控制器) Bezier(Bezier项点).Linear Controller(直线控制器) Bezier Corner(Bezier角点) .TCB Contriller(TCB控制器)).Contriller(连续).Path Controller(路径控制器).List Controller(列表控制器).Expression Controller(噪声控制器).Look At(看着)三维造型 Deformations(变形控制)Box(盒子) Scale(缩放)Cone(圆锥体) Twist(扭曲)Sphere(球体) Teeter(轴向变形)Geosphere(经纬球) Bevel(倒角)Cylinder(柱体) Fit(适配变形)Tube(管子)Torus(圆环)Pyramid(金字塔)Teapot(茶壶)Plane(平面)灯光类型摄像机类型Omni(泛光灯) Target(目标).General Parameters(普通参数) .Lens(镜头尺寸).Projector Parameters(投射贴图) .FOV(视域范围).Attenuation Parameters(衰减参数) .Stock Lenses(镜头类型) .Shadow Parameters(阴影参数) .Show Core(显示视域范围).Shadow Map Params(阴影贴图参数) .Show Horizor(显示地平线) Target Spot(目标聚光灯) .Near Range(最近范围)Free SPot(自由聚光灯) .Far Range(最远范围)Target Direct(目标平行光灯)Render Scene(渲染).Rime Output(输出时间)..Single(渲染单帖)..Range(所有帖).Output Size(输出尺寸)Rendering(渲染)/Environment(环境) 粒子系统Background(背景) Spray(喷射)Global Lighting(球形照明) Snow(雪) Atmosphere(大气) Blizzard(暴风雪) Combustion(燃烧) PArray(粒子列阵)Volume Light(体光) Pcloud(粒子云)Fog(雾) Super Spray(超级喷射).Standard(标准).Layered(分层)Volume Fog(体雾)快捷菜单:A-角度捕捉开关B-切换到底视图C-切换到摄象机视图D-封闭视窗E-切换到轨迹视图F-切换到前视图G-切换到网格视图H-显示通过名称选择对话框I-交互式平移J-选择框显示切换K-切换到背视图L-切换到左视图M-材质编辑器N-动画模式开关O-自适应退化开关P-切换到透视用户视图Q-显示选定物体三角形数目R-切换到右视图S-捕捉开关T-切换到顶视图U-切换到等角用户视图V-旋转场景W-最大化视窗开关X-中心点循环Y-工具样界面转换Z-缩放模式[-交互式移近]-交互式移远/-播放动画F1-帮助文件F3-线框与光滑高亮显示切换F4-Edged Faces显示切换F5-约束到X轴方向F6-约束到Y轴方向F7-约束到Z轴方向F8-约束轴面循环F9-快速渲染F10-渲染场景F11-MAX脚本程序编辑F12-键盘输入变换Delete-删除选定物体SPACE-选择集锁定开关END-进到最后一帧HOME-进到起始帧INSERT-循环子对象层级PAGEUP-选择父系PAGEDOWN-选择子系CTRL+A-重做场景操作CTRL+B-子对象选择开关CTRL+F-循环选择模式CTRL+L-默认灯光开关CTRL+N-新建场景CTRL+O-打开文件CTRL+P-平移视图CTRL+R-旋转视图模式CTRL+S-保存文件CTRL+T-纹理校正CTRL+T-打开工具箱(Nurbs曲面建模)CTRL+W-区域缩放模式CTRL+Z-取消场景操作CTRL+SPACE-创建定位锁定键 SHIFT+A-重做视图操作SHIFT+B-视窗立方体模式开关SHIFT+C-显示摄象机开关SHIFT+E-以前次参数设置进行渲染SHIFT+F-显示安全框开关SHIFT+G-显示网络开关SHIFT+H-显示辅助物体开关SHIFT+I-显示最近渲染生成的图象SHIFT+L-显示灯光开关SHIFT+O-显示几何体开关SHIFT+P-显示粒子系统开关SHIFT+Q-快速渲染SHIFT+R-渲染场景SHIFT+S-显示形状开关SHIFT+W-显示空间扭曲开关SHIFT+Z-取消视窗操作SHIFT+4-切换到聚光灯/平行灯光视图SHIFT+\-交换布局SHIFT+SPACE-创建旋转锁定键ALT+S-网格与捕捉设置ALT+SPACE-循环通过捕捉ALT+CTRL+Z-场景范围充满视窗ALT+CTRL+SPACE-偏移捕捉SHIFT+CTRL+A-自适应透视网线开关SHIFT+CTRL+P-百分比捕捉开关SHIFT+CTRL+Z全部场景范围充满视窗标题栏翻译:一、File<文件>New-----------------------〈新建〉Reset---------------------〈重置〉Open----------------------〈打开〉Save-----------------------〈保存〉Save As-------------------〈保存为〉Save selected----------〈保存选择〉XRef Objects -----------〈外部引用物体〉XRef Scenes -----------〈外部引用场景〉Merge --------------------〈合并〉Merge Animation--------〈合并动画动作〉Replace------------------〈替换〉Import---------------------〈输入〉Export---------------------〈输出〉Export Selected----------〈选择输出〉Archive--------------------〈存档〉Summary Info-----------〈摘要信息〉File Properties----------〈文件属性〉View Image File--------〈显示图像文件〉History--------------------〈历史〉Exit----------------------〈退出〉二、Edit〈菜单〉Undo or Redo----------〈取消/重做〉Hold and fetch---------〈保留/引用〉Delete----------------〈删除〉Clone--------------------〈克隆〉Select All-----------------〈全部选择〉Select None-------------〈空出选择〉Select Invert-------------〈反向选择〉Select By-----------------〈参考选择〉Color--------------------〈颜色选择〉Name---------------------〈名字选择〉Rectangular Region-----〈矩形选择〉Circular Region--------〈圆形选择〉Fabce Region----------〈连点选择〉Lasso Region----------〈套索选择〉Region:-------------------〈区域选择〉Window-----------------〈包含〉Crossing-----------------〈相交〉Named Selection Sets〈命名选择集〉Object Properties--------〈物体属性〉三、Tools〈工具〉Transfrom Type-In------〈键盘输入变换〉Display Floater-----------〈视窗显示浮动对话框〉Selection Floater--------〈选择器浮动对话框〉Light Lister----------------〈灯光列表〉Mirror-----------------------〈镜像物体〉Array------------------------〈阵列〉Align-----------------------〈对齐〉Snapshot------------------〈快照〉Spacing Tool-------------〈间距分布工具〉Normal Align-------------〈法线对齐〉Align Camera------------〈相机对齐〉Align to View--------------〈视窗对齐〉Place Highlight-----------〈放置高光〉Isolate Selection---------〈隔离选择〉Rename Objects----------〈物体更名〉四、Group〈群组〉Group-----------------------〈群组〉Ungroup-------------------〈撤消群组〉Open-----------------------〈开放组〉Close-----------------------〈关闭组〉Attach-----------------------〈配属〉Detach---------------------〈分离〉Explode--------------------〈分散组〉五、Views〈查看〉Undo View Change/Redo View change〈取消/重做视窗变化〉Save Active View/Restore Active View〈保存/还原当前视窗〉Viewport Configuration--------------〈视窗配置〉Grids----------------------------------〈栅格〉Show Home Grid------------------〈显示栅格命令〉Activate Home Grid---------------〈活跃原始栅格命令〉Activate Grid Object---------------〈活跃栅格物体命令〉Activate Grid to View--------------〈栅格及视窗对齐命令〉Viewport Background------------〈视窗背景〉Update Background Image-----〈更新背景〉Reset Background Transfrom〈重置背景变换〉Show Transfrom Gizmo---------〈显示变换坐标系〉Show Ghosting--------------------〈显示重橡〉Show Key Times------------------〈显示时间键〉Shade Selected-------------------〈选择亮显〉Show Dependencies------------〈显示关联物体〉Match Camera to View----------〈相机与视窗匹配〉Add Default Lights To Scene-〈增加场景缺省灯光〉Redraw All Views----------------〈重画所有视窗〉Activate All Maps------------------〈显示所有贴图〉Deactivate All Maps--------------〈关闭显示所有贴图〉Update During Spinner Drag --〈微调时实时显示〉Adaptive Degradation Toggle---〈绑定适应消隐〉Expert Mode----------------------〈专家模式〉六、Create〈创建〉Standard Primitives--------------〈标准图元〉Box------------------------------------〈立方体〉Cone---------------------------------〈圆锥体〉Sphere-------------------------------〈球体〉GeoSphere-------------------------〈三角面片球体〉Cylinder-----------------------------〈圆柱体〉Tube---------------------------------〈管状体〉Torus--------------------------------〈圆环体〉Pyramid-----------------------------〈角锥体〉Plane--------------------------------〈平面〉Teapot-------------------------------〈茶壶〉Extended Primitives-------------〈扩展图元〉Hedra--------------------------------〈多面体〉Torus Knot-------------------------〈环面纽结体〉Chamfer Box----------------------〈斜切立方体〉Chamfer Cylinder----------------〈斜切圆柱体〉Oil Tank----------------------------〈桶状体〉Capsule----------------------------〈角囊体〉Spindle-----------------------------〈纺锤体〉L-Extrusion------------------------〈L形体按钮〉Gengon-----------------------------〈导角棱柱〉C-Extrusion-----------------------〈C形体按钮〉RingWave-------------------------〈环状波〉Hose--------------------------------〈软管体〉Prism-------------------------------〈三棱柱〉Shapes----------------------------〈形状〉Line---------------------------------〈线条〉Text----------------------------------〈文字〉Arc-----------------------------------〈弧〉Circle-------------------------------〈圆〉Donut-------------------------------〈圆环〉Ellipse------------------------------〈椭圆〉Helix--------------------------------〈螺旋线〉NGon-------------------------------〈多边形〉Rectangle-------------------------〈矩形〉Section-----------------------------〈截面〉Star---------------------------------〈星型〉Lights------------------------------〈灯光〉Target Spotlight-----------------〈目标聚光灯〉Free Spotlight--------------------〈自由聚光灯〉Target Directional Light-------〈目标平行光〉Directional Light----------------〈平行光〉Omni Light-----------------------〈泛光灯〉Skylight----------------------------〈天光〉Target Point Light--------------〈目标指向点光源〉Free Point Light----------------〈自由点光源〉Target Area Light--------------〈指向面光源〉IES Sky---------------------------〈IES天光〉IES Sun--------------------------〈IES阳光〉SuNLIGHT System and Daylight〈太阳光及日光系统〉Camera--------------------------〈相机〉Free Camera-------------------〈自由相机〉Target Camera----------------〈目标相机〉Particles-------------------------〈粒子系统〉Blizzard--------------------------〈暴风雪系统〉PArray----------------------------〈粒子阵列系统〉PCloud---------------------------〈粒子云系统〉Snow------------------------------〈雪花系统〉Spray-----------------------------〈喷溅系统〉Super Spray--------------------〈超级喷射系统〉七、Modifiers〈修改器〉Selection Modifiers〈选择修改器〉Mesh Select〈网格选择修改器〉Poly Select〈多边形选择修改器〉Patch Select〈面片选择修改器〉Spline Select〈样条选择修改器〉Volume Select〈体积选择修改器〉FFD Select〈自由变形选择修改器〉NURBS Surface Select〈NURBS表面选择修改器〉Patch/Spline Editing〈面片/样条线修改器〉:Edit Patch〈面片修改器〉Edit Spline〈样条线修改器〉Cross Section〈截面相交修改器〉Surface〈表面生成修改器〉Delete Patch〈删除面片修改器〉Delete Spline〈删除样条线修改器〉Lathe〈车床修改器〉Normalize Spline〈规格化样条线修改器〉Fillet/Chamfer〈圆切及斜切修改器〉Trim/Extend〈修剪及延伸修改器〉Mesh Editing〈表面编辑〉Cap Holes〈顶端洞口编辑器〉Delete Mesh〈编辑网格物体编辑器〉Edit Normals〈编辑法线编辑器〉Extrude〈挤压编辑器〉Face Extrude〈面拉伸编辑器〉Normal〈法线编辑器〉Optimize〈优化编辑器〉Smooth〈平滑编辑器〉STL Check〈STL检查编辑器〉Symmetry〈对称编辑器〉Tessellate〈镶嵌编辑器〉Vertex Paint〈顶点着色编辑器〉Vertex Weld〈顶点焊接编辑器〉Animation Modifiers〈动画编辑器〉Skin〈皮肤编辑器〉Morpher〈变体编辑器〉Flex〈伸缩编辑器〉Melt〈熔化编辑器〉Linked XForm〈连结参考变换编辑器〉Patch Deform〈面片变形编辑器〉Path Deform〈路径变形编辑器〉Surf Deform〈表面变形编辑器〉* Surf Deform〈空间变形编辑器〉UV Coordinates〈贴图轴坐标系〉UVW Map〈UVW贴图编辑器〉UVW Xform〈UVW贴图参考变换编辑器〉Unwrap UVW〈展开贴图编辑器〉Camera Map〈相机贴图编辑器〉* Camera Map〈环境相机贴图编辑器〉Cache Tools〈捕捉工具〉Point Cache〈点捕捉编辑器〉Subdivision Surfaces〈表面细分〉MeshSmooth〈表面平滑编辑器〉HSDS Modifier〈分级细分编辑器〉Free Form Deformers〈自由变形工具〉FFD 2×2×2/FFD 3×3×3/FFD 4×4×4〈自由变形工具2×2×2/3×3×3/4×4×4〉FFD Box/FFD Cylinder〈盒体和圆柱体自由变形工具〉Parametric Deformers〈参数变形工具〉Bend〈弯曲〉Taper〈锥形化〉Twist〈扭曲〉Noise〈噪声〉Stretch〈缩放〉Squeeze〈压榨〉Push〈推挤〉Relax〈松弛〉Ripple〈波纹〉Wave〈波浪〉Skew〈倾斜〉Slice〈切片〉Spherify〈球形扭曲〉Affect Region〈面域影响〉Lattice〈栅格〉Mirror〈镜像〉Displace〈置换〉XForm〈参考变换〉Preserve〈保持〉Surface〈表面编辑〉Material〈材质变换〉Material By Element〈元素材质变换〉Disp Approx〈近似表面替换〉NURBS Editing〈NURBS面编辑〉NURBS Surface Select〈NURBS表面选择〉Surf Deform〈表面变形编辑器〉Disp Approx〈近似表面替换〉Radiosity Modifiers〈光能传递修改器〉Subdivide〈细分〉* Subdivide〈超级细分〉八、Character〈角色人物〉Create Character〈创建角色〉Destroy Character〈删除角色〉Lock/Unlock〈锁住与解锁〉Insert Character〈插入角色〉Save Character〈保存角色〉Bone Tools〈骨骼工具〉Set Skin Pose〈调整皮肤姿势〉Assume Skin Pose〈还原姿势〉Skin Pose Mode〈表面姿势模式〉九、Animation〈动画〉IK Solvers〈反向动力学〉HI Solver〈非历史性控制器〉HD Solver〈历史性控制器〉IK Limb Solver〈反向动力学肢体控制器〉SplineIK Solver〈样条反向动力控制器〉Constraints〈约束〉Attachment Constraint〈附件约束〉Surface Constraint〈表面约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Link Constraint〈连结约束〉LookAt Constraint〈视觉跟随约束〉Orientation Constraint〈方位约束〉Transform Constraint〈变换控制〉Link Constraint〈连接约束〉Position/Rotation/Scale〈PRS控制器〉Transform Script〈变换控制脚本〉Position Controllers〈位置控制器〉Audio〈音频控制器〉Bezier〈贝塞尔曲线控制器〉Expression〈表达式控制器〉Linear〈线性控制器〉Motion Capture〈动作捕捉〉Noise〈燥波控制器〉Quatermion(TCB)〈TCB控制器〉Reactor〈反应器〉Spring〈弹力控制器〉Script〈脚本控制器〉XYZ〈XYZ位置控制器〉Attachment Constraint〈附件约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Surface Constraint〈表面约束〉Rotation Controllers〈旋转控制器〉注:该命令工十一个子菜单。

CR渲染器设置1.7自学 翻译版

CR渲染器设置1.7自学 翻译版

Corona Render Settings(Max 1.7) CR渲染器设置1.7自学翻译版原文 / 作者 / corona-renderer翻译 / xuanqucgShow VFB:最后渲染呈现\上次渲染呈现Start interactive:最在VFB中开始交互式渲染。

也可以将3dsMax视口更改为“Extended-> Corona Interactive”。

Setup LightMix:自动为所有场景灯组创建单独的LightSelect渲染元素。

尽管您可能想要删除之后不想编辑的组,但是只需单击一下即可设置LightMix,以提高性能和内存使用率。

Open Material Library:打开材质库浏览器窗口(如果支持并安装)。

Reset settings:将所有Coroona渲染器设置重置为默认值。

Time limit:渲染停止的时间(小时,分钟,秒)。

使用此选项可呈现确切的指定时间量(不保证图像质量)。

设置为0:0:0可禁用限制并渲染,直至达到任一通道或达到噪波限制,或者手动停止渲染。

Noise level limit:设置停止渲染的(噪波级别)。

使用此选项进行渲染,直至达到所需的图像质量(不需要保证处理时间)。

设置为0以禁用限制并呈现,直到达到任何时间或通过限制,或者手动停止渲染。

注意:仅在使用适配性时才可用(默认为开启)。

pass Limit:渲染将停止的通过次数。

使用此选项进行渲染,直到执行所需通过次数完成工作。

设置为0将禁用限制并渲染,直到达到任一时间或噪波限制,或者手动停止渲染。

注意:每次通过每个像素执行一个反锯齿采样,并且通过GI 对AA 平衡参数设置的多个二级样本。

Progressive rendering limits:渐进渲染范围Save CXR:最将当前渲染数据输出保存到硬盘,以便稍后恢复渲染或使用Corona 图像编辑器打开。

可以在当前3ds Max 会话中至少一次开始渲染之后随时使用。

3dmax英文翻译(全面地)

3dmax英文翻译(全面地)

编辑器菜单翻译:SELECTION MODIFIERS 选择修改器MESH SELECT 网格选择POLY SELECT 多边形选择PATCH SELECT 面片选择SPLINE SELECT 样条线选择FFD SELECT FFD选择SELECT BY CHANNEL 按通道选择SURFACE SELECT(NSURF SEL) NURBS 曲面选择PATCH/SPLINE EDITING 面片/样条线编辑EDIT PATCH 编辑面片EDIT SPLINE 编辑样条线CROSS SECTION 横截面SURFACE 曲面DELETE PATCH 删除面片DELETE SPLINE 删除样条线LATHE 车削旋转NORMALIZE SPLINE 规格化样条线FILLET/CHAMFER 圆角/切角TRIM/EXTEND 修剪/延伸RENDERABLE SPLINE 可渲染样条线SWEEP 扫描MESH EDITING 网格编辑DELETE MESH 删除网格EDIT MESH 编辑网格EDIT POLY 编辑多边形EXTRUDE 挤出FACE EXTRUDE 面挤出NORMAL 法线SMOOTH 平滑BEVEL 倒角、斜切BEVEL PROFILE 倒角剖面TESSELLATE 细化STL CHECK STL检查CAP HOLES 补洞VERTEXPAINT 顶点绘制OPTIMIZE 优化MULTIRES 多分辨率VERTEX WELD 顶点焊接SYMMETRY 对称EDIT NORMALS 编辑法线EDITABLE POLY 可编辑多边形EDIT GEOMETRY 编辑几何体SUBDIVISION SURFACE 细分曲面SUBDIVISION DISPLACEMENT 细分置换PAINT DEFORMATION 绘制变形CONVERSION 转化TURN TO POLY 转换为多边形TURN TO PATCH 转换为面片TURN TO MESH 转换为网格ANIMATION MODIFIERS 动画EDIT ENVELOPE 编辑封套WEIGHT PROPERTIES 权重属性MIRROR PARAMETERS 镜像参数DISPLAY 显示ADVANCED PARAMETERS 高级参数GIZMO 变形器MORPHER 变形器CHANNEL COLOR LEGEND 通道颜色图例GLOBAL PARAMETERS 全局参数CHANNEL LIST 通道列表CHANNEL PARAMETERS 通道参数ADVANCED PARAMETERS 高级参数FLEX 柔体PARAMETERS 参数SIMPLE SOFT BODIES 简章软体WEIGHTS AND PAINTING 权重和绘制FORCES AND DEFLECTORS 力和导向器ADVANCED PARAMETERS 高级参数ADVANCED SPRINGS 高级弹力线MELT 融化LINKED XFORM 链接变换PATCH DEFORM 面片变形PATH DEFORM 路径变形SURF DEFORM 曲面变形PATCH DEFORM(WSM)面片变形(WSM)PATH DEFORM(WSM)路径变形(WSM)SURF DEFORM(WSM)曲面变形(WSM)SKIN MORPH 蒙皮变形SKIN WRAP 蒙皮包裹SKIN WRAP PATCH 蒙皮包裹面片SPLINE IK CONTROL 样条线IK控制ATTRIBUTE HOLDER 属性承载器UV COORDINATES MODIFIERS UV坐标修改器UVW MAP UVW贴图UNWRAP UVW 展开UVWUVW XFORM UVW变换MAPSCALER(WSM)贴图缩放器(WSM)MAPSCALER 贴图缩放器(OSM)CAMERA MAP 摄影机贴图CAMERA MAP(WSM)摄影机贴图(WSM)SURFACE MAPPER(WSM)曲面贴图(WSM)PROJECTION 投影UVW MAPPING ADD UVW贴图添加UVW MAPPING CLEAR UVW贴图清除CACHE TOOLS 缓存工具POINT CACHE 点缓存POINT CACHE(WSM)点缓存(WSM)SUBDIVISION SURFACES 细分曲面TURBOSMOOTH 涡轮平滑MESHSMOOTH 网格平滑HSDS MODIFIER HSDS修改器FREE FORM DEFORMATIONS 自由形式变形FFD MODIFIERS FFD修改FFD BOX/CYLINDER FFD长方形/圆柱体PARAMETRIC MODIFIERS 参数化修改器BEND 弯曲TAPER 锥化TWIST 扭曲NOISE 噪波STRETCH 拉伸、伸展SQUEEZE 挤压PUSH 推力RELAX 松弛RIPPLE 涟漪WAVE 波浪SKEW 倾斜ALICE 切片SPHERIFY 球形化AFFECT REGION 影响区域LATTICE 晶格MIRROR 镜像DISPLACE 置换XFORM 变换SUBSTITUTE 替换PRESERVE 保留SHELL 壳SURFACE 曲面MATERIAL 材质MATERIAL BY ELEMENT 按元素分配材质DISP APPROX 置换近似DISPLACE MESH(WSM)置换网格(WSM)DISPLACE NURBS(WSM)置换网格(WSM)RADIOSITY MODIFIERS 沟通传递修改器SUBDIVIDE(WSM)细分(WSM)SUBDIVIDE 细分材质编辑器:Reglection(反射)Basic Parameters(基本参数) Refraction(折射).Ambient(环境反射) 3D Procedural Maps(三维贴图).Diffuse(漫反射) Face-mapped(面贴图)Specular(镜面反射)Extended Parameters(扩展参数)Maps(贴图).Bitmap(位图).Checker(棋盘格) 复合材质.Gradient(渐变) Double Sided(双面).Adobe Photoshop Plug-In Filter(PS滤镜)Blend(混合) .Adove Premiere Video Filter(PM滤镜) Matte/Shoadow() .Cellular(细胞) Multi/Sub-object(多重子物体).Dent(凹痕) Raytrace(光线追踪).Noise(干扰) Top/Bottom(项底).Splat(油彩).Matrble(大理石).Wood(木纹).Water(水) Time Configuration(时间帧速率).Falloff(衰减) Frame Rate(帧速率).Flat Mirror(镜面反射) NTSC(NTSC制式).Mask(罩框) Film(胶片速度).Mix(混合) PAL(PAL制式).Output(输出) Custom(自定义).Planet(行星).Raytrace(光线跟踪).Reglect/Refrace(反射/折射).Smoke(烟雾) Create(创建).Speckle(斑纹) Helpers(帮助物体).Stucco(泥灰) Dummy(虚拟体).Vertex Color(项点颜色) Forward Kinematics(正向运动) .Composite(合成贴图) Inverse Kinematics(反向运动).Particle age(粒子寿命).Patticle Mblur(粒子模糊)参数区卷展栏:Shader Basic Parameters(着色基本参数区).Blinn(宾氏).Anisotropic(各向异性).Metal(金属).Multi-layer(多层式).Phong(方氏) 塑性.Oren-Nayar-Blinn(表面粗糙的对象).Strauss(具有简单的光影分界线).Wire(线架结构显示模式).2-Sided(双面材质显示).Face Map(将材质赋予对象所有的面).Faceted(将材质以面的形式赋予对象)Blinn Basic Patameters(宾氏基本参数区).Diffuse(固有色).Ambient(阴影色).Specular(高光色).Self-Illumination(自发光).Opacity(不透明度).Specular Highlights(高光曲线区)..Specular Level(高光级别)..Glossiness(光泽度)..Soften(柔和度)Extended Parameters(扩展参数区).Falloff(衰减).Filer(过滤法).Subtractive(删减法).Additive(递增法).Index of Refraction(折射率).Wire(线架材质).Reflection Dimming(反射暗淡)SuperSampling(超级样本)Maps(贴图区).Ambient Color(阴影色贴图).Diffuse Color(固有色贴图).Specular Color(高光色贴图).Glossiness(光泽度贴图).Self-Illmination(自发光贴图).Opacity(不透明贴图).Filter Color(过滤色贴图).Bump(凹凸贴图).Reflction(反射贴图).Refraction(折射贴图)..Refract Map/Ray Trace IOR(折射贴图/光线跟踪折射率) .Displacement(置换贴图)Dvnamics Properties(动力学属性区)材质类型Blend(混合材质).Material#1(材质#1).Material#2(材质#2).Mask(遮罩).Interactive(交互).Mix Amount(混合数值).Mixing Curve(混合曲线).Use Curve(使用曲线).Transition Zone(交换区域)Composite(合成材质).Composite Bisic Parameters(合成材质基础参数区)..Base Material(基本材质)..Mat.1~Mat.9(材质1~材质9)Double Sided(双面材质).Translucency(半透明) 贴图类型.Facing material(表面材质) Bitmap(位图).Back Material(背面材质) Cellular(细胞)Matte/Shadow(投影材质) Checker(棋盘格).Matte(不可见) Composite(合成贴图).Atmosphere(大气) Dent(凹痕贴图)..Apply Atmosphere(加入大气环境) Falloff(衰减)..At Background Depth(在背景深度) Flat Mirror(镜面反射) ..At Object Depth(在物体深度) Gradient(渐变).Shadow(阴影) Marble(大理石)..Receive Shadow(接受阴影) Madk(罩框)..Shadow Brightness(阴影的亮度) Mix(混合).Reflection(反射) Noise(干扰)Morpher(形态结构贴图) Output(输出)Muti/Sub-Object(多重子物体材质) Partcle Age(粒子寿命) .Set Number(设置数目) Perlin Marble(珍珠岩).Number Of Materials(材质数目) Planet(行星)Raytrace(光线追踪材质) Raytrance(光线跟踪).Shading(明暗) Reflect/Refract(反射/折射).2-Sided(双面) RGB Multiply(RGB倍增).Face Map(面贴图) RGB Tint(RGB染色).Wire(线框) Smoke(烟雾).Super Sample(超级样本) Speckle(斑纹).Ambient(阴影色) Splat(油彩).Diffuse(固有色) Stucco(泥灰).Reflect(反射) Thin Wall Refraction(薄壁折射).Luminosity(发光度) Vertex Color(项点颜色).Transparency(透明) Water(水).Index Of Refr(折射率) Wood(木纹).Specular Highlight(反射高光)..Specular Color(高光反射颜色)..Shininess(反射)..Shiness Strength(反光强度).Environment(环境贴图).Bump(凹凸贴图)Shellac(虫漆材质).Base Material(基础材质).Shellac Material(虫漆材质).Shellac Color Blend(虫漆颜色混合)Standard(标准材质)Top/Bottom(项/底材质).Top Material(项材质).Bottom Material(底材质).Swap(置换).Coordinates(坐标轴).Blend(融合).Possition(状态)FILE(文件) EDIT(编辑)Rest(重置) Undo(撤消)Save Selected(保存所选择的对象) Redo(恢复) XRef Objects(外部参考物体) Clone(复制)XRef Scenes(外部参考场景) Delete(删除)Merge(合并) Select All(对象选择)Replace(替换) Select None(取消对象)Import(输入) Select Invert(对象反转)Export(输出) Hold(保存)Archive(压缩存盘) Fetch(取出)View File(观看文件) Select BY(根据..选择) Select By Color(根据颜色..选择)Select By Name(根据名字..选择)Region(区域)Edit Named Selections(编辑已命名被选物) Properties(属性)TOOLS(工具菜单) GROUP(分组菜单)Mirror(镜像) Group(分组)Array(阵列) Open(打开)Align(对齐) Close(关闭)Place Highlight(放置高亮区) Ungroup(解除群组) Align Camera(对齐摄像机) Explode(分解) Scaping Tool(间距修改工具) Detach(分离) Transform Type-In(输入变换坐标) Attach(合并) Display Floater(显示浮动物体)Hide(隐藏)Freeze(冻结)Selection Floater(选择浮动物体)Snapshot(快照复制)Normal Align(法向对齐)Material Editor(材质编辑器)Material/Map Browser(材质/贴图浏览器)Object(物体工具栏) Create(创建命令面板) Compounds(复合工具栏) Modify(修改命令面板)Lighes&Cameras(光线和照相机工具栏) Hierarchy(层级命令面板) Particles(粒子系统工具栏) Motion(运动命令面板)Helpers(帮助物体工具栏) Display(显示命令面板)Space Warps(空间扭曲工具栏) Utilities(实用程序)Modifiers(修改工具栏)Rendering(渲染工具栏)Shapes(二维图形工具栏)Modeling(造型修改工具栏)MODIFIER STACK(编辑修改器堆栈) 布尔运算与克隆对象Pin Stack(钉住堆栈状态) Union(并集)Active/Inactive(激活/不激活切换) Subtraction(差集)Show End Result(显示最后结果) Intersection(交集)Make Unipue(使独立) Copy(复制)Remove Modifier(删除编辑修改器) Instance(关联复制)Edit Stack(编辑堆栈对话框) Reference(参考复制)控制器械的种类二维项点Track View(轨迹视图) Smooth(光滑项点)Assign Controller(指定控制器) Corner(边角项点)Replace Controller(替换控制器) Bezier(Bezier项点).Linear Controller(直线控制器) Bezier Corner(Bezier角点) .TCB Contriller(TCB控制器)).Contriller(连续).Path Controller(路径控制器).List Controller(列表控制器).Expression Controller(噪声控制器).Look At(看着)三维造型 Deformations(变形控制)Box(盒子) Scale(缩放)Cone(圆锥体) Twist(扭曲)Sphere(球体) Teeter(轴向变形)Geosphere(经纬球) Bevel(倒角)Cylinder(柱体) Fit(适配变形)Tube(管子)Torus(圆环)Pyramid(金字塔)Teapot(茶壶)Plane(平面)灯光类型摄像机类型Omni(泛光灯) Target(目标).General Parameters(普通参数) .Lens(镜头尺寸).Projector Parameters(投射贴图) .FOV(视域范围).Attenuation Parameters(衰减参数) .Stock Lenses(镜头类型) .Shadow Parameters(阴影参数) .Show Core(显示视域范围).Shadow Map Params(阴影贴图参数) .Show Horizor(显示地平线) Target Spot(目标聚光灯) .Near Range(最近范围)Free SPot(自由聚光灯) .Far Range(最远范围)Target Direct(目标平行光灯)Render Scene(渲染).Rime Output(输出时间)..Single(渲染单帖)..Range(所有帖).Output Size(输出尺寸)Rendering(渲染)/Environment(环境) 粒子系统Background(背景) Spray(喷射)Global Lighting(球形照明) Snow(雪)Atmosphere(大气) Blizzard(暴风雪)Combustion(燃烧) PArray(粒子列阵)Volume Light(体光) Pcloud(粒子云)Fog(雾) Super Spray(超级喷射).Standard(标准).Layered(分层)Volume Fog(体雾)快捷菜单:A-角度捕捉开关B-切换到底视图C-切换到摄象机视图D-封闭视窗E-切换到轨迹视图F-切换到前视图G-切换到网格视图H-显示通过名称选择对话框I-交互式平移J-选择框显示切换K-切换到背视图L-切换到左视图M-材质编辑器N-动画模式开关O-自适应退化开关P-切换到透视用户视图Q-显示选定物体三角形数目R-切换到右视图S-捕捉开关T-切换到顶视图U-切换到等角用户视图V-旋转场景W-最大化视窗开关X-中心点循环Y-工具样界面转换Z-缩放模式[-交互式移近]-交互式移远/-播放动画F1-帮助文件F3-线框与光滑高亮显示切换F4-Edged Faces显示切换F5-约束到X轴方向F6-约束到Y轴方向F7-约束到Z轴方向F8-约束轴面循环F9-快速渲染F10-渲染场景F11-MAX脚本程序编辑F12-键盘输入变换Delete-删除选定物体SPACE-选择集锁定开关END-进到最后一帧HOME-进到起始帧INSERT-循环子对象层级PAGEUP-选择父系PAGEDOWN-选择子系CTRL+A-重做场景操作CTRL+B-子对象选择开关CTRL+F-循环选择模式CTRL+L-默认灯光开关CTRL+N-新建场景CTRL+O-打开文件CTRL+P-平移视图CTRL+R-旋转视图模式CTRL+S-保存文件CTRL+T-纹理校正CTRL+T-打开工具箱(Nurbs曲面建模)CTRL+W-区域缩放模式CTRL+Z-取消场景操作CTRL+SPACE-创建定位锁定键 SHIFT+A-重做视图操作SHIFT+B-视窗立方体模式开关SHIFT+C-显示摄象机开关SHIFT+E-以前次参数设置进行渲染SHIFT+F-显示安全框开关SHIFT+G-显示网络开关SHIFT+H-显示辅助物体开关SHIFT+I-显示最近渲染生成的图象SHIFT+L-显示灯光开关SHIFT+O-显示几何体开关SHIFT+P-显示粒子系统开关SHIFT+Q-快速渲染SHIFT+R-渲染场景SHIFT+S-显示形状开关SHIFT+W-显示空间扭曲开关SHIFT+Z-取消视窗操作SHIFT+4-切换到聚光灯/平行灯光视图SHIFT+\-交换布局SHIFT+SPACE-创建旋转锁定键ALT+S-网格与捕捉设置ALT+SPACE-循环通过捕捉ALT+CTRL+Z-场景范围充满视窗ALT+CTRL+SPACE-偏移捕捉SHIFT+CTRL+A-自适应透视网线开关SHIFT+CTRL+P-百分比捕捉开关SHIFT+CTRL+Z全部场景范围充满视窗标题栏翻译:一、File<文件>New-----------------------〈新建〉Reset---------------------〈重置〉Open----------------------〈打开〉Save-----------------------〈保存〉Save As-------------------〈保存为〉Save selected----------〈保存选择〉XRef Objects -----------〈外部引用物体〉XRef Scenes -----------〈外部引用场景〉Merge --------------------〈合并〉Merge Animation--------〈合并动画动作〉Replace------------------〈替换〉Import---------------------〈输入〉Export---------------------〈输出〉Export Selected----------〈选择输出〉Archive--------------------〈存档〉Summary Info-----------〈摘要信息〉File Properties----------〈文件属性〉View Image File--------〈显示图像文件〉History--------------------〈历史〉Exit----------------------〈退出〉二、Edit〈菜单〉Undo or Redo----------〈取消/重做〉Hold and fetch---------〈保留/引用〉Delete----------------〈删除〉Clone--------------------〈克隆〉Select All-----------------〈全部选择〉Select None-------------〈空出选择〉Select Invert-------------〈反向选择〉Select By-----------------〈参考选择〉Color--------------------〈颜色选择〉Name---------------------〈名字选择〉Rectangular Region-----〈矩形选择〉Circular Region--------〈圆形选择〉Fabce Region----------〈连点选择〉Lasso Region----------〈套索选择〉Region:-------------------〈区域选择〉Window-----------------〈包含〉Crossing-----------------〈相交〉Named Selection Sets〈命名选择集〉Object Properties--------〈物体属性〉三、Tools〈工具〉Transfrom Type-In------〈键盘输入变换〉Display Floater-----------〈视窗显示浮动对话框〉Selection Floater--------〈选择器浮动对话框〉Light Lister----------------〈灯光列表〉Mirror-----------------------〈镜像物体〉Array------------------------〈阵列〉Align-----------------------〈对齐〉Snapshot------------------〈快照〉Spacing Tool-------------〈间距分布工具〉Normal Align-------------〈法线对齐〉Align Camera------------〈相机对齐〉Align to View--------------〈视窗对齐〉Place Highlight-----------〈放置高光〉Isolate Selection---------〈隔离选择〉Rename Objects----------〈物体更名〉四、Group〈群组〉Group-----------------------〈群组〉Ungroup-------------------〈撤消群组〉Open-----------------------〈开放组〉Close-----------------------〈关闭组〉Attach-----------------------〈配属〉Detach---------------------〈分离〉Explode--------------------〈分散组〉五、Views〈查看〉Undo View Change/Redo View change〈取消/重做视窗变化〉Save Active View/Restore Active View〈保存/还原当前视窗〉Viewport Configuration--------------〈视窗配置〉Grids----------------------------------〈栅格〉Show Home Grid------------------〈显示栅格命令〉Activate Home Grid---------------〈活跃原始栅格命令〉Activate Grid Object---------------〈活跃栅格物体命令〉Activate Grid to View--------------〈栅格及视窗对齐命令〉Viewport Background------------〈视窗背景〉Update Background Image-----〈更新背景〉Reset Background Transfrom〈重置背景变换〉Show Transfrom Gizmo---------〈显示变换坐标系〉Show Ghosting--------------------〈显示重橡〉Show Key Times------------------〈显示时间键〉Shade Selected-------------------〈选择亮显〉Show Dependencies------------〈显示关联物体〉Match Camera to View----------〈相机与视窗匹配〉Add Default Lights To Scene-〈增加场景缺省灯光〉Redraw All Views----------------〈重画所有视窗〉Activate All Maps------------------〈显示所有贴图〉Deactivate All Maps--------------〈关闭显示所有贴图〉Update During Spinner Drag --〈微调时实时显示〉Adaptive Degradation Toggle---〈绑定适应消隐〉Expert Mode----------------------〈专家模式〉六、Create〈创建〉Standard Primitives--------------〈标准图元〉Box------------------------------------〈立方体〉Cone---------------------------------〈圆锥体〉Sphere-------------------------------〈球体〉GeoSphere-------------------------〈三角面片球体〉Cylinder-----------------------------〈圆柱体〉Tube---------------------------------〈管状体〉Torus--------------------------------〈圆环体〉Pyramid-----------------------------〈角锥体〉Plane--------------------------------〈平面〉Teapot-------------------------------〈茶壶〉Extended Primitives-------------〈扩展图元〉Hedra--------------------------------〈多面体〉Torus Knot-------------------------〈环面纽结体〉Chamfer Box----------------------〈斜切立方体〉Chamfer Cylinder----------------〈斜切圆柱体〉Oil Tank----------------------------〈桶状体〉Capsule----------------------------〈角囊体〉Spindle-----------------------------〈纺锤体〉L-Extrusion------------------------〈L形体按钮〉Gengon-----------------------------〈导角棱柱〉C-Extrusion-----------------------〈C形体按钮〉RingWave-------------------------〈环状波〉Hose--------------------------------〈软管体〉Prism-------------------------------〈三棱柱〉Shapes----------------------------〈形状〉Line---------------------------------〈线条〉Text----------------------------------〈文字〉Arc-----------------------------------〈弧〉Circle-------------------------------〈圆〉Donut-------------------------------〈圆环〉Ellipse------------------------------〈椭圆〉Helix--------------------------------〈螺旋线〉NGon-------------------------------〈多边形〉Rectangle-------------------------〈矩形〉Section-----------------------------〈截面〉Star---------------------------------〈星型〉Lights------------------------------〈灯光〉Target Spotlight-----------------〈目标聚光灯〉Free Spotlight--------------------〈自由聚光灯〉Target Directional Light-------〈目标平行光〉Directional Light----------------〈平行光〉Omni Light-----------------------〈泛光灯〉Skylight----------------------------〈天光〉Target Point Light--------------〈目标指向点光源〉Free Point Light----------------〈自由点光源〉Target Area Light--------------〈指向面光源〉IES Sky---------------------------〈IES天光〉IES Sun--------------------------〈IES阳光〉SuNLIGHT System and Daylight〈太阳光及日光系统〉Camera--------------------------〈相机〉Free Camera-------------------〈自由相机〉Target Camera----------------〈目标相机〉Particles-------------------------〈粒子系统〉Blizzard--------------------------〈暴风雪系统〉PArray----------------------------〈粒子阵列系统〉PCloud---------------------------〈粒子云系统〉Snow------------------------------〈雪花系统〉Spray-----------------------------〈喷溅系统〉Super Spray--------------------〈超级喷射系统〉七、Modifiers〈修改器〉Selection Modifiers〈选择修改器〉Mesh Select〈网格选择修改器〉Poly Select〈多边形选择修改器〉Patch Select〈面片选择修改器〉Spline Select〈样条选择修改器〉Volume Select〈体积选择修改器〉FFD Select〈自由变形选择修改器〉NURBS Surface Select〈NURBS表面选择修改器〉Patch/Spline Editing〈面片/样条线修改器〉:Edit Patch〈面片修改器〉Edit Spline〈样条线修改器〉Cross Section〈截面相交修改器〉Surface〈表面生成修改器〉Delete Patch〈删除面片修改器〉Delete Spline〈删除样条线修改器〉Lathe〈车床修改器〉Normalize Spline〈规格化样条线修改器〉Fillet/Chamfer〈圆切及斜切修改器〉Trim/Extend〈修剪及延伸修改器〉Mesh Editing〈表面编辑〉Cap Holes〈顶端洞口编辑器〉Delete Mesh〈编辑网格物体编辑器〉Edit Normals〈编辑法线编辑器〉Extrude〈挤压编辑器〉Face Extrude〈面拉伸编辑器〉Normal〈法线编辑器〉Optimize〈优化编辑器〉Smooth〈平滑编辑器〉STL Check〈STL检查编辑器〉Symmetry〈对称编辑器〉Tessellate〈镶嵌编辑器〉Vertex Paint〈顶点着色编辑器〉Vertex Weld〈顶点焊接编辑器〉Animation Modifiers〈动画编辑器〉Skin〈皮肤编辑器〉Morpher〈变体编辑器〉Flex〈伸缩编辑器〉Melt〈熔化编辑器〉Linked XForm〈连结参考变换编辑器〉Patch Deform〈面片变形编辑器〉Path Deform〈路径变形编辑器〉Surf Deform〈表面变形编辑器〉* Surf Deform〈空间变形编辑器〉UV Coordinates〈贴图轴坐标系〉UVW Map〈UVW贴图编辑器〉UVW Xform〈UVW贴图参考变换编辑器〉Unwrap UVW〈展开贴图编辑器〉Camera Map〈相机贴图编辑器〉* Camera Map〈环境相机贴图编辑器〉Cache Tools〈捕捉工具〉Point Cache〈点捕捉编辑器〉Subdivision Surfaces〈表面细分〉MeshSmooth〈表面平滑编辑器〉HSDS Modifier〈分级细分编辑器〉Free Form Deformers〈自由变形工具〉FFD 2×2×2/FFD 3×3×3/FFD 4×4×4〈自由变形工具2×2×2/3×3×3/4×4×4〉FFD Box/FFD Cylinder〈盒体和圆柱体自由变形工具〉Parametric Deformers〈参数变形工具〉Bend〈弯曲〉Taper〈锥形化〉Twist〈扭曲〉Noise〈噪声〉Stretch〈缩放〉Squeeze〈压榨〉Push〈推挤〉Relax〈松弛〉Ripple〈波纹〉Wave〈波浪〉Skew〈倾斜〉Slice〈切片〉Spherify〈球形扭曲〉Affect Region〈面域影响〉Lattice〈栅格〉Mirror〈镜像〉Displace〈置换〉XForm〈参考变换〉Preserve〈保持〉Surface〈表面编辑〉Material〈材质变换〉Material By Element〈元素材质变换〉Disp Approx〈近似表面替换〉NURBS Editing〈NURBS面编辑〉NURBS Surface Select〈NURBS表面选择〉Surf Deform〈表面变形编辑器〉Disp Approx〈近似表面替换〉Radiosity Modifiers〈光能传递修改器〉Subdivide〈细分〉* Subdivide〈超级细分〉八、Character〈角色人物〉Create Character〈创建角色〉Destroy Character〈删除角色〉Lock/Unlock〈锁住与解锁〉Insert Character〈插入角色〉Save Character〈保存角色〉Bone Tools〈骨骼工具〉Set Skin Pose〈调整皮肤姿势〉Assume Skin Pose〈还原姿势〉Skin Pose Mode〈表面姿势模式〉九、Animation〈动画〉IK Solvers〈反向动力学〉HI Solver〈非历史性控制器〉HD Solver〈历史性控制器〉IK Limb Solver〈反向动力学肢体控制器〉SplineIK Solver〈样条反向动力控制器〉Constraints〈约束〉Attachment Constraint〈附件约束〉Surface Constraint〈表面约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Link Constraint〈连结约束〉LookAt Constraint〈视觉跟随约束〉Orientation Constraint〈方位约束〉Transform Constraint〈变换控制〉Link Constraint〈连接约束〉Position/Rotation/Scale〈PRS控制器〉Transform Script〈变换控制脚本〉Position Controllers〈位置控制器〉Audio〈音频控制器〉Bezier〈贝塞尔曲线控制器〉Expression〈表达式控制器〉Linear〈线性控制器〉Motion Capture〈动作捕捉〉Noise〈燥波控制器〉Quatermion(TCB)〈TCB控制器〉Reactor〈反应器〉Spring〈弹力控制器〉Script〈脚本控制器〉XYZ〈XYZ位置控制器〉Attachment Constraint〈附件约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Surface Constraint〈表面约束〉Rotation Controllers〈旋转控制器〉注:该命令工十一个子菜单。

render

render

renderRenderIntroductionIn the world of technology and graphics, the concept of render holds significant importance. Render refers to the process of generating an image or a sequence of images from a model, utilizing computer programs or special software. This document aims to provide an in-depth understanding of rendering, its various types, applications, and the technologies involved in the process.I. Understanding Rendering1.1 Definition of RenderingRendering is the process of converting a virtual 3D model or scene into a 2D image or animation. It involves taking inputs such as lighting conditions, object properties, and camera angles to produce a high-quality visual representation. Rendering allows designers, artists, and animators to turn their ideas into reality by creating realistic images and animations.1.2 Importance of RenderingRendering plays a crucial role in various industries, including architecture, entertainment, gaming, virtual reality, and film-making. It allows architects to visualize buildings before construction, helps game developers create immersive and visually pleasing games, and enables filmmakers to bring their stories to life through realistic visual effects.II. Types of Rendering2.1 Real-time RenderingReal-time rendering focuses on generating images or animations in real-time, typically at interactive frame rates. It is widely used in video games, virtual reality applications, and simulations. Real-time rendering requires efficient algorithms and hardware acceleration to render frames quickly, allowing for smooth user interaction and immersive experiences.2.2 Offline RenderingUnlike real-time rendering, offline rendering aims to produce the highest quality images or animations, disregarding the time it takes to render each frame. It is commonly used in film-making and computer-generated imagery (CGI). Offline rendering techniques, such as ray tracing and global illumination, accurately simulate light behavior and produce realistic and visually stunning results.III. Rendering Techniques3.1 RasterizationRasterization is a fast and efficient rendering technique used in real-time graphics. It works by converting 3D objects into 2D images by projecting them onto the screen. Rasterization utilizes the graphics processing unit (GPU) to calculate the lighting, shading, and colors of each pixel, resulting in real-time rendering suitable for video games and interactive applications.3.2 Ray TracingRay tracing is an advanced rendering technique used in offline rendering to produce highly realistic images. It simulates the behavior of light by tracing the path of virtual rays from the camera through the scene. Ray tracing accurately calculates reflections, refractions, and shadows, resulting in realistic lighting and photorealistic imagery. However, ray tracing is computationally intensive and may require hours or even days to render a single frame.IV. Rendering Software and Tools4.1 3D Modeling and Rendering SoftwareVarious software packages, such as Autodesk 3ds Max, Blender, and Cinema 4D, provide comprehensive 3Dmodeling and rendering capabilities. These tools allow artists to create and manipulate 3D models, apply textures and materials, set up lighting, and render high-quality images or animations.4.2 GPU Rendering EnginesTo accelerate the rendering process, GPU rendering engines, such as NVIDIA's CUDA and AMD's Radeon ProRender, leverage the power of graphics cards. These engines utilize the parallel processing capabilities of GPUs to distribute the rendering workload, resulting in faster render times compared to traditional CPU-based rendering.V. ConclusionRender is an essential process in the world of technology and graphics. It converts virtual models into realistic images or animations, enabling designers, artists, and animators to bring their ideas to life. Real-time rendering facilitates interactive experiences in video games and virtual reality, while offline rendering produces high-quality imagery for films and CGI. Understanding rendering techniques and utilizing the right software and tools can significantly enhance the artistic and technical capabilities of professionals in various industries.。

陈为博士

陈为博士

陈为博士浙江大学CAD&CG国家重点实验室310058, 杭州,中国电话: 0086-571-88206681-522传真: 0086-571-88206680电邮: chenwei@ shearwarp@主页: /home/chenwei陈为,1976年生,博士,副教授,IEEE会员。

1996年本科毕业于浙江大学应用数学系,2000年6月至2002年6月在德国Fraunhofer图形研究所攻读联合培养博士,2002年9月进入浙江大学CAD&CG国家重点实验室工作,2004年12月晋升副教授,2009年12月晋升教授。

2006年7月至2008年9月受浙江大学新星计划资助,在美国普渡大学从事访问研究。

已(含合作)培养博士研究生5名,硕士研究生12名,主持国家973项目子课题两项、863高科技项目一项,国家自然科学基金面上项目和浙江省自然科学基金各两项。

研究兴趣包括科学计算可视化和可视分析,在IEEE Transactions on Visualization and Computer Graphics, IEEE Visualization, Eurographics, EuroVis, CVIU, ACM I3D, Pacific graphics, Computer-Aided Design, IEEE CG&A, The Visual Computer, Journal of Computer Animation and Virtual Worlds,ACM VRST等国际重要期刊和会议发表和录用论文三十余篇,被国际论文他引100余次;在国内的重要期刊计算机科学与技术学报(JCST)、软件学报、计算机学报、计算机辅助设计与图形学学报等发表论文二十余篇;SCI和EI索引各30余次;合著出版教材1部,已经再版三次,版权输出到台湾地区;译著1部。

.担任《计算机辅助设计与图形学学报》编委,受邀担任国际著名学术会议程序委员会委员多次(IEEE Visualization, Pacific Graphics, CGI, Pacific Vis,CGIM等),以及ACM SIGGRAPH, IEEE Visualization, Eurographics, C&G, IEEE Transactions on Image Processing, Pacific Graphic, MICCAI等著名国际杂志和会议审稿人。

气象数据驱动的三维云增强绘制方法

气象数据驱动的三维云增强绘制方法

小型微型计算机系统Journal of Chinese Computer Systems 2021年6月第6期 Vol.42 No. 6 2021气象数据驱动的三维云增强绘制方法秦绪佳,赵铮,柯玲玲,郑红波,马骥(浙江工业大学计算机科学与技术学院,杭州310032)E-mail :z h b@zjut. edu. cn摘要:基于气象数据直接体绘制的方法对三维云进行可视化时,如果使用低精度、少层级的网格数据就会造成模拟数据在垂 直方向上相对稀少,从而导致云面会十分粗糙、渲染效果缺乏真实性.为了解决这个问题,本文提出一种利用纹理噪声引入随机 抖动从而使云面细节丰富、有较强真实感的方法.首先生成3D Perlin噪声纹理并采样,再和气象数据的原始纹理以不同的比例 进行融合.该方法可以让三维云整体有更好的立体感以及更佳的视觉感受.此外,仅仅用数值模拟绘制云虽然已经模拟了光的 反射和吸收,但并未涉及到光的散射效应,所以使用数值模拟绘制出来的云真实感仍旧不够.为了绘制出更具有真实感的三维 云,本文结合C o o k T or ra nc e光照模型和双向反射分布函数(B R D F)对传统光照模型进行改进.此改进模型考虑了材质微平面 对光照的影响,运用到对三维云的可视化中,可以得到真实感较强的三维云仿真效果.关键词:三维云仿真;体绘制;随机扰动;Cook Torrance光照模型;双向反射分布函数中图分类号:T P391 文献标识码:A文章编号=1000-1220(2021 )06-1297*073D Cloud Enhancement Rendering Method Driven by Meteorological DataQIN Xu-jia,ZHAO Zheng,KE Ling-ling,ZHENG Hong-bo,MA Ji(School of Computer Science and Technology .Zhejiang University of Technology .Hangzhou 310032 .China)A bstract:When 3D cloud is visualized based on the method of direct volume rendering of meteorological data,if the grid data with low accuracy and few levels is used,the simulation data will be relatively rare in the vertical direction,resulting in very rough cloud surface and lack of authenticity in rendering effect. In order to solve this problem, this paper proposes a method to introduce random jitter into the texture noise so as to make the cloud surface more detailed and realistic. Firstly,3D Perlin noise texture is generated and sampled,and then fused with the original texture of meteorological data in different proportions. This method can make the three-di­mensional cloud as a whole have better stereoscopic sense and better visual perception. In addition, although the reflection and absorp­tion of light have been simulated by using numerical simulation to draw clouds, the scattering effect of light has not been involved, so the sense of reality of clouds drawn by numerical simulation is still insufficient. In order to draw a more realistic 3D cloud,this paper combined Cook Torrance lighting model and bidirectional reflection distribution function ( BRDF) to improve the traditional lighting mcxiel. This improved model takes the effect of material microplane on illumination into consideration, and when applied to the visual­ization of 3D cloud,the 3D cloud simulation effect with strong sense of reality can be obtained.Key words:3D cloud simulation;volume rendering;random disturbance;cook torrance illumination model;BRDFi引言云可分为三大云族,十大云属,是一种自然现象.它们是 由聚集在空气中的微尘周围的水分子产生的水滴或冰晶散射 产生的.云没有特定的表面,也没有清晰的边界,且晶体结构 时时刻刻都在变化,表面呈现出的透明度也不断在改变.每一 朵云都是不尽相同的,所以对云的可视化也是十分复杂的.现 在存在的一些有不错视觉效果的云仿真方法大多依赖于数学 模型,而这些模型都十分复杂且计算成本相对较高.所以对三 维云景的绘制要达到高效率和高仿真效果是当前计算机图形 学领域面临的一大挑战.对三维云的可视化在很多日常仿真应用中都是不可或缺的.在很多游戏中,尤其是在大型网游中,云仿真技术的水平 对游戏场景的真实感影响极大,真实感较强的云仿真可以使 场景更逼真,用户的体验感也会更好;在飞行视景仿真系统中,云层效果的真实以及良好的实时性也是至关重要的;在气 象研究中,真实的气象数据可以反映真实的天气情况,对气象 的研究、气象的预报等都有极大的意义,云作为气象数据中不 可或缺的一部分,对真实气象数据的深人研究和利用都十分 重要.关于云的外在形态仿真方式主要有体素模拟、基于纹理 噪声、数值模拟、交互式模拟、粒子系统以及云图仿真等方法. 体素模拟方面,Kajiya等人[|]利用体积网格内的密度来表示 云,将数据存在体素中,并开发光的散射方程,利用光线追踪收稿日期:2020>06>01收修改稿日期:2020祝-28基金项目:国家自然科学基金项目(61702455 ,61672妨2,619〇2350)资助;浙江省自然科 学基金项目(LY20P020025)资助.作者简介:秦绪佳,男,1968年生,博士,教授,博士生导师,C C F会员,研究方向为计算机图形学、图像处理;赵铮,女,1997年生,硕士研究生,研究方向为图像处理;柯玲玲,女,1993年生,硕士研究生,研究方向为图像处理;郑红波,女,1977年生,博 士,讲师,研究方向为图像处理、地理信息系统;马骥,男,1985年生,博士,讲师,研究方向为数据可视化.1298小型微型计算机系统2021 年法绘制云景.Harris121提出了一种具有十分逼真效果的交互式 云模拟,通过体素模型进行三维云仿真,得到了极佳的仿真效 果.纹理噪声方面,陈华光等人[3]提出用Perlin噪声建模、指 数函数锐化、H L S颜色模型转换等生成静态云彩图像,然后 用静态云彩方法得到任意长度的云图,最后用V C ++和O p e n G L及纹理映射方法将云彩置人虚拟环境中,产生实时 和逼真的动态云效果;唐勇等人~提出了一种使用多种噪声 混合实时模拟体积云的方法.数值模拟方面,L u k&ov&M e d-vid'o v6等人[5]提出了新的隐式显式(I M E X)有限体积云动 力学数值模拟方案,来实现云动力学的数值模拟;蒋立辉等人[6]提出了一种基于体绘制技术的方法,来改进光照模型以 模拟逼真的三维云场景.交互式模拟方面,Z h e n b a o Liu[7]等 人将云建模、云散射、云渲染等典型方法集成到一个整体方案 中,提出了一种根据实时飞行仿真的要求而定制的交互式云 仿真方案;B o u t h o r s等人[8]提出了一个表示积云形状的模型,储存重叠的准球形粒子的层次结构进行建模.粒子系统方面,Y o n g h u a X i e等人[9]根据云的特征(如颜色、大小、形状),设 计球形粒子系统进行建模,给出这些球形粒子的初始颜色、大 小、形状等属性,实现W R F云数据的建模,再引人光照模型 对建模粒子进行渲染和仿真.程飞等人[1°]简化了云辐射模 型,并用M o d t r a n软件对整个场景的大气透射率和辐射率进 行计算,再通过G P U的并行处理对整个数据进行采样模拟出 大气辐射传输效应,最后通过O G R E的粒子系统模拟出三维 云体.云图仿真方面,申闫春等人[i n首先利用M i c a ps3.0处 理卫星云图提取二维云图像,然后从中提取云的三维信息并 对其进行空间填充,最后利用Billboard算法实现三维立体云 仿真;谢晓方等人n2]以卫星云图原始数据为数据源,从中提 取定位和定标信息,进行坐标和投影变换,生成云图数字高程 模型(D E M)从而实现三维云景仿真.陈国栋等人[13]提出一 种三维矢量场建模方法,采用纹理的空间分布特征通过矢量 积运算建模,并利用流线追踪算法进行可视化操作.想要得到真实性较高的云的颜色就需要模拟其内部的光 照效果.胡香等人[M]提出了一种利用云的多向前方散射特性 建立的体云光照模型,效果逼真,与真云一样具有银色的边 缘.Xiaoyan H u等人提出了一种简单的实时云建模与绘制方法,通过模拟云粒子在二维平面上的投影运动而形成云的 密度,然后使用一种实时近似散射的算法来渲染.但这类模型 忽略光的多向散射,只计算视点方向的外散射,只适用于描述 低散射率的光照效果但不能处理云团等高散射率媒介的光散 射问题.Z he ng w e i S u i等人[|6]认为云是一个收集来自太阳光 的粒子集合,而三维云是用八叉树索引和粒子系统建模的,故 使用散射光模型和广告牌技术来渲染它.开始先使用传统的R a y Casting算法来绘制三维云,为了 提高绘制和渲染的速度,还使用了光栅化求交、提前光线终止 法和G P U加速等方式.因为所使用的网格数据精度不够高、层级较少使得模拟数据在垂直方向上较为稀少,导致云表面 十分粗糙、渲染缺乏真实性.为了改善这些问题,本文在传统 体绘制R a y Casting算法的基础上,生成3D Perlin噪声纹理 并采样,再和气象数据的原始纹理以不同的比例进行融合.用 这样的方式对云表面产生随机扰动,增加所绘制云的真实感. 最后,因为涉及到材质的各向异性,本文还使用了一种结合Cook Torrance光照模型和双向反射分布函数(B R D F)的新的光照模型,以此来模拟光的散射,从而进一步增强仿真效果.2基于G P U的Ray Casting算法绘制三维云由于现在常用的光线投射算法三线性插值运算,需要基 于G P U,会产生一定时延.所以本文利用G P U高效的浮点算 术功能来加快渲染.首先把体数据载人到显存之中,再用一个 与其等大的三维纹理表示,其中和这个三位纹理相对应的集 合对象被称作代理几何.这样可以很好的解决G P U无法直接 访问内存数据的问题.本章中R a y Casting算法的代理几何为 立方体,需要将其先转换映射到三维球体上,最后和光线相交 计算得到采样点位置.2.1气象体数据源及数据格式1) 体数据源气象数据有结构化、规则的网格数据,也有非结构化的散 乱数据.前者是通过天气模型得到的;后者是利用气象观测得 到的真实数据.气象观测指的是研究测量和观测地球大气中 温度、湿度、大气气压、降水、云量等气象.非结构化的气象观 测数据可通过插值、重采样转化成结构化数据.2) 数据格式本文利用通过气象观测得到的真实数据作为研究数据 源.该数据源涉及到相对湿度、降水量、雷达数据等.其中相对 湿度使用的数据集是在不同的压强下每3小时进行一次采样 获得,以〇时为起点,总共获得80个样本•一共有361 x 181 个格点数据,每个格点占据4个字节,存储的是单精度的浮 点数.type 106 T799模式2017年06月04日20时00分200hPa^9对湿度030小时预报(0602) 2017 06 04 20 00 030 2001.000 1.000 0.0 360.0 -90.0 90.0361 18110.00-20.00 110.00 0%%%%%%%%%%%%%%%%%%% 96 % % % 96 96 % % % % % % 0 0 0 0 00000000000000 0 99 99 99 99 99 99 99 99 98 98 98 98 98 97 97 9797 97 96%%%%95 95 95 95 95 94 94 94 94 94 9393 93 93 93 93 93 92 92 92 92 92 92图1相对湿度预报格点数据实例Fig.1A n example of grid data for re la ti ve humidity prediction 图i为本实验所用到的一个相对湿度预报格点数据实 例.前4行为数据头,存储的是数据类型、描述信息、数据采样 的相关信息以及数据经讳度的相关信息等.从第5行开始存 储数据部分,数据按先纬度向后经度的顺序存放.图1中所示 数据是106类数据,该数据的描述信息为“T799模式2017年 06月04日20时00分200h P a相对湿度030小时预报(0602) 该数据是从2017年6月4日20:00开始采样的,并 且在200百帕压强的条件一共采样了 30小时.数据采样从经 度0。

3dmax命令大全

3dmax命令大全
--------------------------------------------------------------------------------
--
Extended Parameters(扩展参数区)
.Falloff(衰减)
.Filer(过滤法)
.Subtractive(删减法)
..Base Material(基本材质)
..Mat.1~Mat.9(材质1~材质9)
Double Sided(双面材质)
.Translucency(半透明) 贴图类型
.Facing material(表面材质) Bitmap(位图)
.Back Material(背面材质) Cellular(细胞)
Matte/Shadow(投影材质) Checker(棋盘格)
.Matte(不可见) Composite(合成贴图)
.Atmosphere(大气) Dent(凹痕贴图)
..Apply Atmosphere(加入大气环境) Falloff(衰减)
.Strauss(具有简单的光影分界线)
Wire(线架结构显示模式)
.2-Sided(双面材质显示)
.Face Map(将材质赋予对象所有的面)
.Faceted(将材质以面的形式赋予对象)
Blinn Basic Patameters(宾氏基本参数区)
.Diffuse(固有色)
.Vertex Color(项点颜色) Forward Kinematics(正向运动)
.Composite(合成贴图) Inverse Kinematics(反向运动)
.Particle age(粒子寿命)

简明版___浙江大学计算机辅助设计与图形学国家重点实验室

简明版___浙江大学计算机辅助设计与图形学国家重点实验室

论文清单(续1)
7. ZONGHUI WANG, XIAOHONG JIANG , JIAOYING SHI,Efficient communication approach in HLA-based Distributed simulation for VR application,Journal of Computational Information Systems , 20060401,SCI
11.Hua Xiong,Haoyu Peng,Aihong QinJiaoying Shi,Parallel Occlusion Culling on GPUs Cluster,Proceedings of the 2006 ACM International Conference on VRCIA,20060714,EI
知识回顾 Knowledge Review
支持多流模式的绘制任务划分;
基于网格的可视化系统GVis的 成果创新点
提出基于网格可视化系统的三层体系结构模型, 包括运行时环境层,可视化框架层和网格门户 层。各个层次之间功能相对独立,耦合性小, 具有良好的扩展性;
完全基于Java实现的交互式可视化网格系统, 具有良好的跨平台性和易访问性;
基于Direct3D D3DPR 的并行绘 制系统
基于网格的可 GVis 视化技术
包括资源分配、资源绘制两个部分
GVis运行时环境层GVRE,GVis可视化框 架层GVVF和GVis网格门户层 GVisPortal,
论文清单
1. Zonghui Wang, Xiaohong Jiang, Jiaoying Shi,HLA/RTI Performance Testing,20051006,国际学术会议论文集,EI

IEEEXplore

IEEEXplore

Figure1. The examples of volume rendering results using proposed approach: (a) CT data set from the Stanford terra-cotta bunny; (b) and (c) the segmentedintestine from a CT clinic data employed in our Virtual Colonoscopy SystemGPU-based Volume Rendering for Medical Image VisualizationYang Heng 1and Lixu Gu 11Shanghai Jiaotong University 1954 Huashan Road, Shanghai, 200240, P.R.ChinaE-mail:yhq@Abstract —During the quick advancements of medicalimage visualization and augmented virtual reality application, the low performance of the volume rendering algorithm is still a “bottle neck”. To facilitate the usage of well developed hardware resource, a novel graphics processing unit (GPU)-based volume ray-casting algorithm is proposed in this paper. Running on a normal PC, it performs an interactive rate while keeping the same image quality as the traditional volume rendering algorithm does.Recently, GPU-accelerated direct volume rendering has positioned itself as an efficient tool for the display and visual analysis of volume data. However, for large sized medical image data, it often shows low efficiency for too large memories requested. Furthermore, it always holds a drawback of writing color buffers multi-times per frame. The proposed algorithm improves the situation by implementing ray casting operation completely in GPU. It needs only one slice plane from CPU and one 3Dtexture to store data when GPU calculates the two terminals of the ray and carries out the color blending operation in its pixel programs. So both the rendering speed and the memories consumed are improved, and the algorithm can deal most medical image data on normal PCs in the interactive speed.Keywords —GPU acceleration, direct volume rendering, medical image data, 3DtextureI. INTRODUCTIONDirect volume rendering is a powerful tool in the display and visual analysis of medical image data. Different to the common used surface rendering which could miss the most important part of the data by selecting the wrong iso-value, direct volume rendering constructs images in which all volume cells (voxel) can make a contribution to the final visualized results. So it can more efficiently display the inner structure of the objects than the surface rendering. But owing to the slowspeed limitation, CPU-based volume rendering is seldom used on common PC.With the rapid development of graphic card hardware, GPU-based volume rendering techniques show their great powers in accelerating rendering. The basic work involved is to store volume data in texture, resample and interpolate them using hardware instead of software. This idea was first introduced by Cullip and Neumann in 1994 [1], and further extended to advanced medical imaging by Cabral et al. in 1994[2]. Cabral et al. demonstrated that both interactive volume reconstruction and interactive volume rendering was possible with hardware providing 3D texture acceleration. Later, Rudiger Westermann et al. [3] introduced an accelerated volume Ray-Casting using 2D texture to store the ray terminals in 2001. Although its great improvement in producing an intermediate image, it still relies on CPU to cast the ray for every pixel. Further development of GPU-based ray-casting was described by Timothy J. Purcell et al. [4]. They stored a data link as 2D texture to calculate the interactions for ray casting in GPU programs. In 2003, a new ray casting algorithm was proposed by J. Kruger and R. Westermann [5]. They described a stream model on graphics hardware that is programmable via the Pixel Shader 2.0 API and implemented the standard acceleration techniques for volume ray-casting. Although it achieved the high speed, it consumes too much memory by its three 2D textures and one 3D texture. Still many others use GPU to carry out volume rendering (Allen Van Gelder and Kwansik Kim 1996[6]; Tae-Young Kim, Yeong Gil Shin 2001[7]; Wei Li et al. 2003[8]; Daniel Weiskopf et al. 2004 [9]).Thought these algorithms hold great benefits, one drawback is often omitted, which is to write to color buffers several times per frame. On the contrary, both the ray terminals and the color blending operation are calculated in pixel programs in the proposed algorithm, so that it writes color buffer only once to further accelerate the volume rendering.Proceedings of the 2005 IEEEEngineering in Medicine and Biology 27th Annual Conference Shanghai, China, September 1-4, 2005Fig.2. the data pipeline of the proposed algorithmThe paper is outspreaded in three parts. Part one explains the basic idea of the sliced-based 3Dtexture volume rendering. Part two describes the algorithm in detail, and Part three shows the test results and describes our discussion.II. GPU-BASED VOLUME RENDERING2.1 The traditional slice-based 3D texture volume rendering The traditional slice-based 3Dtexture volume rendering is usually performed by slicing the volume in back-to-front or front-to-back order with planes oriented parallel to the view plane. For each fragment, program gets the sampled color from texture by trilinear interpolation and then blends it with the current value in color buffers by proper b lending functions, which is described in equation 1.1~1.2.(1)................................................(1.1)(1),(1)............(1.2)d s d s s d s d d s d d d s C A C A C C A C A C A A A A Here, C d A d and C s , A s are the color and opacity values of the color buffer and the incoming fragment, respectively. For front-to-back order, the accumulated opacity will be stored in Į-buffer and the Į-test should be open.The slice-based rendering describes a general process for GPU accelerated volume rendering. The proposed algorithm also uses 3Dtexture to store data and resample them in pixel processing. But in order to reduce computing time, it does not slice the cubes in CPU but casts ray in GPU. CPU only produces a polygon parallel to the view plane as the basic ray and prepares some necessary parameters for GPU. 2.2 Ray casting volume rendering on GPUFor many years, with the advancement of commodity graphics hardware and the creation of its new feature of programmability, many algorithms began to transfer some of the processing stages from CPU to GPU on common PCs. The reason is that with its intrinsic parallelism and efficient communication, GPU can calculate much faster than CPU. Furthermore, the power of GPU is currently increasing much faster than that of CPU’s, and the algorithm realized on GPU can have great potentials in the future. Our algorithm takes advantage of NV40 GPU to implement volume rendering. NV40 GPU holds some new characteristics such as reading texture data in vertex programs, supporting dynamic shift command in pixel programs and even longer lengths for shader programs. These characteristics are the necessary factors in ouralgorithm. We use CG [10] to code GPU programs and C++, OpenGL and VTK to organize the data pipeline in CPU.As shown in Fig 2, the algorithm is organized in three parts. Part A is to classify the raw data and add lightings. Part B discusses the parameters produced by CPU. Part C is the core of the algorithm and contains the whole ray casting progress. 2.3 The mathematic principle of the algorithmDefine 1 volume can be denoted by a cube in a 3D Descartes coordinate system, whose three borders are parallel to the axes respectively. The left-bottom coordinate is V x ,V y ,V z .The cell number in three axes direction is X, Y, Z and the sampled distance in three directions is S x ,S y ,S z respectively. Lemma 1 The 3Dtexture coordinates T cord of the point in Descartes coordinate system is respectively the linear function of the point’s Descartes coordinates in three axes(equation 2.1~2.3). The parameters is defined in Define 1.and x, y, z are the world coordinate.().............................(2.1)().............................(2.2)()..............................(2.3)x co rd x x y co rd y y z co rd z z x V T S X y V T S Yz V T S ZTheorem 1 The ray casting function in Descartes coordinate system ()(0)R t B I t t L u has its equivalence in 3Dtextue coordinates system. Here, B is the beginning ray position and I is the forward ray step when L stands for the total step number and t is the current step. The equivalences are shown in equation 3.1~3.3. The parameters are defined in Define 1.()....................(3.1)().....................(3.2)()......................(3.3)x xxx x x y y y y y y z zzz z z I B V T R t t S X S XI B V T R t t S YS YI B V T R t t S Z S Zu u u uu uu u u Theorem 2. The cube of the volume defined in Define 1 hasa projection in the view plane and we can also find a rectangle just to include all of the projection points.Figure 3. The CT value and its corresponding organTheorems 2 prove: First, project the eight corners of the cube to the view plane. And then transform the projected points to the screen coordinate and get the minimum and maximum coordinates in X, Y axes: X 0, X 1, Y 0,Y 1. Lastly, translate the four vertexes (X 0, Y 0, Z), (X 1, Y 0, Z), (X 0, Y 1, Z), (X 1, Y 1, Z) back to the world coordinate to get the rectangle. Here Z is the depth of the projection plane. 2.4 Preprocess raw data in CPUAs shown in Fig.3, the raw value of each voxel in a medical data (such as CT, MRI) represents the gray scale attribution of a particular organ. In order to emphasis the ROI, the algorithm needs to classify all the voxels to color values which can be thought as the colors that voxel absorbs or emits. So assign zero opacity to hide that voxel and a positive opacity to display it. Based on this principle, the proposed algorithm classifies the voxles by assigning RGBA values to the typical organ points and the others get color values by linear interpolate.After classification, store RGBA colors to 3Dtexture and set the texture sampling interpolation style to be bilinear and the clipping coordinate style to no clipping. 2.5 Produce parameters in CPUIn order to implement ray casting operation in pixel program, CPU needs to prepare some parameters. Firstly, it requires a slice plane as the basic ray for ray casting operation. Use the sight direction as the normal and the nearest point and the farthest point in the volume cube to build up two planes as P near and P far . For front-to-back order rendering, the projection plane is P near and for back-to-front order rendering P far . Then define the projection rectangle by the method introduced in Theorem 2 and calculate the four vertexes’ world coordinates V0 and texture coordinates T0 using Lemma 1. Secondly, calculate the ray casting function. Take the parallel projection as example; the function in world coordinates is equation 4.0()(0) (4)R t V I t t L u Here V 0 is the beginning ray position, I is the increment of one step and L is the total step. For front-to-back order rendering, R(0) is in the P near and R(L) is in the P far . For back-to-front order R(L) is in the P near and R(0) is in the P far . According to Theorem 1, the corresponding ray casting functions in texture coordinates can be calculated using equation5.0()(0) (5)T t T T t t L 'u Here t stands for the current step of the ray. ǻT is the increment of one step and L is the total step.The last parameter is the texture size S t . Since texture coordinates calculated by Lemma 1 may be out of range (0, S t ),St is designed to prevent the redundant parts in the ray. Finally, the algorithm transfer ǻT, L, S t as uniform parameters to GPU and transfer V 0 and T 0 as binding parameters by drawing the cube using the four vertexes of the rectangle. 2.6 Ray casting in GPU programAs shown in the data pipeline in Fig 2, the third part runs on GPU in pixel programs, where two-step procedure is designed to carry out the ray casting. One is to initiate the ray terminals and another is to cast ray to calculate colors for that pixel.Firstly, determine two terminals of the ray for each pixel. According to Theorem 1, the texture coordinates of the point inside the volume cube lies in the range of (0, S t ) while the point outside lies outside the range of (0, S t ). But for every pixel, the initial point position in the projection plane may be out of the cube so the texture coordinate is out of the range of (0, S t ). In order to reduce the ray steps, the algorithm needs to find the actual two terminals of the ray. For its linear character, the ray holds its redundant parts just in the two terminals. So By getting rid of the redundancy, the algorithm finds the beginning ray and the ending ray position. The beginning ray can be achieved by setting a proper t=L1 to make the texture coordinate just in the range (0, S t ) while the ending ray by setting a proper t=L2 to let texture coordinate just out of the range (0, S t ). Thus the beginning ray position (T begin ), the ending ray position (T end ) and the new casting function can be gotten. Secondly, cast the ray from Tbegin to Tend, where equation 1.1 is used for back-to-front order rendering and equation 1.2 for front-to-back order rendering. In front-to-back order, the ray can be ceased immediately when opacity equal to 1. After the casting process, the program outputs the pixel color.III. EXPERIMENTIn order to test the effectiveness of the algorithm, we employed four datasets in our experiment. Dataset 1 is a CT scan of the Stanford terra-cotta bunny which as a size of 512*512*360; dataset 2 is a real clinical human abdomen CT data, which is in size of 400*400*344; dataset 3 and dataset 4 are two MRI head scans, which are in size of 190*217*190 and 256*256*109, respectively. Dataset 1 and 2 are downloaded from the Stanford volume data archive 1.The experiment employs a NVIDIA NV40 GPU and is programmed under a Visual studio 6.0 environment on a Windows XP operation, where the GPU programs are coded with CG [10] language. The OpenGL and VTK libraries are used in the software and the rendering is directed to a 512*512 view port.1/data/voldata/Figure 4. The examples of the results produced by proposed method. (a) CT abdominal scan (b) MR brain and (c) MR study of head with skull partiallyremoved to reveal brainThe compare of the speed is described in table 1. The results of dataset 1 and the segmented intestine part from dataset 2 by the proposed algorithm are shown in Fig.1. Fig 4 shows the dataset 2 and the two MRI heads dataset 3 and 4.In real medical application, the algorithm can employ GPU and CPU in parallel, so that it can realize an interactive speed on common PC while keeping the same image quality as the traditional rendering. With the rapid development of GPU, this algorithm will even show greater power in the future. As shown in Fig1, The rendering results (b) and (c) is two snapshots of a real Virtual Colonoscopy system where the proposed real time volume rendering has been achieved in a normal PC.Table 1 Speed (fps) comparison between the three algorithmsDataset 1 Dataset 2 Dataset 3 Dataset 4 Ray Casting 0.40 0.37 1.29 0.503DTexture 1.38 2.06 3.19 3.4 GPU RayCasting 10.75 12.45 24.93 19.91IV. CONCLUSIONSThis paper presented a novel volume-rendering algorithm for medical image visualization using NV40 GPU. Based on the flexible programming model of FV40 pixel shader, we build up a new data pipeline to implement ray-casting operation completely in GPU. Different from most other GPU-based volume rendering, this algorithm writes frame buffer only once and used the mathematic calculation determining the ray terminals to avoid the redundant texture storing them. So both time and the memories are reduced.When classifying the raw volume rendering, the algorithm employed a pre-classification method to classify voxels before interpolation. Since this must be done in CPU, it still costs much time. The future work will address this problem by moving classification operation into GPU to get even quicker interactive speed.V. A CKNOWLEDGEMENTThis work is partly supported by NDIR EFERENCES[1] Timothy J. Cullip and Ulrich Neumann, “Accelerating volumereconstruction with 3D texture hardware”, Tech. Rep. TR93-027,University of North Carolina, Chapel Hill NC, USA, 1994.[2] Brain Cabral, Nancy Cam and Jim Foran,“Accelerated volumerendering and tomographic reconstruction using texture mappinghardware”, Symposium on Volume Visualization, ACM PressNew York, NY, USA, pp.91–98, 1994.[3] Rudiger Westermann and Bernd Sevenich, “Accelerated VolumeRay-Casting using Texture Mapping”, 12th IEEE Visualization,pp.271-218, 2001.[4] Timothy J. Purcell, Ian Buck, William R. Mark, and PatHanrahan. “Ray Tracing on Programmable Graphics Hardware[J]”. ACM Transactions on Graphics (Proceedings ofACM SIGGRAPH), Volume 21, Issue 3, pp.703-712, 2002[5] J. Kriiger and R. Westermann, “Acceleration Techniques forGPU-based Volume Rendering” , 14th IEEE Visualization,Seattle, Washington, USA, pp. 287-292, 2003.[6] Allen Van Gelder, Kwansik Kim, “Direct Volume Renderingwith Shading via Three Dimensional Textures”, IEEE Proceedings of the 1996 symposium on Volume visualization,San Francisco, California, USA, pp..23-30, 1996[7] Tae-Young Kim and Yeong Gil Shin, “Fast volume renderingwith interactive classification”, Computers & Graphics25, pp.819-831,2001.[8] Wei Li, Klaus Mueller, and Arie Kaufman, “Empty SpaceSkipping and Occlusion Clipping for Texture-based VolumeRendering”, 14th IEEE Visualization, Seattle, Washington, USA,pp.317-324, 2003.[9] Daniel Weiskopf, Manfred Weiler and Thomas Ertl,“Maintaining Constant Frame Rates in 3D Texture-Based Volume Rendering”, IEEE Proceedings of the Computer Graphics International (CGI’04), pp. 604-607, 2004.[10] William R. Mark, R. Steven Glanville, Kurt Akeley and Mark J.Kilgard, “Cg: A system for programming graphics hardware in aC-like language”, Proceedings of SIGGRAPH, 2003.。

dma英文翻译

dma英文翻译

编辑器菜单翻译:SELECTION MODIFIERS 选择修改器MESH SELECT 网格选择POLY SELECT 多边形选择PATCH SELECT 面片选择SPLINE SELECT 样条线选择FFD SELECT FFD选择SELECT BY CHANNEL 按通道选择SURFACE SELECT(NSURF SEL) NURBS 曲面选择PATCH/SPLINE EDITING 面片/样条线编辑EDIT PATCH 编辑面片EDIT SPLINE 编辑样条线CROSS SECTION 横截面SURFACE 曲面DELETE PATCH 删除面片DELETE SPLINE 删除样条线LATHE 车削旋转NORMALIZE SPLINE 规格化样条线FILLET/CHAMFER 圆角/切角TRIM/EXTEND 修剪/延伸RENDERABLE SPLINE 可渲染样条线SWEEP 扫描MESH EDITING 网格编辑DELETE MESH 删除网格EDIT MESH 编辑网格EDIT POLY 编辑多边形EXTRUDE 挤出FACE EXTRUDE 面挤出NORMAL 法线SMOOTH 平滑BEVEL 倒角、斜切BEVEL PROFILE 倒角剖面TESSELLATE 细化STL CHECK STL检查CAP HOLES 补洞VERTEXPAINT 顶点绘制OPTIMIZE 优化MULTIRES 多分辨率VERTEX WELD 顶点焊接SYMMETRY 对称EDIT NORMALS 编辑法线EDITABLE POLY 可编辑多边形EDIT GEOMETRY 编辑几何体SUBDIVISION SURFACE 细分曲面SUBDIVISION DISPLACEMENT 细分置换PAINT DEFORMATION 绘制变形CONVERSION 转化TURN TO POLY 转换为多边形TURN TO PATCH 转换为面片TURN TO MESH 转换为网格ANIMATION MODIFIERS 动画EDIT ENVELOPE 编辑封套WEIGHT PROPERTIES 权重属性MIRROR PARAMETERS 镜像参数DISPLAY 显示ADVANCED PARAMETERS 高级参数GIZMO 变形器MORPHER 变形器CHANNEL COLOR LEGEND 通道颜色图例GLOBAL PARAMETERS 全局参数CHANNEL LIST 通道列表CHANNEL PARAMETERS 通道参数ADVANCED PARAMETERS 高级参数FLEX 柔体PARAMETERS 参数SIMPLE SOFT BODIES 简章软体WEIGHTS AND PAINTING 权重和绘制FORCES AND DEFLECTORS 力和导向器ADVANCED PARAMETERS 高级参数ADVANCED SPRINGS 高级弹力线MELT 融化LINKED XFORM 链接变换PATCH DEFORM 面片变形PATH DEFORM 路径变形SURF DEFORM 曲面变形PATCH DEFORM(WSM)面片变形(WSM)PATH DEFORM(WSM)路径变形(WSM)SURF DEFORM(WSM)曲面变形(WSM)SKIN MORPH 蒙皮变形SKIN WRAP 蒙皮包裹SKIN WRAP PATCH 蒙皮包裹面片SPLINE IK CONTROL 样条线IK控制ATTRIBUTE HOLDER 属性承载器UV COORDINATES MODIFIERS UV坐标修改器UVW MAP UVW贴图UNWRAP UVW 展开UVWUVW XFORM UVW变换MAPSCALER(WSM)贴图缩放器(WSM)MAPSCALER 贴图缩放器(OSM)CAMERA MAP 摄影机贴图CAMERA MAP(WSM)摄影机贴图(WSM)SURFACE MAPPER(WSM)曲面贴图(WSM)PROJECTION 投影UVW MAPPING ADD UVW贴图添加UVW MAPPING CLEAR UVW贴图清除CACHE TOOLS 缓存工具POINT CACHE 点缓存POINT CACHE(WSM)点缓存(WSM)SUBDIVISION SURFACES 细分曲面TURBOSMOOTH 涡轮平滑MESHSMOOTH 网格平滑HSDS MODIFIER HSDS修改器FREE FORM DEFORMATIONS 自由形式变形FFD MODIFIERS FFD修改FFD BOX/CYLINDER FFD长方形/圆柱体PARAMETRIC MODIFIERS 参数化修改器BEND 弯曲TAPER 锥化TWIST 扭曲NOISE 噪波STRETCH 拉伸、伸展SQUEEZE 挤压PUSH 推力RELAX 松弛RIPPLE 涟漪WAVE 波浪ALICE 切片SPHERIFY 球形化AFFECT REGION 影响区域LATTICE 晶格MIRROR 镜像DISPLACE 置换XFORM 变换SUBSTITUTE 替换PRESERVE 保留SHELL 壳SURFACE 曲面MATERIAL 材质MATERIAL BY ELEMENT 按元素分配材质DISP APPROX 置换近似DISPLACE MESH(WSM)置换网格(WSM)DISPLACE NURBS(WSM)置换网格(WSM)RADIOSITY MODIFIERS 沟通传递修改器SUBDIVIDE(WSM)细分(WSM)SUBDIVIDE 细分材质编辑器:Reglection(反射)Basic Parameters(基本参数) Refraction(折射).Ambient(环境反射) 3D Procedural Maps(三维贴图) .Diffuse(漫反射) Face-mapped(面贴图)Specular(镜面反射)Extended Parameters(扩展参数).Bitmap(位图).Checker(棋盘格) 复合材质.Gradient(渐变) Double Sided(双面).Adobe Photoshop Plug-In Filter(PS滤镜)Blend(混合) .Adove Premiere Video Filter(PM滤镜) Matte/Shoadow() .Cellular(细胞) Multi/Sub-object(多重子物体).Dent(凹痕) Raytrace(光线追踪).Noise(干扰) Top/Bottom(项底).Splat(油彩).Matrble(大理石).Wood(木纹).Water(水) Time Configuration(时间帧速率).Falloff(衰减) Frame Rate(帧速率).Flat Mirror(镜面反射) NTSC(NTSC制式).Mask(罩框) Film(胶片速度).Mix(混合) PAL(PAL制式).Output(输出) Custom(自定义).Planet(行星).Raytrace(光线跟踪).Reglect/Refrace(反射/折射).Smoke(烟雾) Create(创建).Speckle(斑纹) Helpers(帮助物体).Stucco(泥灰) Dummy(虚拟体).Vertex Color(项点颜色) Forward Kinematics(正向运动) .Composite(合成贴图) Inverse Kinematics(反向运动).Particle age(粒子寿命).Patticle Mblur(粒子模糊)参数区卷展栏:Shader Basic Parameters(着色基本参数区) .Blinn(宾氏).Anisotropic(各向异性).Metal(金属).Multi-layer(多层式).Phong(方氏) 塑性.Oren-Nayar-Blinn(表面粗糙的对象).Strauss(具有简单的光影分界线).Wire(线架结构显示模式).2-Sided(双面材质显示).Face Map(将材质赋予对象所有的面).Faceted(将材质以面的形式赋予对象) Blinn Basic Patameters(宾氏基本参数区) .Diffuse(固有色).Ambient(阴影色).Specular(高光色).Self-Illumination(自发光).Opacity(不透明度).Specular Highlights(高光曲线区)..Specular Level(高光级别)..Glossiness(光泽度)..Soften(柔和度)Extended Parameters(扩展参数区).Falloff(衰减).Filer(过滤法).Subtractive(删减法).Additive(递增法).Index of Refraction(折射率).Wire(线架材质).Reflection Dimming(反射暗淡)SuperSampling(超级样本)Maps(贴图区).Ambient Color(阴影色贴图).Diffuse Color(固有色贴图).Specular Color(高光色贴图).Glossiness(光泽度贴图).Self-Illmination(自发光贴图).Opacity(不透明贴图).Filter Color(过滤色贴图).Bump(凹凸贴图).Reflction(反射贴图).Refraction(折射贴图)..Refract Map/Ray Trace IOR(折射贴图/光线跟踪折射率) .Displacement(置换贴图)Dvnamics Properties(动力学属性区)材质类型Blend(混合材质).Material#1(材质#1).Material#2(材质#2).Mask(遮罩).Interactive(交互).Mix Amount(混合数值).Mixing Curve(混合曲线).Use Curve(使用曲线).Transition Zone(交换区域)Composite(合成材质).Composite Bisic Parameters(合成材质基础参数区)..Base Material(基本材质)..~(材质1~材质9)Double Sided(双面材质).Translucency(半透明) 贴图类型.Facing material(表面材质) Bitmap(位图).Back Material(背面材质) Cellular(细胞)Matte/Shadow(投影材质) Checker(棋盘格).Matte(不可见) Composite(合成贴图).Atmosphere(大气) Dent(凹痕贴图)..Apply Atmosphere(加入大气环境) Falloff(衰减)..At Background Depth(在背景深度) Flat Mirror(镜面反射) ..At Object Depth(在物体深度) Gradient(渐变).Shadow(阴影) Marble(大理石)..Receive Shadow(接受阴影) Madk(罩框)..Shadow Brightness(阴影的亮度) Mix(混合).Reflection(反射) Noise(干扰)Morpher(形态结构贴图) Output(输出)Muti/Sub-Object(多重子物体材质) Partcle Age(粒子寿命) .Set Number(设置数目) Perlin Marble(珍珠岩).Number Of Materials(材质数目) Planet(行星)Raytrace(光线追踪材质) Raytrance(光线跟踪).Shading(明暗) Reflect/Refract(反射/折射).2-Sided(双面) RGB Multiply(RGB倍增).Face Map(面贴图) RGB Tint(RGB染色).Wire(线框) Smoke(烟雾).Super Sample(超级样本) Speckle(斑纹).Ambient(阴影色) Splat(油彩).Diffuse(固有色) Stucco(泥灰).Reflect(反射) Thin Wall Refraction(薄壁折射) .Luminosity(发光度) Vertex Color(项点颜色).Transparency(透明) Water(水).Index Of Refr(折射率) Wood(木纹).Specular Highlight(反射高光)..Specular Color(高光反射颜色)..Shininess(反射)..Shiness Strength(反光强度).Environment(环境贴图).Bump(凹凸贴图)Shellac(虫漆材质).Base Material(基础材质).Shellac Material(虫漆材质).Shellac Color Blend(虫漆颜色混合)Standard(标准材质)Top/Bottom(项/底材质).Top Material(项材质).Bottom Material(底材质).Swap(置换).Coordinates(坐标轴).Blend(融合).Possition(状态)FILE(文件) EDIT(编辑)Rest(重置) Undo(撤消)Save Selected(保存所选择的对象) Redo(恢复) XRef Objects(外部参考物体) Clone(复制)XRef Scenes(外部参考场景) Delete(删除)Merge(合并) Select All(对象选择)Replace(替换) Select None(取消对象)Import(输入) Select Invert(对象反转)Export(输出) Hold(保存)Archive(压缩存盘) Fetch(取出)View File(观看文件) Select BY(根据..选择) Select By Color(根据颜色..选择)Select By Name(根据名字..选择)Region(区域)Edit Named Selections(编辑已命名被选物) Properties(属性)TOOLS(工具菜单) GROUP(分组菜单)Mirror(镜像) Group(分组)Array(阵列) Open(打开)Align(对齐) Close(关闭)Place Highlight(放置高亮区) Ungroup(解除群组) Align Camera(对齐摄像机) Explode(分解) Scaping Tool(间距修改工具) Detach(分离) Transform Type-In(输入变换坐标) Attach(合并) Display Floater(显示浮动物体)Hide(隐藏)Freeze(冻结)Selection Floater(选择浮动物体)Snapshot(快照复制)Normal Align(法向对齐)Material Editor(材质编辑器)Material/Map Browser(材质/贴图浏览器)Object(物体工具栏) Create(创建命令面板)Compounds(复合工具栏) Modify(修改命令面板)Lighes&Cameras(光线和照相机工具栏) Hierarchy(层级命令面板) Particles(粒子系统工具栏) Motion(运动命令面板)Helpers(帮助物体工具栏) Display(显示命令面板)Space Warps(空间扭曲工具栏) Utilities(实用程序)Modifiers(修改工具栏)Rendering(渲染工具栏)Shapes(二维图形工具栏)Modeling(造型修改工具栏)MODIFIER STACK(编辑修改器堆栈) 布尔运算与克隆对象Pin Stack(钉住堆栈状态) Union(并集)Active/Inactive(激活/不激活切换) Subtraction(差集)Show End Result(显示最后结果) Intersection(交集)Make Unipue(使独立) Copy(复制)Remove Modifier(删除编辑修改器) Instance(关联复制)Edit Stack(编辑堆栈对话框) Reference(参考复制)控制器械的种类二维项点Track View(轨迹视图) Smooth(光滑项点)Assign Controller(指定控制器) Corner(边角项点)Replace Controller(替换控制器) Bezier(Bezier项点).Linear Controller(直线控制器) Bezier Corner(Bezier角点) .TCB Contriller(TCB控制器)).Contriller(连续).Path Controller(路径控制器).List Controller(列表控制器).Expression Controller(噪声控制器).Look At(看着)三维造型 Deformations(变形控制)Box(盒子) Scale(缩放)Cone(圆锥体) Twist(扭曲)Sphere(球体) Teeter(轴向变形)Geosphere(经纬球) Bevel(倒角)Cylinder(柱体) Fit(适配变形)Tube(管子)Torus(圆环)Pyramid(金字塔)Teapot(茶壶)Plane(平面)灯光类型摄像机类型Omni(泛光灯) Target(目标).General Parameters(普通参数) .Lens(镜头尺寸).Projector Parameters(投射贴图) .FOV(视域范围).Attenuation Parameters(衰减参数) .Stock Lenses(镜头类型) .Shadow Parameters(阴影参数) .Show Core(显示视域范围).Shadow Map Params(阴影贴图参数) .Show Horizor(显示地平线) Target Spot(目标聚光灯) .Near Range(最近范围)Free SPot(自由聚光灯) .Far Range(最远范围)Target Direct(目标平行光灯)Render Scene(渲染).Rime Output(输出时间)..Single(渲染单帖)..Range(所有帖).Output Size(输出尺寸)Rendering(渲染)/Environment(环境) 粒子系统Background(背景) Spray(喷射)Global Lighting(球形照明) Snow(雪) Atmosphere(大气) Blizzard(暴风雪) Combustion(燃烧) PArray(粒子列阵)Volume Light(体光) Pcloud(粒子云)Fog(雾) Super Spray(超级喷射).Standard(标准).Layered(分层)Volume Fog(体雾)快捷菜单:A-角度捕捉开关B-切换到底视图C-切换到摄象机视图D-封闭视窗E-切换到轨迹视图F-切换到前视图G-切换到网格视图H-显示通过名称选择对话框I-交互式平移J-选择框显示切换K-切换到背视图L-切换到左视图M-材质编辑器N-动画模式开关O-自适应退化开关P-切换到透视用户视图Q-显示选定物体三角形数目R-切换到右视图S-捕捉开关T-切换到顶视图U-切换到等角用户视图V-旋转场景W-最大化视窗开关X-中心点循环Y-工具样界面转换Z-缩放模式[-交互式移近]-交互式移远/-播放动画F1-帮助文件F3-线框与光滑高亮显示切换F4-Edged Faces显示切换F5-约束到X轴方向F6-约束到Y轴方向F7-约束到Z轴方向F8-约束轴面循环F9-快速渲染F10-渲染场景F11-MAX脚本程序编辑F12-键盘输入变换Delete-删除选定物体SPACE-选择集锁定开关END-进到最后一帧HOME-进到起始帧INSERT-循环子对象层级PAGEUP-选择父系PAGEDOWN-选择子系CTRL+A-重做场景操作CTRL+B-子对象选择开关CTRL+F-循环选择模式CTRL+L-默认灯光开关CTRL+N-新建场景CTRL+O-打开文件CTRL+P-平移视图CTRL+R-旋转视图模式CTRL+S-保存文件CTRL+T-纹理校正CTRL+T-打开工具箱(Nurbs曲面建模)CTRL+W-区域缩放模式CTRL+Z-取消场景操作CTRL+SPACE-创建定位锁定键 SHIFT+A-重做视图操作SHIFT+B-视窗立方体模式开关SHIFT+C-显示摄象机开关SHIFT+E-以前次参数设置进行渲染SHIFT+F-显示安全框开关SHIFT+G-显示网络开关SHIFT+H-显示辅助物体开关SHIFT+I-显示最近渲染生成的图象SHIFT+L-显示灯光开关SHIFT+O-显示几何体开关SHIFT+P-显示粒子系统开关SHIFT+Q-快速渲染SHIFT+R-渲染场景SHIFT+S-显示形状开关SHIFT+W-显示空间扭曲开关SHIFT+Z-取消视窗操作SHIFT+4-切换到聚光灯/平行灯光视图SHIFT+\-交换布局SHIFT+SPACE-创建旋转锁定键ALT+S-网格与捕捉设置ALT+SPACE-循环通过捕捉ALT+CTRL+Z-场景范围充满视窗ALT+CTRL+SPACE-偏移捕捉SHIFT+CTRL+A-自适应透视网线开关SHIFT+CTRL+P-百分比捕捉开关SHIFT+CTRL+Z全部场景范围充满视窗标题栏翻译:一、File<文件>New-----------------------〈新建〉Reset---------------------〈重置〉Open----------------------〈打开〉Save-----------------------〈保存〉Save As-------------------〈保存为〉Save selected----------〈保存选择〉XRef Objects -----------〈外部引用物体〉XRef Scenes -----------〈外部引用场景〉Merge --------------------〈合并〉Merge Animation--------〈合并动画动作〉Replace------------------〈替换〉Import---------------------〈输入〉Export---------------------〈输出〉Export Selected----------〈选择输出〉Archive--------------------〈存档〉Summary Info-----------〈摘要信息〉File Properties----------〈文件属性〉View Image File--------〈显示图像文件〉History--------------------〈历史〉Exit----------------------〈退出〉二、Edit〈菜单〉Undo or Redo----------〈取消/重做〉Hold and fetch---------〈保留/引用〉Delete----------------〈删除〉Clone--------------------〈克隆〉Select All-----------------〈全部选择〉Select None-------------〈空出选择〉Select Invert-------------〈反向选择〉Select By-----------------〈参考选择〉Color--------------------〈颜色选择〉Name---------------------〈名字选择〉Rectangular Region-----〈矩形选择〉Circular Region--------〈圆形选择〉Fabce Region----------〈连点选择〉Lasso Region----------〈套索选择〉Region:-------------------〈区域选择〉Window-----------------〈包含〉Crossing-----------------〈相交〉Named Selection Sets〈命名选择集〉Object Properties--------〈物体属性〉三、Tools〈工具〉Transfrom Type-In------〈键盘输入变换〉Display Floater-----------〈视窗显示浮动对话框〉Selection Floater--------〈选择器浮动对话框〉Light Lister----------------〈灯光列表〉Mirror-----------------------〈镜像物体〉Array------------------------〈阵列〉Align-----------------------〈对齐〉Snapshot------------------〈快照〉Spacing Tool-------------〈间距分布工具〉Normal Align-------------〈法线对齐〉Align Camera------------〈相机对齐〉Align to View--------------〈视窗对齐〉Place Highlight-----------〈放置高光〉Isolate Selection---------〈隔离选择〉Rename Objects----------〈物体更名〉四、Group〈群组〉Group-----------------------〈群组〉Ungroup-------------------〈撤消群组〉Open-----------------------〈开放组〉Close-----------------------〈关闭组〉Attach-----------------------〈配属〉Detach---------------------〈分离〉Explode--------------------〈分散组〉五、Views〈查看〉Undo View Change/Redo View change〈取消/重做视窗变化〉Save Active View/Restore Active View〈保存/还原当前视窗〉Viewport Configuration--------------〈视窗配置〉Grids----------------------------------〈栅格〉Show Home Grid------------------〈显示栅格命令〉Activate Home Grid---------------〈活跃原始栅格命令〉Activate Grid Object---------------〈活跃栅格物体命令〉Activate Grid to View--------------〈栅格及视窗对齐命令〉Viewport Background------------〈视窗背景〉Update Background Image-----〈更新背景〉Reset Background Transfrom〈重置背景变换〉Show Transfrom Gizmo---------〈显示变换坐标系〉Show Ghosting--------------------〈显示重橡〉Show Key Times------------------〈显示时间键〉Shade Selected-------------------〈选择亮显〉Show Dependencies------------〈显示关联物体〉Match Camera to View----------〈相机与视窗匹配〉Add Default Lights To Scene-〈增加场景缺省灯光〉Redraw All Views----------------〈重画所有视窗〉Activate All Maps------------------〈显示所有贴图〉Deactivate All Maps--------------〈关闭显示所有贴图〉Update During Spinner Drag --〈微调时实时显示〉Adaptive Degradation Toggle---〈绑定适应消隐〉Expert Mode----------------------〈专家模式〉六、Create〈创建〉Standard Primitives--------------〈标准图元〉Box------------------------------------〈立方体〉Cone---------------------------------〈圆锥体〉Sphere-------------------------------〈球体〉GeoSphere-------------------------〈三角面片球体〉Cylinder-----------------------------〈圆柱体〉Tube---------------------------------〈管状体〉Torus--------------------------------〈圆环体〉Pyramid-----------------------------〈角锥体〉Plane--------------------------------〈平面〉Teapot-------------------------------〈茶壶〉Extended Primitives-------------〈扩展图元〉Hedra--------------------------------〈多面体〉Torus Knot-------------------------〈环面纽结体〉Chamfer Box----------------------〈斜切立方体〉Chamfer Cylinder----------------〈斜切圆柱体〉Oil Tank----------------------------〈桶状体〉Capsule----------------------------〈角囊体〉Spindle-----------------------------〈纺锤体〉L-Extrusion------------------------〈L形体按钮〉Gengon-----------------------------〈导角棱柱〉C-Extrusion-----------------------〈C形体按钮〉RingWave-------------------------〈环状波〉Hose--------------------------------〈软管体〉Prism-------------------------------〈三棱柱〉Shapes----------------------------〈形状〉Line---------------------------------〈线条〉Text----------------------------------〈文字〉Arc-----------------------------------〈弧〉Circle-------------------------------〈圆〉Donut-------------------------------〈圆环〉Ellipse------------------------------〈椭圆〉Helix--------------------------------〈螺旋线〉NGon-------------------------------〈多边形〉Rectangle-------------------------〈矩形〉Section-----------------------------〈截面〉Star---------------------------------〈星型〉Lights------------------------------〈灯光〉Target Spotlight-----------------〈目标聚光灯〉Free Spotlight--------------------〈自由聚光灯〉Target Directional Light-------〈目标平行光〉Directional Light----------------〈平行光〉Omni Light-----------------------〈泛光灯〉Skylight----------------------------〈天光〉Target Point Light--------------〈目标指向点光源〉Free Point Light----------------〈自由点光源〉Target Area Light--------------〈指向面光源〉IES Sky---------------------------〈IES天光〉IES Sun--------------------------〈IES阳光〉SuNLIGHT System and Daylight〈太阳光及日光系统〉Camera--------------------------〈相机〉Free Camera-------------------〈自由相机〉Target Camera----------------〈目标相机〉Particles-------------------------〈粒子系统〉Blizzard--------------------------〈暴风雪系统〉PArray----------------------------〈粒子阵列系统〉PCloud---------------------------〈粒子云系统〉Snow------------------------------〈雪花系统〉Spray-----------------------------〈喷溅系统〉Super Spray--------------------〈超级喷射系统〉七、Modifiers〈修改器〉Selection Modifiers〈选择修改器〉Mesh Select〈网格选择修改器〉Poly Select〈多边形选择修改器〉Patch Select〈面片选择修改器〉Spline Select〈样条选择修改器〉Volume Select〈体积选择修改器〉FFD Select〈自由变形选择修改器〉NURBS Surface Select〈NURBS表面选择修改器〉Patch/Spline Editing〈面片/样条线修改器〉:Edit Patch〈面片修改器〉Edit Spline〈样条线修改器〉Cross Section〈截面相交修改器〉Surface〈表面生成修改器〉Delete Patch〈删除面片修改器〉Delete Spline〈删除样条线修改器〉Lathe〈车床修改器〉Normalize Spline〈规格化样条线修改器〉Fillet/Chamfer〈圆切及斜切修改器〉Trim/Extend〈修剪及延伸修改器〉Mesh Editing〈表面编辑〉Cap Holes〈顶端洞口编辑器〉Delete Mesh〈编辑网格物体编辑器〉Edit Normals〈编辑法线编辑器〉Extrude〈挤压编辑器〉Face Extrude〈面拉伸编辑器〉Normal〈法线编辑器〉Optimize〈优化编辑器〉Smooth〈平滑编辑器〉STL Check〈STL检查编辑器〉Symmetry〈对称编辑器〉Tessellate〈镶嵌编辑器〉Vertex Paint〈顶点着色编辑器〉Vertex Weld〈顶点焊接编辑器〉Animation Modifiers〈动画编辑器〉Skin〈皮肤编辑器〉Morpher〈变体编辑器〉Flex〈伸缩编辑器〉Melt〈熔化编辑器〉Linked XForm〈连结参考变换编辑器〉Patch Deform〈面片变形编辑器〉Path Deform〈路径变形编辑器〉Surf Deform〈表面变形编辑器〉* Surf Deform〈空间变形编辑器〉UV Coordinates〈贴图轴坐标系〉UVW Map〈UVW贴图编辑器〉UVW Xform〈UVW贴图参考变换编辑器〉Unwrap UVW〈展开贴图编辑器〉Camera Map〈相机贴图编辑器〉* Camera Map〈环境相机贴图编辑器〉Cache Tools〈捕捉工具〉Point Cache〈点捕捉编辑器〉Subdivision Surfaces〈表面细分〉MeshSmooth〈表面平滑编辑器〉HSDS Modifier〈分级细分编辑器〉Free Form Deformers〈自由变形工具〉FFD 2×2×2/FFD 3×3×3/FFD 4×4×4〈自由变形工具2×2×2/3×3×3/4×4×4〉FFD Box/FFD Cylinder〈盒体和圆柱体自由变形工具〉Parametric Deformers〈参数变形工具〉Bend〈弯曲〉Taper〈锥形化〉Twist〈扭曲〉Noise〈噪声〉Stretch〈缩放〉Squeeze〈压榨〉Push〈推挤〉Relax〈松弛〉Ripple〈波纹〉Wave〈波浪〉Skew〈倾斜〉Slice〈切片〉Spherify〈球形扭曲〉Affect Region〈面域影响〉Lattice〈栅格〉Mirror〈镜像〉Displace〈置换〉XForm〈参考变换〉Preserve〈保持〉Surface〈表面编辑〉Material〈材质变换〉Material By Element〈元素材质变换〉Disp Approx〈近似表面替换〉NURBS Editing〈NURBS面编辑〉NURBS Surface Select〈NURBS表面选择〉Surf Deform〈表面变形编辑器〉Disp Approx〈近似表面替换〉Radiosity Modifiers〈光能传递修改器〉Subdivide〈细分〉* Subdivide〈超级细分〉八、Character〈角色人物〉Create Character〈创建角色〉Destroy Character〈删除角色〉Lock/Unlock〈锁住与解锁〉Insert Character〈插入角色〉Save Character〈保存角色〉Bone Tools〈骨骼工具〉Set Skin Pose〈调整皮肤姿势〉Assume Skin Pose〈还原姿势〉Skin Pose Mode〈表面姿势模式〉九、Animation〈动画〉IK Solvers〈反向动力学〉HI Solver〈非历史性控制器〉HD Solver〈历史性控制器〉IK Limb Solver〈反向动力学肢体控制器〉SplineIK Solver〈样条反向动力控制器〉Constraints〈约束〉Attachment Constraint〈附件约束〉Surface Constraint〈表面约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Link Constraint〈连结约束〉LookAt Constraint〈视觉跟随约束〉Orientation Constraint〈方位约束〉Transform Constraint〈变换控制〉Link Constraint〈连接约束〉Position/Rotation/Scale〈PRS控制器〉Transform Script〈变换控制脚本〉Position Controllers〈位置控制器〉Audio〈音频控制器〉Bezier〈贝塞尔曲线控制器〉Expression〈表达式控制器〉Linear〈线性控制器〉Motion Capture〈动作捕捉〉Noise〈燥波控制器〉Quatermion(TCB)〈TCB控制器〉Reactor〈反应器〉Spring〈弹力控制器〉Script〈脚本控制器〉XYZ〈XYZ位置控制器〉Attachment Constraint〈附件约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Surface Constraint〈表面约束〉Rotation Controllers〈旋转控制器〉注:该命令工十一个子菜单。

MAX命令翻译

MAX命令翻译
Select By Name(根据名..选择)
Region(区域)
Edit Named Selections(编辑已命名被选物)
Properties(属性)TOOLS(工具菜单) GROUP(分组菜单)
Mirror(镜像) Group(分组)
Array(阵列) Open(打开)
Align(对齐) Close(关闭)
.Reflection(反射) Noise(干扰)
Morpher(形态结构贴图) Output(输出)
MutiSub-Object(多重子物体材质) Partcle Age(粒子寿命)
.Set Number(设置数目) Perlin Marble(珍珠岩)
Torus(圆环)
Pyramid(金字塔)
Teapot(茶壶)
Plane(平面)参数区卷展栏
Shader Basic Parameters(着色基本参数区)
.Blinn(宾氏)
.Anisotropic(各向异性)
.Metal(金属)
.Multi-layer(多层式)
.Phong(方氏)
.Oren-Nayar-Blinn(表面粗糙的对象)
.Strauss(具有简单的光影分界线)
.Wire(线架结构显示模式)
.2-Sided(双面材质显示)
.Face Map(将材质赋予对象所有的面)
.Faceted(将材质以面的形式赋予对象)
Blinn Basic Patameters(宾氏基本参数区)
.Particle age(粒子寿命)
.Patticle Mblur(粒子模糊)控制器械的种类 二维项点
Track View(轨迹视图) Smooth(光滑项点)

计算机行业常见设备名称英语词汇

计算机行业常见设备名称英语词汇

计算机行业常见设备名称英语词汇计算机行业常见设备名称英语词汇汇总下面是计算机行业常见设备名称英语词汇,大家可以参考下。

光驱ATAPI(AT Attachment Packet Interface)BCF(Boot Catalog File,启动目录文件)BIF(Boot Image File,启动映像文件)CDR(CD Recordable,可记录光盘)CD-ROM/XA(CD-ROM eXtended Architecture,唯读光盘增强形架构)CDRW(CD-Rewritable,可重复刻录光盘)CLV(Constant Linear Velocity,恒定线速度)DAE(digital Audio Extraction,数据音频抓取)DDSS(Double Dynamic Suspension System,双悬浮动态减震系统)DDSS II(Double Dynamic Suspension System II,第二代双层动力悬吊系统)PCAV(Part Constant Angular Velocity,部分恒定角速度)VCD(Video CD,视频CD)打印机AAS(Automatic Area Seagment?)dpi(dot per inch,每英寸的打印像素)ECP(Extended Capabilities Port,延长能力端口)EPP(Enhanced Parallel Port,增强形平行接口)IPP(Internet Printing Protocol,因特网打印协议)ppm(paper per minute,页/分)SPP(Standard Parallel Port,标准并行口)TET(Text Enhanced Technology,文本增强技术)USBDCDPD(Universal Serial Bus Device Class Definition forPrinting Devices,打印设备的通用串行总线级标准)VD(Variable Dot,变点式列印)扫描仪TWAIN(Toolkit Without An Interesting Name)协议磁盘AAT(Average access time,平均存取时间)ABS(Auto Balance System,自动平衡系统)ASMO(Advanced Storage Magneto-Optical,增强形光学存储器)AST(Average Seek time,平均寻道时间)ATA(AT Attachment,AT扩展型)ATOMM(Advanced super Thin-layer and high-Output Metal Media,增强形超薄高速金属媒体)bps(bit per second,位/秒)CAM(Common Access Model,公共存取模型)CSS(Common Command Set,通用指令集)DMA(Direct Memory Access,直接内存存取)DVD(Digital Video Disk,数字视频光盘)EIDE(enhanced Integrated Drive Electronics,增强形电子集成驱动器)FAT(File Allocation Tables,文件分配表)FDBM(Fluid dynamic bearing motors,液态轴承马达)FDC(Floppy Disk Controller,软盘驱动器控制装置)FDD(Floppy Disk Driver,软盘驱动器)GMR(giant magnetoresistive,巨型磁阻)HDA(head disk assembly,磁头集合)HiFD(high-capacity floppy disk,高容量软盘)IDE(Integrated Drive Electronics,电子集成驱动器)LBA(Logical Block Addressing,逻辑块寻址)MBR(Master Boot Record,主引导记录)MTBF(Mean Time Before Failure,平均故障时间)PIO(Programmed Input Output,可编程输入输出模式)PRML(Partial Response Maximum Likelihood,最大可能部分反应,用于提高磁盘读写传输率)RPM(Rotation Per Minute,转/分)RSD:(Removable Storage Device移动式存储设备)SCSI(Small Computer System Interface,小型计算机系统接口) SCMA:(SCSI Configured Auto Magically,SCSI自动配置)S.M.A.R.T.(Self-Monitoring,Analysis and Reporting Technology,自动监测、分析和报告技术)SPS(Shock Protection System,抗震保护系统)STA(SCSI Trade Association,SCSI同业公会)Ultra DMA(Ultra Direct Memory Access,超高速直接内存存取) LVD(Low Voltage Differential)Seagate硬盘技术DiscWizard(磁盘控制软件)DST(Drive Self Test,磁盘自检程序)SeaShield(防静电防撞击外壳)音频3DPA(3D Positional Audio,3D定位音频)AC(Audio Codec,音频多媒体数字信号编解码器)Auxiliary Input(辅助输入接口)CS(Channel Separation,声道分离)DS3D(DirectSound 3D Streams)DSD(Direct Stream Digital,直接数字信号流)DSL(Down Loadable Sample,可下载的取样音色)DLS-2(Downloadable Sounds Level 2,第二代可下载音色)EAX(Environmental Audio Extensions,环境音效扩展技术)Extended Stereo(扩展式立体声)FM(Frequency Modulation,频率调制)FIR(finite impulse response,有限推进响应)FR(Frequence Response,频率响应)FSE(Frequency Shifter Effect,频率转换效果)HRTF(Head Related Transfer Function,头部关联传输功能)IID(Interaural Intensity Difference,两侧声音强度差别)IIR(infinite impulse response,无限推进响应)Interactive Around-Sound(交互式环绕声)Interactive 3D Audio(交互式3D音效)ITD(Interaural Time Difference,两侧声音时间延迟差别)MIDI:( Musical Instrument Digital Interface乐器数字接口) NDA:( non-DWORD-aligned ,非DWORD排列)Raw PCM:( Raw Pulse Code Modulated元脉码调制)RMA:( RealMedia Architecture实媒体架构)RTSP: (Real Time Streaming Protocol实时流协议)SACD(Super Audio CD,超级音乐CD)SNR(Signal to Noise Ratio,信噪比)S/PDIF(Sony/Phillips Digital Interface,索尼/飞利普数字接口) SRS: (Sound Retrieval System声音修复系统)Surround Sound(环绕立体声)Super Intelligent Sound ASIC(超级智能音频集成电路)THD+N(T otal Harmonic Distortion plus Noise,总谐波失真加噪音)QEM(Qsound Environmental Modeling,Qsound环境建模扬声器组)WG(Wave Guide,波导合成)WT(Wave Table,波表合成)视频3D:(Three Dimensional,三维)3DS(3D SubSystem,三维子系统)AE(Atmospheric Effects,雾化效果)AFR(Alternate Frame Rendering,交替渲染技术)Anisotropic Filtering(各向异性过滤)APPE(Advanced Packet Parsing Engine,增强形帧解析引擎)AV(Analog Video,模拟视频)Back Buffer,后置缓冲Backface culling(隐面消除)Battle for Eyeballs(眼球大战,各3D图形芯片公司为了争夺用户而作的竞争)Bilinear Filtering(双线性过滤)CEM(cube environment mapping,立方环境映射)CG(Computer Graphics,计算机生成图像)Clipping(剪贴纹理)Clock Synthesizer,时钟合成器compressed textures(压缩纹理) Concurrent Command Engine,协作命令引擎Center Processing Unit Utilization,中央处理器占用率DAC(Digital to Analog Converter,数模传换器)Decal(印花法,用于生成一些半透明效果,如:鲜血飞溅的场面) DFP(Digital Flat Panel,数字式平面显示器)DFS:( Dynamic Flat Shading动态平面描影,可用作加速Dithering抖动)Directional Light,方向性光源DME:( Direct Memory Execute直接内存执行)DOF(Depth of Field,多重境深)Double Buffering(双缓冲区)DIR(Direct Rendering Infrastructure,基层直接渲染)DVI(Digital Video Interface,数字视频接口)DxR:( DynamicXT ended Resolution动态可扩展分辨率)DXTC(Direct X Texture Compress,DirectX纹理压缩,以S3TC 为基础)Dynamic Z-buffering(动态Z轴缓冲区),显示物体远近,可用作远景E-DDC(Enhanced Display Data Channel,增强形视频数据通道协议,定义了显示输出与主系统之间的通讯通道,能提高显示输出的.画面质量)Edge Anti-aliasing,边缘抗锯齿失真E-EDID(Enhanced Extended Identification Data,增强形扩充身份辨识数据,定义了电脑通讯视频主系统的数据格式)Execute Buffers,执行缓冲区environment mapped bump mapping(环境凹凸映射)Extended Burst Transactions,增强式突发处理Front Buffer,前置缓冲Flat(平面描影)Frames rate is King(帧数为王)FSAA(Full Scene Anti-aliasing,全景抗锯齿)Fog(雾化效果)flip double buffered(反转双缓存)fog table quality(雾化表画质)GART(Graphic Address Remappng Table,图形地址重绘表)Gouraud Shading,高洛德描影,也称为内插法均匀涂色GPU(Graphics Processing Unit,图形处理器)GTF(Generalized Timing Formula,一般程序时间,定义了产生画面所需要的时间,包括了诸如画面刷新率等)HAL(Hardware Abstraction Layer,硬件抽像化层)hardware motion compensation(硬件运动补偿)HDTV(high definition television,高清晰度电视)HEL: Hardware Emulation Layer(硬件模拟层)high triangle count(复杂三角形计数)ICD(Installable Client Driver,可安装客户端驱动程序)IDCT(Inverse Discrete Cosine Transform,非连续反余弦变换,GeForce的DVD硬件强化技术)Immediate Mode,直接模式IPPR:(Image Processing and Pattern Recognition图像处理和模式识别)large textures(大型纹理)LF(Linear Filtering,线性过滤,即双线性过滤)lighting(光源)lightmap(光线映射)Local Peripheral Bus(局域边缘总线)mipmapping(MIP映射)Modulate(调制混合)Motion Compensation,动态补偿motion blur(模糊移动)MPPS:(Million Pixels Per Second,百万个像素/秒)Multi-Resolution Mesh,多重分辨率组合Multi Threaded Bus Master,多重主控Multitexture(多重纹理)nerest Mipmap(邻近MIP映射,又叫点采样技术)Overdraw(透支,全景渲染造成的浪费)partial texture downloads(并行纹理传输)Parallel Processing Perspective Engine(平行透视处理器)PC(Perspective Correction,透视纠正)PGC(Parallel Graphics Configuration,并行图像设置)pixel(Picture element,图像元素,又称P像素,屏幕上的像素点)point light(一般点光源)Precise Pixel Interpolation,精确像素插值Procedural textures(可编程纹理)RAMDAC(Random Access Memory Digital to Analog Converter,随机存储器数/模转换器)Reflection mapping(反射贴图)ender(着色或渲染)S端子(Seperate)S3(Sight、Sound、Speed,视频、音频、速度)S3TC(S3 Texture Compress,S3纹理压缩,仅支持S3显卡)S3TL(S3 Transformation & Lighting,S3多边形转换和光源处理)Screen Buffer(屏幕缓冲)SDTV(Standard Definition Television,标准清晰度电视)SEM(spherical environment mapping,球形环境映射)Shading,描影Single Pass Multi-T exturing,单通道多纹理SLI(Scanline Interleave,扫描线间插,3Dfx的双Voodoo 2配合技术)Smart Filter(智能过滤)soft shadows(柔和阴影)soft reflections(柔和反射)spot light(小型点光源)SRA(Symmetric Rendering Architecture,对称渲染架构)Stencil Buffers(模板缓冲)Stream Processor(流线处理)SuperScaler Rendering,超标量渲染TBFB(Tile Based Frame Buffer,碎片纹理帧缓存)texel(T像素,纹理上的像素点)Texture Fidelity(纹理真实性)texture swapping(纹理交换)T&L(Transform and Lighting,多边形转换与光源处理)T-Buffer(T缓冲,3dfx Voodoo4的特效,包括全景反锯齿Full-scene Anti-Aliasing、动态模糊Motion Blur、焦点模糊Depth of Field Blur、柔和阴影Soft Shadows、柔和反射Soft Reflections) TCA(Twin Cache Architecture,双缓存结构)Transparency(透明状效果)Transformation(三角形转换)Trilinear Filtering(三线性过滤)Texture Modes,材质模式TMIPM: (Trilinear MIP Mapping三次线性MIP材质贴图)UMA(Unified Memory Architecture,统一内存架构)Visualize Geometry Engine,可视化几何引擎Vertex Lighting(顶点光源)Vertical Interpolation(垂直调变)VIP(Video Interface Port,视频接口)ViRGE: (Video and Rendering Graphics Engine视频描写图形引擎)Voxel(Volume pixels,立体像素,Novalogic的技术)VQTC(Vector-Quantization Texture Compression,向量纹理压缩)VSIS(Video Signal Standard,视频信号标准)v-sync(同步刷新)Z Buffer(Z缓存)显示设备ASIC:(Application Specific Integrated Circuit特殊应用积体电路)ASC(Auto-Sizing and Centering,自动调效屏幕尺寸和中心位置)ASC(Anti Static Coatings,防静电涂层)AGAS(Anti Glare Anti Static Coatings,防强光、防静电涂层) BLA: (Bearn Landing Area电子束落区)BMC(Black Matrix Screen,超黑矩阵屏幕)CRC: (Cyclical Redundancy Check循环冗余检查)CRT(Cathode Ray Tube,阴极射线管)DDC:(Display Data Channel,显示数据通道 )DEC(Direct Etching Coatings,表面蚀刻涂层)DFL(Dynamic Focus Lens,动态聚焦)DFS(Digital Flex Scan,数字伸缩扫描)DIC: (Digital Image Control数字图像控制)Digital Multiscan II(数字式智能多频追踪)DLP(digital Light Processing,数字光处理)DOSD:(Digital On Screen Display同屏数字化显示)DPMS(Display Power Management Signalling,显示能源管理信号)Dot Pitch(点距)DQL(Dynamic Quadrapole Lens,动态四极镜)DSP(Digital Signal Processing,数字信号处理)EFEAL(Extended Field Elliptical Aperture Lens,可扩展扫描椭圆孔镜头)FRC:(Frame Rate Control帧比率控制)HVD(High Voltage Differential,高分差动)LCD(liquid crystal display,液晶显示屏)LCOS: (Liquid Crystal On Silicon硅上液晶)LED(light emitting diode,光学二级管)L-SAGIC(Low Power-Small Aperture G1 wiht Impregnated Cathode,低电压光圈阴极管)LVD(Low Voltage Differential,低分差动)LVDS:(Low Voltage Differential Signal低电压差动信号)MALS(Multi Astigmatism Lens System,多重散光聚焦系统)MDA(Monochrome Adapter,单色设备)MS: (Magnetic Sensors磁场感应器)Porous Tungsten(活性钨)RSDS: (Reduced Swing Differential Signal小幅度摆动差动信号)SC(Screen Coatings,屏幕涂层)Single Ended(单终结)Shadow Mask(阴罩式)TDT(Timeing Detection Table,数据测定表)TICRG: (Tungsten Impregnated Cathode Ray Gun钨传输阴级射线枪)TFT(thin film transistor,薄膜晶体管)UCC(Ultra Clear Coatings,超清晰涂层)VAGP:( Variable Aperature Grille Pitch可变间距光栅)VBI:( Vertical Blanking Interval垂直空白间隙)VDT(Video Display Terminals,视频显示终端)VRR: (Vertical Refresh Rate垂直扫描频率 )主板ADIMM(advanced Dual In-line Memory Modules,高级双重内嵌式内存模块)AMR(Audio/Modem Riser;音效/调制解调器主机板附加直立插卡)AHA(Accelerated Hub Architecture,加速中心架构)ASK IR(Amplitude Shift Keyed Infra-Red,长波形可移动输入红外线)ATX: AT Extend(扩展型AT)BIOS(Basic Input/Output System,基本输入/输出系统)CSE(Configuration Space Enable,可分配空间)DB:(Device Bay,设备插架 )DMI(Desktop Management Interface,桌面管理接口)EB(Expansion Bus,扩展总线)EISA(Enhanced Industry Standard Architecture,增强形工业标准架构)EMI(Electromagnetic Interference,电磁干扰)ESCD(Extended System Configuration Data,可扩展系统配置数据)FBC(Frame Buffer Cache,帧缓冲缓存)FireWire(火线,即IEEE1394标准)FSB: (Front Side Bus,前置总线,即外部总线 )FWH( Firmware Hub,固件中心)GMCH(Graphics & Memory Controller Hub,图形和内存控制中心)GPIs(General Purpose Inputs,普通操作输入)ICH(Input/Output Controller Hub,输入/输出控制中心)IR(infrared ray,红外线)IrDA(infrared ray,红外线通信接口可进行局域网存取和文件共享)ISA:(Industry Standard Architecture,工业标准架构 )ISA(instruction set architecture,工业设置架构)MDC(Mobile Daughter Card,移动式子卡)MRH-R(Memory Repeater Hub,内存数据处理中心)MRH-S(SDRAM Repeater Hub,SDRAM数据处理中心)MTH(Memory Transfer Hub,内存转换中心)NGIO(Next Generation Input/Output,新一代输入/输出标准) P64H(64-bit PCI Controller Hub,64位PCI控制中心)PCB(printed circuit board,印刷电路板)PCBA(Printed Circuit Board Assembly,印刷电路板装配)PCI:(Peripheral Component Interconnect,互连外围设备 ) PCI SIG(Peripheral Component Interconnect Special Interest Group,互连外围设备专业组)POST(Power On Self Test,加电自测试)RNG(Random number Generator,随机数字发生器)RTC: (Real Time Clock 实时时钟)KBC(KeyBroad Control,键盘控制器)SAP(Sideband Address Port,边带寻址端口)SBA(Side Band Addressing,边带寻址)SMA: (Share Memory Architecture,共享内存结构 )STD(Suspend To Disk,磁盘唤醒)STR(Suspend To RAM,内存唤醒)SVR: (Switching Voltage Regulator 交换式电压调节)USB(Universal Serial Bus,通用串行总线)USDM(Unified System Diagnostic Manager,统一系统监测管理器)VID(Voltage Identification Definition,电压识别认证)VRM (Voltage Regulator Module,电压调整模块)ZIF: (Zero Insertion Force,零插力 )主板技术Gigabyte ACOPS:(Automatic CPU OverHeat Prevention SystemCPU 过热预防系统)SIV: (System Information Viewer系统信息观察)磐英ESDJ(Easy Setting Dual Jumper,简化CPU双重跳线法) 浩鑫UPT(USB、PANEL、LINK、TV-OUT四重接口)芯片组ACPI(Advanced Configuration and Power Interface,先进设置和电源管理)AGP(Accelerated Graphics Port,图形加速接口)I/O(Input/Output,输入/输出)MIOC: (Memory and I/O Bridge Controller,内存和I/O桥控制器)NBC: (North Bridge Chip北桥芯片)PIIX: (PCI ISA/IDE Accelerator加速器)PSE36: (Page Size Extension 36-bit,36位页面尺寸扩展模式 ) PXB:(PCI Expander Bridge,PCI增强桥 )RCG: (RAS/CAS Generator,RAS/CAS发生器 )SBC: (South Bridge Chip南桥芯片)SMB: (System Management Bus全系统管理总线)SPD(Serial Presence Detect,内存内部序号检测装置)SSB: (Super South Bridge,超级南桥芯片 )TDP:(Triton Data Path数据路径)TSC: (Triton System Controller系统控制器)QPA: (Quad Port Acceleration四接口加速)CPU3DNow!(3D no waiting)ALU(Arithmetic Logic Unit,算术逻辑单元)AGU(Address Generation Units,地址产成单元)BGA(Ball Grid Array,球状矩阵排列)BHT(branch prediction table,分支预测表)BPU(Branch Processing Unit,分支处理单元)Brach Pediction(分支预测)CMOS: (Complementary Metal Oxide Semiconductor,互补金属氧化物半导体 )CISC(Complex Instruction Set Computing,复杂指令集计算机) CLK(Clock Cycle,时钟周期)COB(Cache on board,板上集成缓存)COD(Cache on Die,芯片内集成缓存)CPGA(Ceramic Pin Grid Array,陶瓷针型栅格阵列)CPU(Center Processing Unit,中央处理器)Data Forwarding(数据前送)Decode(指令解码)DIB(Dual Independent Bus,双独立总线)EC(Embedded Controller,嵌入式控制器)Embedded Chips(嵌入式)EPIC(explicitly parallel instruction code,并行指令代码)FADD(Floationg Point Addition,浮点加)FCPGA(Flip Chip Pin Grid Array,反转芯片针脚栅格阵列)FDIV(Floationg Point Divide,浮点除)FEMMS:(Fast Entry/Exit Multimedia State,快速进入/退出多媒体状态)FFT(fast Fourier transform,快速热欧姆转换)FID(FID:Frequency identify,频率鉴别号码)FIFO(First Input First Output,先入先出队列)flip-chip(芯片反转)FLOP(Floating Point Operations Per Second,浮点操作/秒)FMUL(Floationg Point Multiplication,浮点乘)FPU(Float Point Unit,浮点运算单元)FSUB(Floationg Point Subtraction,浮点减)GVPP(Generic Visual Perception Processor,常规视觉处理器) HL-PBGA:表面黏著,高耐热、轻薄型塑胶球状矩阵封装IA(Intel Architecture,英特尔架构)ICU(Instruction Control Unit,指令控制单元)ID:(identify,鉴别号码 )IDF(Intel Developer Forum,英特尔开发者论坛)IEU(Integer Execution Units,整数执行单元)IMM:( Intel Mobile Module,英特尔移动模块 )Instructions Cache,指令缓存Instruction Coloring(指令分类) IPC(Instructions Per Clock Cycle,指令/时钟周期)ISA(instruction set architecture,指令集架构)KNI(Katmai New Instructions,Katmai新指令集,即SSE)Latency(潜伏期)LDT(Lightning Data Transport,闪电数据传输总线)Local Interconnect(局域互连)MESI(Modified, Exclusive, Shared, Invalid:修改、排除、共享、废弃)MMX(MultiMedia Extensions,多媒体扩展指令集)MMU(Multimedia Unit,多媒体单元)MFLOPS(Million Floationg Point/Second,每秒百万个浮点操作)MHz(Million Hertz,兆赫兹)MP(Multi-Processing,多重处理器架构)MPS(MultiProcessor Specification,多重处理器规范)MSRs(Model-Specific Registers,特别模块寄存器)NAOC(no-account OverClock,无效超频)NI:(Non-Intel,非英特尔 )OLGA(Organic Land Grid Array,基板栅格阵列)OoO(Out of Order,乱序执行)PGA:Pin-Grid Array(引脚网格阵列),耗电大Post-RISCPR(Performance Rate,性能比率)PSN(Processor Serial numbers,处理器序列号)PIB(Processor In a Box,盒装处理器)PPGA(Plastic Pin Grid Array,塑胶针状矩阵封装)PQFP(Plastic Quad Flat Package,塑料方块平面封装)RAW(Read after Write,写后读)Register Contention(抢占寄存器)Register Pressure(寄存器不足)Register Renaming(寄存器重命名)Remark(芯片频率重标识)Resource contention(资源冲突)Retirement(指令引退)RISC(Reduced Instruction Set Computing,精简指令集计算机) SEC:( Single Edge Connector,单边连接器 )Shallow-trench isolation(浅槽隔离)SIMD(Single Instruction Multiple Data,单指令多数据流)SiO2F(Fluorided Silicon Oxide,二氧氟化硅)SMI(System Management Interrupt,系统管理中断)SMM(System Management Mode,系统管理模式)SMP(Symmetric Multi-Processing,对称式多重处理架构)SOI: (Silicon-on-insulator,绝缘体硅片 )SONC(System on a chip,系统集成芯片)SPEC(System Performance Evaluation Corporation,系统性能评估测试)SQRT(Square Root Calculations,平方根计算)SSE(Streaming SIMD Extensions,单一指令多数据流扩展)Superscalar(超标量体系结构)TCP: Tape Carrier Package(薄膜封装),发热小Throughput(吞吐量)TLB(Translate Look side Buffers,翻译旁视缓冲器)USWC(Uncacheabled Speculative Write Combination,无缓冲随机联合写操作)VALU(Vector Arithmetic Logic Unit,向量算术逻辑单元)VLIW(Very Long Instruction Word,超长指令字)VPU(Vector Permutate Unit,向量排列单元)VPU(vector processing units,向量处理单元,即处理MMX、SSE等SIMD指令的地方)。

3DMAX英文

3DMAX英文

3DMAX英文Edit Named Selections(编辑已命名被选物)Properties(属性)TOOLS(工具菜单) GROUP(分组菜单)Mirror(镜像) Group(分组)Array(阵列) Open(打开)Align(对齐) Close(关闭)Place Highlight(放置高亮区) Ungroup(解除群组)Align Camera(对齐摄像机) Explode(分解)Scaping Tool(间距修改工具) Detach(分离)Transform Type-In(输入变换坐标) Attach(合并)Display Floater(显示浮动物体)Hide(隐藏)Freeze(冻结)Selection Floater(选择浮动物体)Snapshot(快照复制)Normal Align(法向对齐)Material Editor(材质编辑器)Material/Map Browser(材质/贴图浏览器)VIEWS(视图菜单)Undo(撤消)Redo(重复)Save Active View(保存当前激活的视图状态)Restore Active View(还原当前激活的视图状态)Grids(栅格)Show Home Grid显示主栅格)Activate Home Grid(激活主栅格)Activate Grid Object(激活栅格对象)ALign To View(对齐视图).Viewport Background(背景图像).Update Background Transform(更新背景图像).Rest Background Transform(重设背景转换).Show Transform Gizmo(显示转换范围框).Show Ghosting(显示前后帖).Show Key Times(显示轨迹点时间).Shade selected(阴影选择)----------------------------------------------------------------------------------.Show Dependencies(显示从属物体)..Instances(相依物体)..Reference(参考物体).Match Camera To View(相机与视图相配).Add Default Lights To Scene(向场景添加缺省灯光).Redraw All Views(重画所有的视图).Deactivate All Maps(休眠所有贴图).Update During Spinner Drag(微调控制项拖动时更新).Expert Mode(专家模式)Object(物体工具栏) Create(创建命令面板)Compounds(复合工具栏) Modify(修改命令面板)Lighes&Cameras(光线和照相机工具栏) Hierarchy(层级命令面板) Particles(粒子系统工具栏) Motion(运动命令面板)Helpers(帮助物体工具栏) Display(显示命令面板)Space Warps(空间扭曲工具栏) Utilities(实用程序)Modifiers(修改工具栏)Rendering(渲染工具栏)Shapes(二维图形工具栏)Modeling(造型修改工具栏)MODIFIER STACK(编辑修改器堆栈) 布尔运算与克隆对象Pin Stack(钉住堆栈状态) Union(并集)Active/Inactive(激活/不激活切换) Subtraction(差集)Show End Result(显示最后结果) Intersection(交集)Make Unipue(使独立) Copy(复制)Remove Modifier(删除编辑修改器) Instance(关联复制)Edit Stack(编辑堆栈对话框) Reference(参考复制)材质编辑器Reglection(反射)Basic Parameters(基本参数) Refraction(折射).Ambient(环境反射) 3D Procedural Maps(三维贴图).Diffuse(漫反射) Face-mapped(面贴图)Specular(镜面反射)----------------------------------------------------------------------------------Extended Parameters(扩展参数)Maps(贴图).Bitmap(位图).Checker(棋盘格) 复合材质.Gradient(渐变) Double Sided(双面).Adobe Photoshop Plug-In Filter(PS滤镜)Blend(混合).Adove Premiere Video Filter(PM滤镜) Matte/Shoadow().Cellular(细胞) Multi/Sub-object(多重子物体).Dent(凹痕) Raytrace(光线追踪).Noise(干扰) Top/Bottom(项底).Splat(油彩).Matrble(大理石).Wood(木纹).Water(水) Time Configuration(时间帧速率).Falloff(衰减) Frame Rate(帧速率).Flat Mirror(镜面反射) NTSC(NTSC制式).Mask(罩框) Film(胶片速度).Mix(混合) PAL(PAL制式).Output(输出) Custom(自定义).Planet(行星).Raytrace(光线跟踪).Reglect/Refrace(反射/折射).Smoke(烟雾) Create(创建).Speckle(斑纹) Helpers(帮助物体).Stucco(泥灰) Dummy(虚拟体).Vertex Color(项点颜色) Forward Kinematics(正向运动).Composite(合成贴图) Inverse Kinematics(反向运动).Particle age(粒子寿命).Patticle Mblur(粒子模糊)----------------------------------------------------------------------------------控制器械的种类二维项点Track View(轨迹视图) Smooth(光滑项点)Assign Controller(指定控制器) Corner(边角项点)Replace Controller(替换控制器) Bezier(Bezier项点).Linear Controller(直线控制器) Bezier Corner(Bezier角点).TCB Contriller(TCB控制器)).Contriller(连续).Path Controller(路径控制器).List Controller(列表控制器).Expression Controller(噪声控制器).Look At(看着)三维造型Deformations(变形控制)Box(盒子) Scale(缩放)Cone(圆锥体) Twist(扭曲)Sphere(球体) Teeter(轴向变形)Geosphere(经纬球) Bevel(倒角)Cylinder(柱体) Fit(适配变形)Tube(管子)Torus(圆环)Pyramid(金字塔)Teapot(茶壶)Plane(平面)数区卷展栏Shader Basic Parameters(着色基本参数区).Blinn(宾氏).Anisotropic(各向异性)Metal(金属).Multi-layer(多层式).Phong(方氏).Oren-Nayar-Blinn(表面粗糙的对象).Strauss(具有简单的光影分界线)Wire(线架结构显示模式).2-Sided(双面材质显示).Face Map(将材质赋予对象所有的面).Faceted(将材质以面的形式赋予对象)Blinn Basic Patameters(宾氏基本参数区).Diffuse(固有色).Ambient(阴影色).Specular(高光色).Self-Illumination(自发光).Opacity(不透明度).Specular Highlights(高光曲线区)..Specular Level(高光级别)..Glossiness(光泽度)..Soften(柔和度)----------------------------------------------------------------------------------Extended Parameters(扩展参数区).Falloff(衰减).Filer(过滤法).Subtractive(删减法).Additive(递增法).Index of Refraction(折射率).Wire(线架材质).Reflection Dimming(反射暗淡)SuperSampling(超级样本)Maps(贴图区).Ambient Color(阴影色贴图).Diffuse Color(固有色贴图).Specular Color(高光色贴图).Glossiness(光泽度贴图).Self-Illmination(自发光贴图).Opacity(不透明贴图).Filter Color(过滤色贴图).Bump(凹凸贴图).Reflction(反射贴图).Refraction(折射贴图)..Refract Map/Ray Trace IOR(折射贴图/光线跟踪折射率) .Displacement(置换贴图)Dvnamics Properties(动力学属性区)质类型Blend(混合材质).Material#1(材质#1).Material#2(材质#2).Mask(遮罩).Interactive(交互).Mix Amount(混合数值).Mixing Curve(混合曲线).Use Curve(使用曲线).Transition Zone(交换区域)Composite(合成材质).Composite Bisic Parameters(合成材质基础参数区)..Base Material(基本材质)..Mat.1~Mat.9(材质1~材质9)Double Sided(双面材质).Translucency(半透明) 贴图类型.Facing material(表面材质) Bitmap(位图).Back Material (背面材质) Cellular(细胞)Matte/Shadow(投影材质) Checker(棋盘格).Matte(不可见) Composite(合成贴图).Atmosphere(大气) Dent(凹痕贴图)..Apply Atmosphere(加入大气环境) Falloff(衰减)..At Background Depth(在背景深度) Flat Mirror(镜面反射) ..At Object Depth(在物体深度) Gradient(渐变).Shadow(阴影) Marble(大理石)..Receive Shadow(接受阴影) Madk(罩框).Shadow Brightness(阴影的亮度) Mix(混合).Reflection(反射) Noise(干扰)Morpher(形态结构贴图) Output(输出)Muti/Sub-Object(多重子物体材质) Partcle Age(粒子寿命).Set Number(设置数目) Perlin Marble(珍珠岩).Number Of Materials(材质数目) Planet(行星)Raytrace(光线追踪材质) Raytrance(光线跟踪).Shading(明暗) Reflect/Refract(反射/折射).2-Sided(双面) RGB Multiply(RGB倍增).Face Map(面贴图) RGB Tint(RGB染色).Wire(线框) Smoke(烟雾).Super Sample(超级样本) Speckle(斑纹).Ambient(阴影色) Splat(油彩).Diffuse(固有色) Stucco(泥灰).Reflect(反射) Thin Wall Refraction(薄壁折射).Luminosity(发光度) Vertex Color(项点颜色).Transparency(透明) Water(水).Index Of Refr(折射率) Wood(木纹).Specular Highlight(反射高光)..Specular Color(高光反射颜色)..Shininess(反射)..Shiness Strength(反光强度)environment(环境贴图).bump(凹凸贴图)shellac(虫漆材质).base material(基础材质).shellac material(虫漆材质).shellac color blend(虫漆颜色混合)standard(标准材质)top/bottom(项/底材质).top material(项材质).bottom material(底材质).swap(置换).coordinates(坐标轴).blend(融合).possition(状态)灯光类型摄像机类型omni(泛光灯) target(目标).general parameters(普通参数) .lens(镜头尺寸).projector parameters(投射贴图) .fov(视域范围).attenuation parameters(衰减参数) .stock lenses(镜头类型).shadow parameters(阴影参数) .show core(显示视域范围).shadow map params(阴影贴图参数) .show horizor(显示地平线)target spot(目标聚光灯) .near range(最近范围)free spot(自由聚光灯) .far range(最远范围)target direct(目标平行光灯)render scene(渲染).rime output(输出时间)..single(渲染单帖)..range(所有帖).output size(输出尺寸)rendering(渲染)/environment(环境) 粒子系统background(背景) spray(喷射)global lighting(球形照明) snow(雪)atmosphere(大气) blizzard(暴风雪)combustion(燃烧) parray(粒子列阵)volume light(体光) pcloud(粒子云)fog(雾) super spray(超级喷射).standard(标准).layered(分层)volume fog(体雾)----------------------------------------------------------------------------------3-dimensional (3d) 三维8-bit image 8位图或8比特图注:以每位可代表0或1两个状态的单元来计算,8位图的每个通道可显示2的8次方(等于256)阶级的灰度。

虚拟现实技术在建筑设计中的应用中英文翻译

虚拟现实技术在建筑设计中的应用中英文翻译

虚拟现实技术在建筑设计中的应用中英文翻译Application of virtual reality technology in architecture design in both Chinese and English translation摘要:随着科学技术的发展,建筑行业也呈高速发展的态势,在现代的建筑行业中,各种先进的技术被应用到建筑工程建设中。

虚拟现实技术在现代建筑设计中是一项涵盖广并且比较复杂的设计方法,采用虚拟现实技术对建筑进行设计能够有效的减轻建筑设计人员的工作强度,并且对减少设计时间和提高工程设计质量也有着重要的作用。

本文通过对虚拟现实技术的深入理解探析,对虚拟现实技术在建筑设计中的应用进行了详细的阐述,并举出了具体的虚拟现实设计方案,以供同行探讨。

Abstract: with the development of science and technology, the construction industry has high speed development, in the modern construction industry, a variety of advanced technology has been applied to the construction of construction engineering. Virtual reality technology in the modern architectural design is a wider and more complex design method, using virtual reality technology to building design can effectively reduce the working strength of architectural design personnel, and to reduce design time and improve the quality of engineering design also plays an important role. This article through to analysis with a better understanding of the virtual reality technology, the application of virtual reality technology in architecture design in detail, and the concrete design scheme of virtual reality, for peer discussion.关键词:虚拟现实技术建筑设计计算机Key words: computer virtual reality technology building design引言Lead it在现代建筑设计中,应用计算机技术进行建筑设计的工艺已经比较成熟,才用计算机进行辅助建筑设计时,设计师就可以把主要精力用在对建筑的创造和构思上,避免了在处理建筑设计中的计算、画图、数据存储的大量繁琐工作,从而能够有效的提高建筑设计师的设计效率和设计质量。

介绍多媒体电脑的作文英语

介绍多媒体电脑的作文英语

介绍多媒体电脑的作文英语In the modern era, the concept of a computer has transcended mere data processing to become a hub for multimedia experiences. Multimedia computers are designed to handle various forms of media, including text, audio, images, animations, and video. This essay will delve into the evolution of multimedia computers, their components, andtheir impact on various aspects of life.The journey of multimedia computers began in the 1980s with the introduction of sound cards and graphics capabilities. However, it was the 1990s that saw a significant leap with the advent of CD-ROMs, which allowed for the storage of large amounts of multimedia content. Today, multimedia computers are equipped with high-definition displays, powerful processors, dedicated graphics cards, and sophisticated sound systems that can deliver an immersive experience.At the heart of a multimedia computer is its hardware. Amulti-core processor enables smooth multitasking, while a dedicated graphics processing unit (GPU) accelerates the rendering of images and videos. The storage capacity has also seen a monumental increase, with terabyte-sized hard drives and solid-state drives (SSDs) becoming standard for storing vast libraries of multimedia files.Software has also played a crucial role in the development of multimedia computers. Operating systems now come with built-in support for various media formats, and a plethora of applications is designed to create, edit, and sharemultimedia content. From video editing suites like Adobe Premiere Pro to music production software like Ableton Live, the software ecosystem has expanded to meet the demands of creative professionals and enthusiasts alike.The impact of multimedia computers extends across entertainment, education, and communication. In entertainment, they have revolutionized gaming and movie watching, offering realistic graphics and immersive sound. Educationalinstitutions have adopted multimedia computers to enhance learning experiences, using interactive presentations and simulations to convey complex concepts more effectively.Moreover, multimedia computers have transformed communication, with platforms like Skype and Zoom enabling high-qualityvideo conferencing. Social media and content-sharing websites are also heavily reliant on the capabilities of multimedia computers, allowing users to create and share content ranging from simple photos to intricate 3D animations.In conclusion, multimedia computers have become an integral part of our daily lives, offering a wealth of possibilitiesfor creativity, learning, and interaction. As technology continues to advance, we can expect these machines to become even more powerful and versatile, further enriching our multimedia experiences.。

3dmax英文翻译(最全的)

3dmax英文翻译(最全的)

编辑器菜单翻译:SELECTION MODIFIERS 选择修改器MESH SELECT 网格选择POL Y SELECT 多边形选择PATCH SELECT 面片选择SPLINE SELECT 样条线选择FFD SELECT FFD选择SELECT BY CHANNEL 按通道选择SURFACE SELECT(NSURF SEL)NURBS 曲面选择PATCH/SPLINE EDITING 面片/样条线编辑EDIT PA TCH 编辑面片EDIT SPLINE 编辑样条线CROSS SECTION 横截面SURFACE 曲面DELETE PATCH 删除面片DELETE SPLINE 删除样条线LATHE 车削旋转NORMALIZE SPLINE 规格化样条线FILLET/CHAMFER 圆角/切角TRIM/EXTEND 修剪/延伸RENDERABLE SPLINE 可渲染样条线SWEEP 扫描MESH EDITING 网格编辑DELETE MESH 删除网格EDIT MESH 编辑网格EDIT POL Y 编辑多边形EXTRUDE 挤出FACE EXTRUDE 面挤出NORMAL 法线SMOOTH 平滑BEVEL 倒角、斜切BEVEL PROFILE 倒角剖面TESSELLATE 细化STL CHECK STL检查CAP HOLES 补洞VERTEXPAINT 顶点绘制OPTIMIZE 优化MULTIRES 多分辨率VERTEX WELD 顶点焊接SYMMETRY 对称EDIT NORMALS 编辑法线EDITABLE POL Y 可编辑多边形EDIT GEOMETRY 编辑几何体SUBDIVISION SURFACE 细分曲面SUBDIVISION DISPLACEMENT 细分置换PAINT DEFORMATION 绘制变形CONVERSION 转化TURN TO PATCH 转换为面片TURN TO MESH 转换为网格ANIMATION MODIFIERS 动画EDIT ENVELOPE 编辑封套WEIGHT PROPERTIES 权重属性MIRROR PARAMETERS 镜像参数DISPLAY 显示ADV ANCED PARAMETERS 高级参数GIZMO 变形器MORPHER 变形器CHANNEL COLOR LEGEND 通道颜色图例GLOBAL PARAMETERS 全局参数CHANNEL LIST 通道列表CHANNEL PARAMETERS 通道参数ADV ANCED PARAMETERS 高级参数FLEX 柔体PARAMETERS 参数SIMPLE SOFT BODIES 简章软体WEIGHTS AND PAINTING 权重和绘制FORCES AND DEFLECTORS 力和导向器ADV ANCED PARAMETERS 高级参数ADV ANCED SPRINGS 高级弹力线MELT 融化LINKED XFORM 链接变换PATCH DEFORM 面片变形PATH DEFORM 路径变形SURF DEFORM 曲面变形PATCH DEFORM(WSM)面片变形(WSM)PATH DEFORM(WSM)路径变形(WSM)SURF DEFORM(WSM)曲面变形(WSM)SKIN MORPH 蒙皮变形SKIN WRAP 蒙皮包裹SKIN WRAP PATCH 蒙皮包裹面片SPLINE IK CONTROL 样条线IK控制ATTRIBUTE HOLDER 属性承载器UV COORDINA TES MODIFIERS UV坐标修改器UVW MAP UVW贴图UNWRAP UVW 展开UVWUVW XFORM UVW变换MAPSCALER(WSM)贴图缩放器(WSM)MAPSCALER 贴图缩放器(OSM)CAMERA MAP 摄影机贴图CAMERA MAP(WSM)摄影机贴图(WSM)SURFACE MAPPER(WSM)曲面贴图(WSM)PROJECTION 投影UVW MAPPING ADD UVW贴图添加UVW MAPPING CLEAR UVW贴图清除POINT CACHE 点缓存POINT CACHE(WSM)点缓存(WSM)SUBDIVISION SURFACES 细分曲面TURBOSMOOTH 涡轮平滑MESHSMOOTH 网格平滑HSDS MODIFIER HSDS修改器FREE FORM DEFORMA TIONS 自由形式变形FFD MODIFIERS FFD修改FFD BOX/CYLINDER FFD长方形/圆柱体PARAMETRIC MODIFIERS 参数化修改器BEND 弯曲TAPER 锥化TWIST 扭曲NOISE 噪波STRETCH 拉伸、伸展SQUEEZE 挤压PUSH 推力RELAX 松弛RIPPLE 涟漪WA VE 波浪SKEW 倾斜ALICE 切片SPHERIFY 球形化AFFECT REGION 影响区域LATTICE 晶格MIRROR 镜像DISPLACE 置换XFORM 变换SUBSTITUTE 替换PRESERVE 保留SHELL 壳SURFACE 曲面MATERIAL 材质MATERIAL BY ELEMENT 按元素分配材质DISP APPROX 置换近似DISPLACE MESH(WSM)置换网格(WSM)DISPLACE NURBS(WSM)置换网格(WSM)RADIOSITY MODIFIERS 沟通传递修改器SUBDIVIDE(WSM)细分(WSM)SUBDIVIDE 细分材质编辑器:Reglection(反射)Basic Parameters(基本参数) Refraction(折射).Ambient(环境反射) 3D Procedural Maps(三维贴图) .Diffuse(漫反射) Face-mapped(面贴图)Extended Parameters(扩展参数)Maps(贴图).Bitmap(位图).Checker(棋盘格) 复合材质.Gradient(渐变) Double Sided(双面).Adobe Photoshop Plug-In Filter(PS滤镜)Blend(混合).Adove Premiere Video Filter(PM滤镜) Matte/Shoadow() .Cellular(细胞) Multi/Sub-object(多重子物体).Dent(凹痕) Raytrace(光线追踪).Noise(干扰) Top/Bottom(项底).Splat(油彩).Matrble(大理石).Wood(木纹).Water(水) Time Configuration(时间帧速率).Falloff(衰减) Frame Rate(帧速率).Flat Mirror(镜面反射) NTSC(NTSC制式).Mask(罩框) Film(胶片速度).Mix(混合) PAL(PAL制式).Output(输出) Custom(自定义).Planet(行星).Raytrace(光线跟踪).Reglect/Refrace(反射/折射).Smoke(烟雾) Create(创建).Speckle(斑纹) Helpers(帮助物体).Stucco(泥灰) Dummy(虚拟体).Vertex Color(项点颜色) Forward Kinematics(正向运动) .Composite(合成贴图) Inverse Kinematics(反向运动).Particle age(粒子寿命).Patticle Mblur(粒子模糊)参数区卷展栏:Shader Basic Parameters(着色基本参数区).Blinn(宾氏).Anisotropic(各向异性).Metal(金属).Multi-layer(多层式).Phong(方氏) 塑性.Oren-Nayar-Blinn(表面粗糙的对象).Strauss(具有简单的光影分界线).Wire(线架结构显示模式).2-Sided(双面材质显示).Face Map(将材质赋予对象所有的面).Faceted(将材质以面的形式赋予对象)Blinn Basic Patameters(宾氏基本参数区).Diffuse(固有色).Ambient(阴影色).Self-Illumination(自发光).Opacity(不透明度).Specular Highlights(高光曲线区)..Specular Level(高光级别)..Glossiness(光泽度)..Soften(柔和度)Extended Parameters(扩展参数区).Falloff(衰减).Filer(过滤法).Subtractive(删减法).Additive(递增法).Index of Refraction(折射率).Wire(线架材质).Reflection Dimming(反射暗淡)SuperSampling(超级样本)Maps(贴图区).Ambient Color(阴影色贴图).Diffuse Color(固有色贴图).Specular Color(高光色贴图).Glossiness(光泽度贴图).Self-Illmination(自发光贴图).Opacity(不透明贴图).Filter Color(过滤色贴图).Bump(凹凸贴图).Reflction(反射贴图).Refraction(折射贴图)..Refract Map/Ray Trace IOR(折射贴图/光线跟踪折射率) .Displacement(置换贴图)Dvnamics Properties(动力学属性区)材质类型Blend(混合材质).Material#1(材质#1).Material#2(材质#2).Mask(遮罩).Interactive(交互).Mix Amount(混合数值).Mixing Curve(混合曲线).Use Curve(使用曲线).Transition Zone(交换区域)Composite(合成材质).Composite Bisic Parameters(合成材质基础参数区)..Base Material(基本材质)..Mat.1~Mat.9(材质1~材质9)Double Sided(双面材质).Translucency(半透明) 贴图类型.Facing material(表面材质) Bitmap(位图)Matte/Shadow(投影材质) Checker(棋盘格).Matte(不可见) Composite(合成贴图).Atmosphere(大气) Dent(凹痕贴图)..Apply Atmosphere(加入大气环境) Falloff(衰减)..At Background Depth(在背景深度) Flat Mirror(镜面反射) ..At Object Depth(在物体深度) Gradient(渐变).Shadow(阴影) Marble(大理石)..Receive Shadow(接受阴影) Madk(罩框)..Shadow Brightness(阴影的亮度) Mix(混合).Reflection(反射) Noise(干扰)Morpher(形态结构贴图) Output(输出)Muti/Sub-Object(多重子物体材质) Partcle Age(粒子寿命) .Set Number(设置数目) Perlin Marble(珍珠岩).Number Of Materials(材质数目) Planet(行星)Raytrace(光线追踪材质) Raytrance(光线跟踪).Shading(明暗) Reflect/Refract(反射/折射).2-Sided(双面) RGB Multiply(RGB倍增).Face Map(面贴图) RGB Tint(RGB染色).Wire(线框) Smoke(烟雾).Super Sample(超级样本) Speckle(斑纹).Ambient(阴影色) Splat(油彩).Diffuse(固有色) Stucco(泥灰).Reflect(反射) Thin Wall Refraction(薄壁折射).Luminosity(发光度) Vertex Color(项点颜色).Transparency(透明) Water(水).Index Of Refr(折射率) Wood(木纹).Specular Highlight(反射高光)..Specular Color(高光反射颜色)..Shininess(反射)..Shiness Strength(反光强度).Environment(环境贴图).Bump(凹凸贴图)Shellac(虫漆材质).Base Material(基础材质).Shellac Material(虫漆材质).Shellac Color Blend(虫漆颜色混合)Standard(标准材质)Top/Bottom(项/底材质).Top Material(项材质).Bottom Material(底材质).Swap(置换).Coordinates(坐标轴).Blend(融合).Possition(状态)FILE(文件) EDIT(编辑)Rest(重置) Undo(撤消)XRef Objects(外部参考物体) Clone(复制)XRef Scenes(外部参考场景) Delete(删除)Merge(合并) Select All(对象选择)Replace(替换) Select None(取消对象)Import(输入) Select Invert(对象反转)Export(输出) Hold(保存)Archive(压缩存盘) Fetch(取出)View File(观看文件) Select BY(根据..选择)Select By Color(根据颜色..选择)Select By Name(根据名字..选择)Region(区域)Edit Named Selections(编辑已命名被选物)Properties(属性)TOOLS(工具菜单) GROUP(分组菜单)Mirror(镜像) Group(分组)Array(阵列) Open(打开)Align(对齐) Close(关闭)Place Highlight(放置高亮区) Ungroup(解除群组)Align Camera(对齐摄像机) Explode(分解)Scaping Tool(间距修改工具) Detach(分离)Transform Type-In(输入变换坐标) Attach(合并)Display Floater(显示浮动物体)Hide(隐藏)Freeze(冻结)Selection Floater(选择浮动物体)Snapshot(快照复制)Normal Align(法向对齐)Material Editor(材质编辑器)Material/Map Browser(材质/贴图浏览器)Object(物体工具栏) Create(创建命令面板)Compounds(复合工具栏) Modify(修改命令面板)Lighes&Cameras(光线和照相机工具栏) Hierarchy(层级命令面板) Particles(粒子系统工具栏) Motion(运动命令面板)Helpers(帮助物体工具栏) Display(显示命令面板)Space Warps(空间扭曲工具栏) Utilities(实用程序)Modifiers(修改工具栏)Rendering(渲染工具栏)Shapes(二维图形工具栏)Modeling(造型修改工具栏)MODIFIER STACK(编辑修改器堆栈) 布尔运算与克隆对象Pin Stack(钉住堆栈状态) Union(并集)Active/Inactive(激活/不激活切换) Subtraction(差集)Show End Result(显示最后结果) Intersection(交集)Remove Modifier(删除编辑修改器) Instance(关联复制)Edit Stack(编辑堆栈对话框) Reference(参考复制)控制器械的种类二维项点Track View(轨迹视图) Smooth(光滑项点)Assign Controller(指定控制器) Corner(边角项点)Replace Controller(替换控制器) Bezier(Bezier项点).Linear Controller(直线控制器) Bezier Corner(Bezier角点).TCB Contriller(TCB控制器)).Contriller(连续).Path Controller(路径控制器).List Controller(列表控制器).Expression Controller(噪声控制器).Look At(看着)三维造型Deformations(变形控制)Box(盒子) Scale(缩放)Cone(圆锥体) Twist(扭曲)Sphere(球体) Teeter(轴向变形)Geosphere(经纬球) Bevel(倒角)Cylinder(柱体) Fit(适配变形)Tube(管子)Torus(圆环)Pyramid(金字塔)Teapot(茶壶)Plane(平面)灯光类型摄像机类型Omni(泛光灯) Target(目标).General Parameters(普通参数) .Lens(镜头尺寸).Projector Parameters(投射贴图) .FOV(视域范围).Attenuation Parameters(衰减参数) .Stock Lenses(镜头类型).Shadow Parameters(阴影参数) .Show Core(显示视域范围).Shadow Map Params(阴影贴图参数) .Show Horizor(显示地平线) Target Spot(目标聚光灯) .Near Range(最近范围)Free SPot(自由聚光灯) .Far Range(最远范围)Target Direct(目标平行光灯)Render Scene(渲染).Rime Output(输出时间)..Single(渲染单帖)..Range(所有帖).Output Size(输出尺寸)Rendering(渲染)/Environment(环境) 粒子系统Background(背景) Spray(喷射)Atmosphere(大气) Blizzard(暴风雪) Combustion(燃烧) PArray(粒子列阵) Volume Light(体光) Pcloud(粒子云) Fog(雾) Super Spray(超级喷射).Standard(标准).Layered(分层)V olume Fog(体雾)快捷菜单:A-角度捕捉开关B-切换到底视图C-切换到摄象机视图D-封闭视窗E-切换到轨迹视图F-切换到前视图G-切换到网格视图H-显示通过名称选择对话框I-交互式平移J-选择框显示切换K-切换到背视图L-切换到左视图M-材质编辑器N-动画模式开关O-自适应退化开关P-切换到透视用户视图Q-显示选定物体三角形数目R-切换到右视图S-捕捉开关T-切换到顶视图U-切换到等角用户视图V-旋转场景W-最大化视窗开关X-中心点循环Y-工具样界面转换Z-缩放模式[-交互式移近]-交互式移远/-播放动画F1-帮助文件F3-线框与光滑高亮显示切换F4-Edged Faces显示切换F5-约束到X轴方向F6-约束到Y轴方向F7-约束到Z轴方向F8-约束轴面循环F9-快速渲染F10-渲染场景F12-键盘输入变换Delete-删除选定物体SPACE-选择集锁定开关END-进到最后一帧HOME-进到起始帧INSERT-循环子对象层级PAGEUP-选择父系PAGEDOWN-选择子系CTRL+A-重做场景操作CTRL+B-子对象选择开关CTRL+F-循环选择模式CTRL+L-默认灯光开关CTRL+N-新建场景CTRL+O-打开文件CTRL+P-平移视图CTRL+R-旋转视图模式CTRL+S-保存文件CTRL+T-纹理校正CTRL+T-打开工具箱(Nurbs曲面建模)CTRL+W-区域缩放模式CTRL+Z-取消场景操作CTRL+SPACE-创建定位锁定键SHIFT+A-重做视图操作SHIFT+B-视窗立方体模式开关SHIFT+C-显示摄象机开关SHIFT+E-以前次参数设置进行渲染SHIFT+F-显示安全框开关SHIFT+G-显示网络开关SHIFT+H-显示辅助物体开关SHIFT+I-显示最近渲染生成的图象SHIFT+L-显示灯光开关SHIFT+O-显示几何体开关SHIFT+P-显示粒子系统开关SHIFT+Q-快速渲染SHIFT+R-渲染场景SHIFT+S-显示形状开关SHIFT+W-显示空间扭曲开关SHIFT+Z-取消视窗操作SHIFT+4-切换到聚光灯/平行灯光视图SHIFT+\-交换布局SHIFT+SPACE-创建旋转锁定键ALT+S-网格与捕捉设置ALT+SPACE-循环通过捕捉ALT+CTRL+Z-场景范围充满视窗ALT+CTRL+SPACE-偏移捕捉SHIFT+CTRL+A-自适应透视网线开关SHIFT+CTRL+P-百分比捕捉开关标题栏翻译:一、File<文件>New-----------------------〈新建〉Reset---------------------〈重置〉Open----------------------〈打开〉Save-----------------------〈保存〉Save As-------------------〈保存为〉Save selected----------〈保存选择〉XRef Objects -----------〈外部引用物体〉XRef Scenes -----------〈外部引用场景〉Merge --------------------〈合并〉Merge Animation--------〈合并动画动作〉Replace------------------〈替换〉Import---------------------〈输入〉Export---------------------〈输出〉Export Selected----------〈选择输出〉Archive--------------------〈存档〉Summary Info-----------〈摘要信息〉File Properties----------〈文件属性〉View Image File--------〈显示图像文件〉History--------------------〈历史〉Exit----------------------〈退出〉二、Edit〈菜单〉Undo or Redo----------〈取消/重做〉Hold and fetch---------〈保留/引用〉Delete----------------〈删除〉Clone--------------------〈克隆〉Select All-----------------〈全部选择〉Select None-------------〈空出选择〉Select Invert-------------〈反向选择〉Select By-----------------〈参考选择〉Color--------------------〈颜色选择〉Name---------------------〈名字选择〉Rectangular Region-----〈矩形选择〉Circular Region--------〈圆形选择〉Fabce Region----------〈连点选择〉Lasso Region----------〈套索选择〉Region:-------------------〈区域选择〉Window-----------------〈包含〉Crossing-----------------〈相交〉Named Selection Sets〈命名选择集〉Object Properties--------〈物体属性〉三、Tools〈工具〉TransfromType-In------〈键盘输入变换〉Display Floater-----------〈视窗显示浮动对话框〉Selection Floater--------〈选择器浮动对话框〉Light Lister----------------〈灯光列表〉Mirror-----------------------〈镜像物体〉Array------------------------〈阵列〉Align-----------------------〈对齐〉Snapshot------------------〈快照〉Spacing Tool-------------〈间距分布工具〉Normal Align-------------〈法线对齐〉Align Camera------------〈相机对齐〉Align to View--------------〈视窗对齐〉Place Highlight-----------〈放置高光〉Isolate Selection---------〈隔离选择〉Rename Objects----------〈物体更名〉四、Group〈群组〉Group-----------------------〈群组〉Ungroup-------------------〈撤消群组〉Open-----------------------〈开放组〉Close-----------------------〈关闭组〉Attach-----------------------〈配属〉Detach---------------------〈分离〉Explode--------------------〈分散组〉五、Views〈查看〉Undo View Change/Redo View change〈取消/重做视窗变化〉Save Active View/Restore Active View〈保存/还原当前视窗〉Viewport Configuration--------------〈视窗配置〉Grids----------------------------------〈栅格〉Show Home Grid------------------〈显示栅格命令〉Activate Home Grid---------------〈活跃原始栅格命令〉Activate Grid Object---------------〈活跃栅格物体命令〉Activate Grid to View--------------〈栅格及视窗对齐命令〉Viewport Background------------〈视窗背景〉Update Background Image-----〈更新背景〉Reset Background Transfrom〈重置背景变换〉Show TransfromGizmo---------〈显示变换坐标系〉Show Ghosting--------------------〈显示重橡〉Show Key Times------------------〈显示时间键〉Shade Selected-------------------〈选择亮显〉Show Dependencies------------〈显示关联物体〉Match Camera to View----------〈相机与视窗匹配〉Add Default Lights To Scene-〈增加场景缺省灯光〉Redraw All Views----------------〈重画所有视窗〉Activate All Maps------------------〈显示所有贴图〉Deactivate All Maps--------------〈关闭显示所有贴图〉Update During Spinner Drag --〈微调时实时显示〉Adaptive Degradation Toggle---〈绑定适应消隐〉Expert Mode----------------------〈专家模式〉六、Create〈创建〉Standard Primitives--------------〈标准图元〉Box------------------------------------〈立方体〉Cone---------------------------------〈圆锥体〉Sphere-------------------------------〈球体〉GeoSphere-------------------------〈三角面片球体〉Cylinder-----------------------------〈圆柱体〉Tube---------------------------------〈管状体〉Torus--------------------------------〈圆环体〉Pyramid-----------------------------〈角锥体〉Plane--------------------------------〈平面〉Teapot-------------------------------〈茶壶〉Extended Primitives-------------〈扩展图元〉Hedra--------------------------------〈多面体〉Torus Knot-------------------------〈环面纽结体〉Chamfer Box----------------------〈斜切立方体〉Chamfer Cylinder----------------〈斜切圆柱体〉Oil Tank----------------------------〈桶状体〉Capsule----------------------------〈角囊体〉Spindle-----------------------------〈纺锤体〉L-Extrusion------------------------〈L形体按钮〉Gengon-----------------------------〈导角棱柱〉C-Extrusion-----------------------〈C形体按钮〉RingWave-------------------------〈环状波〉Hose--------------------------------〈软管体〉Prism-------------------------------〈三棱柱〉Shapes----------------------------〈形状〉Line---------------------------------〈线条〉Text----------------------------------〈文字〉Arc-----------------------------------〈弧〉Circle-------------------------------〈圆〉Donut-------------------------------〈圆环〉Ellipse------------------------------〈椭圆〉Helix--------------------------------〈螺旋线〉NGon-------------------------------〈多边形〉Rectangle-------------------------〈矩形〉Section-----------------------------〈截面〉Star---------------------------------〈星型〉Lights------------------------------〈灯光〉Target Spotlight-----------------〈目标聚光灯〉Free Spotlight--------------------〈自由聚光灯〉Target Directional Light-------〈目标平行光〉Directional Light----------------〈平行光〉Omni Light-----------------------〈泛光灯〉Skylight----------------------------〈天光〉Target Point Light--------------〈目标指向点光源〉Free Point Light----------------〈自由点光源〉Target Area Light--------------〈指向面光源〉IES Sky---------------------------〈IES天光〉IES Sun--------------------------〈IES阳光〉SuNLIGHT System and Daylight〈太阳光及日光系统〉Camera--------------------------〈相机〉Free Camera-------------------〈自由相机〉Target Camera----------------〈目标相机〉Particles-------------------------〈粒子系统〉Blizzard--------------------------〈暴风雪系统〉PArray----------------------------〈粒子阵列系统〉PCloud---------------------------〈粒子云系统〉Snow------------------------------〈雪花系统〉Spray-----------------------------〈喷溅系统〉Super Spray--------------------〈超级喷射系统〉七、Modifiers〈修改器〉Selection Modifiers〈选择修改器〉Mesh Select〈网格选择修改器〉Poly Select〈多边形选择修改器〉Patch Select〈面片选择修改器〉Spline Select〈样条选择修改器〉Volume Select〈体积选择修改器〉FFD Select〈自由变形选择修改器〉NURBS Surface Select〈NURBS表面选择修改器〉Patch/Spline Editing〈面片/样条线修改器〉:Edit Patch〈面片修改器〉Edit Spline〈样条线修改器〉Cross Section〈截面相交修改器〉Surface〈表面生成修改器〉Delete Patch〈删除面片修改器〉Delete Spline〈删除样条线修改器〉Lathe〈车床修改器〉Normalize Spline〈规格化样条线修改器〉Fillet/Chamfer〈圆切及斜切修改器〉Trim/Extend〈修剪及延伸修改器〉Mesh Editing〈表面编辑〉Cap Holes〈顶端洞口编辑器〉Delete Mesh〈编辑网格物体编辑器〉Edit Normals〈编辑法线编辑器〉Extrude〈挤压编辑器〉Face Extrude〈面拉伸编辑器〉Normal〈法线编辑器〉Optimize〈优化编辑器〉Smooth〈平滑编辑器〉STL Check〈STL检查编辑器〉Symmetry〈对称编辑器〉Tessellate〈镶嵌编辑器〉Vertex Paint〈顶点着色编辑器〉Vertex Weld〈顶点焊接编辑器〉Animation Modifiers〈动画编辑器〉Skin〈皮肤编辑器〉Morpher〈变体编辑器〉Flex〈伸缩编辑器〉Melt〈熔化编辑器〉Linked XForm〈连结参考变换编辑器〉Patch Deform〈面片变形编辑器〉Path Deform〈路径变形编辑器〉Surf Deform〈表面变形编辑器〉* Surf Deform〈空间变形编辑器〉UV Coordinates〈贴图轴坐标系〉UVW Map〈UVW贴图编辑器〉UVW Xform〈UVW贴图参考变换编辑器〉Unwrap UVW〈展开贴图编辑器〉Camera Map〈相机贴图编辑器〉* Camera Map〈环境相机贴图编辑器〉Cache Tools〈捕捉工具〉Point Cache〈点捕捉编辑器〉Subdivision Surfaces〈表面细分〉MeshSmooth〈表面平滑编辑器〉HSDS Modifier〈分级细分编辑器〉Free Form Deformers〈自由变形工具〉FFD 2×2×2/FFD 3×3×3/FFD 4×4×4〈自由变形工具2×2×2/3×3×3/4×4×4〉FFD Box/FFD Cylinder〈盒体和圆柱体自由变形工具〉Parametric Deformers〈参数变形工具〉Bend〈弯曲〉Taper〈锥形化〉Twist〈扭曲〉Noise〈噪声〉Stretch〈缩放〉Squeeze〈压榨〉Push〈推挤〉Relax〈松弛〉Ripple〈波纹〉Wave〈波浪〉Skew〈倾斜〉Slice〈切片〉Spherify〈球形扭曲〉Affect Region〈面域影响〉Lattice〈栅格〉Mirror〈镜像〉Displace〈置换〉XForm〈参考变换〉Preserve〈保持〉Surface〈表面编辑〉Material〈材质变换〉Material By Element〈元素材质变换〉Disp Approx〈近似表面替换〉NURBS Editing〈NURBS面编辑〉NURBS Surface Select〈NURBS表面选择〉Surf Deform〈表面变形编辑器〉Disp Approx〈近似表面替换〉Radiosity Modifiers〈光能传递修改器〉Subdivide〈细分〉* Subdivide〈超级细分〉八、Character〈角色人物〉Create Character〈创建角色〉Destroy Character〈删除角色〉Lock/Unlock〈锁住与解锁〉Insert Character〈插入角色〉Save Character〈保存角色〉Bone Tools〈骨骼工具〉Set Skin Pose〈调整皮肤姿势〉Assume Skin Pose〈还原姿势〉Skin Pose Mode〈表面姿势模式〉九、Animation〈动画〉IK Solvers〈反向动力学〉HI Solver〈非历史性控制器〉HD Solver〈历史性控制器〉IK Limb Solver〈反向动力学肢体控制器〉SplineIK Solver〈样条反向动力控制器〉Constraints〈约束〉Attachment Constraint〈附件约束〉Surface Constraint〈表面约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Link Constraint〈连结约束〉LookAt Constraint〈视觉跟随约束〉Orientation Constraint〈方位约束〉Transform Constraint〈变换控制〉Link Constraint〈连接约束〉Position/Rotation/Scale〈PRS控制器〉Transform Script〈变换控制脚本〉Position Controllers〈位置控制器〉Audio〈音频控制器〉Bezier〈贝塞尔曲线控制器〉Expression〈表达式控制器〉Linear〈线性控制器〉Motion Capture〈动作捕捉〉Noise〈燥波控制器〉Quatermion(TCB)〈TCB控制器〉Reactor〈反应器〉Spring〈弹力控制器〉Script〈脚本控制器〉XYZ〈XYZ位置控制器〉Attachment Constraint〈附件约束〉Path Constraint〈路径约束〉Position Constraint〈位置约束〉Surface Constraint〈表面约束〉Rotation Controllers〈旋转控制器〉注:该命令工十一个子菜单。

urp volume 参数

urp volume 参数

urp volume 参数
在URP(Unity Rendering Pipeline)中,Volume 是一个强大的工具,用于应用全局效果,例如颜色校正、景深和雾效等。

Volume 组件有许多参数,以下是一些主要的参数:
1. Mode:此参数决定了 Volume 的影响范围。

Global:使 Volume 无边界并影响场景中的每一个摄像机。

Local:为Volume 指定边界,Volume 只影响在边界内部的射线机。

2. Weight:此参数决定了 Volume 在场景中的影响值。

3. Priority:当场景中有多个 Volume 时,此参数决定了 URP 使用哪一个Volume。

URP 优先使用 priority 更高的 Volume。

4. Profile:此参数用于存储 URP 处理 Volume 的数据。

5. Blend Distance:此参数仅在非 Global Volume 下出现,表示 URP 从Volume Collider 开始融合的最远距离。

0 表示 URP 立即应用 Volume 的Override。

此外,Volume 组件还允许您添加各种 URP 内置的后处理效果,如颜色校正、对比度、饱和度等。

要添加后处理效果,您需要点击 Profile 旁的 New 按钮,新建一个后处理配置文件,然后通过 Add Override 添加效果。

以上是 URP Volume 的主要参数,更多参数信息建议访问Unity官网查看相关教程或咨询资深Unity游戏开发工程师。

宽带混合电视(HbbTV)标准介绍(英文版)

宽带混合电视(HbbTV)标准介绍(英文版)

广播、宽带混合电视(HbbTV)标准介绍(英文版)Mr. Matthew Huntington,OpenTV公司全球副总经理。

This article provides an introduction and overview to the Hybrid Broadcast Broadband TV standard. Hybrid Broadcast Broadband TV or HbbTV is a major new initiative aimed at harmonizing the broadcast and broadband delivery of entertainment to the end consumer through connected TVs and set-top boxes. The HbbTV specification was developed by industry leaders to effectively manage the rapidly increasing amount of available content targeted at tod ay’s end consumer.Interactive TelevisionPeople’s view, perception, and even definition of interactive television have been changing over the last decade. What was once a source of weather and other information services delivered primarily as text with a few pictures via broadcast bandwidth, is now more about providing personalized video services over a broadband connection. Those video services may be used to catch-up on a missed program, watch a premium movie, or indeed watch a weather report.What makes a service “interactive television” and more than just the Internet on TV is not only that it is accessed through the television, but also that its usage is driven by television channels and programs. Despite the growing range of options available today, the vast majority of video watched around the world, even in broadband connected homes, is still linear broadcast television. There are many reasons for this, but broadcast linear TV is still the most efficient way to deliver video to the home and still attracts large audiences.The value of interactive television is to take viewers backwards and forwards between a mass audience experience and a personalized experience without having them leave the comfort of their living room.In the UK, the BBC recently announced that 11 million people pressed the red button to access their interactive services across digital terrestrial, satellite and cable television each week during 2009, demonstrating a strong demand for interactive television.The Need for StandardsStandards are important to drive the successful rollout of new services. They are required by service providers to know that their services will run on a wide range of devices and byconsumer electronics manufacturers to ensure that a wide range of services will run on their devices. The consumer electronics industry today does not just need standards, it needs global standards, so that a device can have a global market, or at least a pan-continental market, to reach a required economy of scale.There have been many previous attempts to create standards for interactive television. These have largely failed as either existing technology has not been good enough to support the standard, the business model wasn’t strong enough for the services the standar d was created for or indeed both.In the past, interactive television standards have had to rely on slow dial-up connections or expensive broadcast bandwidth to deliver applications and content. Services have also been restricted to the resolution of interlaced standard definition television screens and palette based graphics. Today a new standard can be based on high definition television, rich, true color graphics and the wide scale availability of a broadband connection.Introducing HbbTVHybrid broadcast broadband television (HbbTV) is a new interactive television standard that has been created by a consortium of industry leading companies. What is unique about this consortium is it is made up of both television broadcasters and consumer electronics companies, with a common aim to create a standard that supports the services that the broadcasters wish to offer and matches the capabilities of the televisions that consumer electronics companies are shipping.HbbTV does not reinvent the wheel, it is based on elements of existing standards and web technologies including OIPF (Open IPTV Forum), CEA, DVB and W3C. The aims of the standard are to provide the features and functionality required by broadcasters for interactive television services, to limit the investment required by consumer electronics manufacturers to build compliant devices and to ensure interoperability of services from device to device.The core of the standard is HTML and JavaScript enhanced to support control of both broadcast TV and broadband on-demand TV. HTML based application can be delivered with broadcast video to provide rapid access and unlimited scalability of services.The adoption of HTML enables existing Internet services and technologies to be reused for TV services, it also minimizes the investment required by CE manufacturers as they can reuse browser technology they are already including in their network connected TVs. It is predicted that one in five flat panel televisions in 2010 shipped in Europe will support network connectivity and an Internet browser. This number was already been achieved in Germany in the last months of 2009.HbbTV is a standard for interactive television, services than enhance the standard linear TV experience into a personalized one. It is not attempting to be a standard for a full range of service provider services (such as OIPF and Tru2Way). HbbTV products and services will provide the consumer with a seamless entertainment experience with the combined richness of broadcast and broadband. This entertainment experience will be delivered with the simplicity of one remote control, on one screen and with the ease of use of television that we are used to.Through the adoption of HbbTV, consumers will be able to access new services from entertainment providers such as broadcasters, online providers and CE manufacturers – including catch-up TV, video on demand (VoD), interactive advertising, personalization, voting, games and social networking as well as program-related services such as digital text and EPGs.While watching a broadcast channel, viewers will be able to access the range of HbbTV services offered by the broadcaster by pressing a button on their remote control. The same service may also be available through a portal provided by the CE manufacturer. These services may be particular to the broadcaster, the channel or even the programming the viewer is watching. Content within the services may be synchronized to events within the program. Services may be displayed as an overlay over the television channel, contain the television channel in a scaled window or cover the whole screen. The services can access other video sources including other broadcast channels and broadband video.Broadcasters can promote the existence of HbbTV service through a “call to action” pop-up that appears on the television screen, telling the viewers about the existence of the services and how to access them.HbbTV SolutionsThe diagram below shows a typical HbbTV solution. Applications together with standard linear TV (A/V content) is broadcast by broadcasters to network connected Televisions (hybrid terminals). The televisions can access additional applications, data and non-linear video content from the Internet via an IP connection (back channel).HbbTV in ActionHbbTV exists today and services have already been launched. Throughout 2009 at key trade shows, a range of HbbTV services and products were demonstrated. In Germany, services are already live provided by the public service broadcasters ART and ZDF. Services will be launched in France in 2010 with other countries expected to follow in 2011, by which time most network connected televisions shipped in Europe will support HbbTV.Relationship with Other StandardsThe following diagram shows the relationship between HbbTV and other existing standards including OPIF, CEA-2014 (CE-HTML), W3C (HTML etc.) and DVB Blue Book A137 (ETSI TS 102 809). These are the main standards on which HbbTV is built.Important components provided by CEA-2014 (CE-HTML) for HbbTV are:Definition of the application language (XHTML, CSS and JavaScript including AJAX)Definition of embedding non-linear A/V Content in an applicationDefinition of DOM event-handling (e.g. key events)Specification of still image formatsCEA-2014 is profiled through the OIPF Declarative Application Environment (DAE) specification. Other important components provided by the OIPF DAE specification are:JavaScript APIs for applications running in a TV environment (e.g. channel change)CEA-2014 HbbTVW3C specsAudio and DeclarativeApplication ETSI TS 102 809Definition of embedding linear A/V content in an applicationDVB Blue Book A137 (TS 102 809) provides the following components:Application signalingApplication transport via broadcast or HTTPThe OIPF Media Formats specification defines the audio and video formats supported.In some rare cases, none of these referenced standards provide an appropriate solution to the requirements of HbbTV. In these cases, the requirements are directly defined in the HbbTV specification (e.g. the application lifecycle definition).The first version of the standard was submitted to ETSI, the European standards organization, in December 2009, and is expected to be formally published in 2010.As both the Internet and consumer electronics evolve so will the HbbTV standard. New versions of the standard will be published to adopt appropriate advances in technology as they emerge.Technical DetailsTwo types of applications are supported by HbbTV, broadcast-related applications (signalled as part of a broadcast channel) and broadcast-independent applications. Applications may transition between these two types.The HbbTV specification defines a model which supports one HbbTV application being visible at one time. The HbbTV application may be overlayed by other non-HbbTV applications such as the embedded television channel surfer or EPG. A television may support background preloading and rendering of HbbTV applications other than the visible one.Applications are signaled using a DVB application information table (AIT) in a similar way to MHP applications. Applications can be delivered in broadcast via broadband or a mixture of both. Broadcast delivery uses a DSM-CC Object carousel. Objects within in the carousel can be assed using a URL and can also be accessed using XMLHttpRequest.Synchronization between broadcast content and applications can be achieved using DSM-CC “do-it-now” stream events, which will be raised to the application as JavaScript events.Application AIT signaling can be via MPEG2 transport stream tables or as XML based files delivered over HTTP.The supported standard image formats include JPEG, GIF and PNG. For broadband video, both MPEG2 transport streams and mp4 file formats are supported with MPEG2 and H.264 encoded content. Broadband video can be streamed or downloaded using HTTP.The HbbTV standard also includes a minimum device capabilities specification to ensure that HbbTV compliant devices have the resources and capabilities to support HbbTV applications in an interoperable fashion.。

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Interactive Direct Volume Rendering of Dural Arteriovenous Fistulae in MR–CISS DataC.Rezk–Salama1,P.Hastreiter1,K.Eberhardt2,B.Tomandl2,T.Ertl11Computer Graphics Group,University of Erlangen–Nuremberg, Department of Computer Science,Am Weichselgarten9,91058Erlangen,Germany {rezk|hastreiter|ertl}@informatik.uni-erlangen.de2Division of Neuroradiology,University of Erlangen–Nuremberg, Department of Neurosurgery,Schwabachanlage6,91054Erlangen,GermanyAbstract.Dural arteriovenousfistulae are the cause of various somaticdiseases.For their analysis DSA is used in medical practice.However,the injection of contrast dye into the vertebral segmental arteries is atime–consuming and highly difficult procedure.Aiming at a reductionof the number of injections required for the detection and exact local-ization of the pathology,we introduce a new approach which providesmeaningful visualization of MR–CISS volumes.Due to the limited spa-tial resolution of the image data an explicit segmentation of the smallvascular structures is extremely difficult.Therefore,we propose a fastsequence offiltering operations and volume growing in order to separatethe areas of background,spinal cord and cerebrospinalfluid.Consecu-tively,we suggest implicit segmentation within these subvolumes.Thisis achieved by interactively adjusting transfer functions of pre–definedcolor lookup tables with a few manipulation operations.Thereby,thetiny target vessels contained within the area of cerebrospinalfluid areclearly delineated.Overall,the presented non–invasive approach ensuresan optimal spatial understanding of vessel structures in relation to thesurrounding anatomy and contributes significantly to reduce the numberof injections during DSA examinations.Keywords:Direct Volume Rendering,MR–CISS,Analysis of Dural Ar-teriovenous Fistulae,Surgery Planning1IntroductionDural arteriovenousfistulae(dAVF)are pathologic connections between arteri-ous and venous blood vessels within the vertebral column[1].Such malformations cause a variety of somatic diseases,ranging from back pain to paraplegia and physical disabilities.Possible treatments are coagulation of the pathologic struc-ture or excision of the whole abnormal area during a neurosurgical intervention.The comprehensive analysis of dAVFs requries detailed knowledge of the re-lated vascular structures in order to localize the malformation.Digital substrac-tion angiography(DSA)is still the method of choice to obtain a clear delineation of the vessels within the spinal column.However,a contrast medium has to beinjected to differentiate the vessels from the surrounding tissue.This leads to projection images which contain no depth information.In order to determine the exact location of thefistula,multiple injections into the vertebral segmental arteries on both sides are necessary which is a time–consuming process.In order to accelerate the analysis and to reduce the risk of injuries to the spinal cord,it is desirable to minimize the number of injections.With magnetic resonance(MR)it is possible to scan the vessels within the spinal column non–invasively,if a CISS(Constructive Interference in the Steady State)sequence[2]is applied.Revealing high contrast between the vascular structures and the cerebrospinalfluid(CSF)the slice images allow to substi-tute myelography since all the necessary information is available[3].However, their two–dimensional(2D)representation is insufficient to track the course of the tiny vessels.This is mandatory to determine the location of afistula allowing to perform DSA examinations more precisely and thereby to reduce the number of injections considerably.Therefore,an appropriate three–dimensional(3D)vi-sualization of the MR–CISS data is required.This contributes considerably to understand the spatial relation of the involved structures producing meaningful images of spinal vascular structures with a diameter which is often below1mm.After a short overview in section2explaining the representation of the target structures within MR–CISS images,the applied visualization technique based on 3D–texture mapping is discussed in section3.Time–consuming explicit segmen-tation of the target vessels is avoided by using implicit delineation.This is con-veniently obtained with transfer functions which are manipulated interactively to adjust pre–defined lookup tables for color an opacity values.As an advantage only a coarse separation of CSF and the spinal cord is required which is easily achieved with a sequence of fast and simple pre–processing steps,presented in section4.Consecutively,section5describes the pre–defined color lookup tables and the interactive process to adjust the transfer functions to a specific data set. Finally,section6presents several clinical examples demonstrating the value of the suggested approach.2MR–CISS DataTheflexibility of magnet resonance imaging(MRI)allows to differentiate a great variety of tissues non–invasively by using different sets of scanning parameters. The MR–CISS sequence provides image data with high signal of CSF and fat tissue,whereas vascular structures have low intensity.As can be seen in Figure1 the area between the spinal cord and the dura isfilled with CSF which contains the target vessels.Furtheron,the dura is surrounded by bone structures of low intensity and partly by edidural fat of high signal values.Since the spinal cord as well as the vascular and the bony structures are in the same range of data values it is impossible to apply a simple maximum intensity projection(MIP). Contrary to that the explicit segmentation of the tiny vessels is a difficult and error–prone task since the resolution of the vessels is very limited and partial volume effects occur.However,using direct volume rendering semi–transparentviews allow to delineate the vessels if an individual color lookup table is only locally applied to the area of CSF.An important prerequisite is the ability to manipulate the transfer functions interactively.This ensures accurate implicit segmentation within a very shorttime.spinal corddura fat tissueCSFvesselFig.1.MR–CISS with dAVF in the area of the thoracic spine:(left)Original saggital slice image —(middle)zoomed saggital view showing target vessels within CSF and (right)zoomed coronal view.3VisualizationIn comparison to other approaches based on polygonal representations [4,5],direct volume rendering has proved to be superior for the comprehensive and meaningful visualization of tomographic data [6,7].Additionally,the combina-tion of interactive manipulation and resulting images of high quality are in-dispensible for clinical application [8,9].As presented previously [10]this is guaranteed with 3D texture mapping which provides hardware–accelerated tri-linear interpolation.According to the sampling theorem a 3D view of the volume is generated by drawing am adequate number of equidistant,semi–transparent polygons parallel to the image plane with respect to the current viewing direc-tion (“volume slicing”).During rasterization the respective polygons are tex-tured with their corresponding image information directly obtained from the 3D–texture by trilinear interpolation.The final image is produced by successive blending of the textured polygons back–to–front onto the image plane.Due to hardware–accelerated interpolation and blending operations,the time consumed for rendering is negligible compared to software solutions.During the rasterization process,transfer functions are applied to the 3D–texture,that specify color and opacity for each voxel value of the original data.The hardware integration allows to modify the lookup tables interactively pro-viding direct visual feedback.Thereby,semi–transparent views lead to a fast and convenient implicit segmentation of the image data.This is most useful inpathologic cases with tiny and complex target structures.Moreover,it is the best way to deal with partial volume effects or noise inherent in the data which are usually very difficult to cope with using exlicit segmentation.For the interactive assignment of transfer functions,there are specific texture color tables of considerable depth on high–end graphics computers.They allow to apply the concept of“tagged volumes”which was previously presented in[11]. Using a voxel-based segmentation of the data,a unique tag number is assigned to every voxel in order to divide the data into disjoint subsets.According to the number of tags,the global lookup table is split into partitions.Thereby, individual transfer functions for color and opacity values are available for every subvolume allowing to manipulate the3D–representation locally.In contrast to the described strategy based on3D–texture mapping,ap-proaches are currently gaining attention which avoid the computationally expen-sive trilinear interpolation by using2D–textures and a shear–warp factorization of the viewing matrix[12].However,they are less applicable for a detailed visual-ization during the analysis of tiny structures.Due to afixed number of sampling points along the rays of sight and the spacially insufficient bilinear interpolation the resulting images might contain visual artifacts or appear blurred.This makes the clear delination of small structures extremely difficult,especially if they are zoomed closely for a detailed inspection.4SegmentationAccording to section2the slice images of MR–CISS data show high contrast between CSF and the spinal vessels.This is caused by the low intensity values of the vascular information and the high signal of CSF.However,both the sur-rounding tissue and the spinal cord are represented in the same range of intensity values as the target vessels.This prohibits an implicit delineation of the vascu-lar structures if a lookup table is used which affects the volume data globally. Therefore,it is our strategy to isolate the region of CSF including the vascular structures and to apply transfer functions only locally.This approach is much faster and more convenient than an explicit segmentation of the vessels which might easily miss important features.Subsequently,the sequence of pre–processing steps is explained which is used to separate the CSF including the spinal vessels,the spinal cord and the remain-ing part of the image data defined as background:1.In most cases noise reduction is necessary as afirst step to optimize the datafor further pre–processing.Regions of higher homogeneity are obtained by anisotropic diffusion[13]while the exact object boundaries are preserved.2.In order to segment the region of the CSF,containing the vascular struc-tures,a morphologic3D greyvalue closing operation with a sphericalfilter kernel is applied to the voxel data.This operation removes the dark vascular structures within the region of CSF of high intensity,such that the whole region can be easily extracted by a simple threshold operation.For optimalresults the size of the sphericalfilter kernel must be greater than the largest vessel diameter,but smaller than the diameter of the spinal cord.3.Successively,the closed region of CSF is extracted by volume ingbounding boxes to prevent volume offshoots,the segmentation is computed stepwise starting at the top of the vertebral column.4.Although thisfirst segmentation already contains all the interesting struc-tures,for an enhanced spatial understanding of the resulting images it is useful to additionally obtain a segmentation of the spinal cord.Again,this is easily achieved with volume growing of the closed image data,using the previous segmentation as a boundary.5.Based on the segmentation results,the original image data is attributedusing unique tag numbers for the CSF,the spinal cord and the surrounding dark tissue(see Figure2).Due to the immediate visual control and the low computational expense of the processing steps,the presented user–guided sequence leads to fast and robust segmentation results.Tag 0Tag 1Tag 2Fig.2.Explicit segmentation of the significant regions represented by a tagged volume: Background(Tag0),spinal cord(Tag1),CSF including target vessels(Tag2).5Transfer FunctionsUsing the coarse segmentation of the data described in the previous section, a detailed implicit delineation is obtained directly during volume rendering by interactively adjusting transfer functions.For every tagged subvolume,four sep-arate curves are used describing the correlation between the original data values and the displayed color components and opacity(RGBA).Figure3shows the transfer functions which lead to the vizualization pre-sented in Figure5.As additional source of information the intensity histogram of the volume data is displayed within the diagramm.For the background region(tag 0),the opacity is set to a constant low value and a linear ramp is speci-fied for the color components.This results in a semi–transparent representation which supports the anatomical orientation.To reveal the small vessels within the CSF (tag 2),the setting of the opacity function causes an implicit segmentation.Starting with high opacity for the low data values of the vascular structures,a slope must be adjusted to render the CSF of high intensity transparently.The red component is adjusted with a decay towards higher data values to enhance the impression of depth.The green and blue color components are completely switched offfor this tag.Finally,the transfer functions of the spinal cord (tag 1)are set to full opacity and green color to additionally enhance the contrast.To speed up the process of adjusting the transfer functions,pre–defined tem-plates are used.These lookup tables look similar to those presented in Figure3.During the analysis of the image data the respective functions are either ma-nipulated individually or as a combined set after grouping them arbitrarily.In order to find the optimal representation of every subregion only a few and simple operations are necessary.These comprise vertical and horizontal translations or simple movements of a handle in order to change the angle of a linear mapping.0d i s p l a y e d v a l u e 0d i s p l a ye d v a l u e redgreenblueopacity red green blue opacityTag 2:CSF Tag 0:Background Fig.3.Intensity histogram and transfer functions for the visualization shown in Figure 5(e,f):(left)Setting for the semi–transparent background region —(right)Setting applied to delineate the vascular structures contained in the subvolume of the CSF.6Results and DiscussionThe presented approach was so far applied to the data of 12patients with dif-ferent locations of dAVFs.All MR–CISS volumes were acquired with a Siemens MR Vision 1.5Tesla scanner which provides the necessary resolution to resolve the tiny vessel structures appropriately.In all cases volumes were used consisting of images with a 5122matrix and 40–70slices.The size of the voxels was set to 0.5×0.5×0.7mm 3.In order to guarantee high frame rates the consecutive 3D–visualization was exclusively perform on a SGI Onyx2(R10000,195MHz)with BaseReality graphics hardware providing 64MB of texture memory.To our experience Direct volume rendering is the only visualization technique to produce meaningful 3D–representations of dAVFs contained in MR–CISS data.The following four cases demonstrate the clinical value of our strategy:–Figure4comprises a DSA image of a dAVF and the3D–visualization of MR–CISS data.This example shows the excellent correspondence between DSA and the3D representation.The fully opaque spinal cord in green color enhances the spatial understanding.Additionally,clip planes are used to display the surrounding bone structures for the anatomical orientation.–A highly complex vessel structure close to the medulla oblongata is presented in Figure5.While the spatial orientation is extremely difficult using DSA projections,this example clearly demonstrates the benefit of a3D represen-tation for the localization of the nidus of thefistula.–The example in Figure6shows a dAVF in the area of the lumbar spine.Although the vascular structure is surrounded by the roots of spinal nerves, the malformation is clearly delineated.In this case,the nidus of thefistula is located outside the area of CSF and thus cannot be visualized.–Figure7displays a detailed3D representation of a complex venous vessel in the area of the thoracic spine.Due to epidural fat tissue,the closing operation lead to segmentation artifacts(partly visible in(b)),which are successfully removed by interactive adjustment of independent clip planes. As demonstrated in these examples,the suggested approach based on non–invasively acquired image data assists tremendously tofind thefistula and to define the related vertebrae.Finally,DSA is still applied since it represents a gold standard for the examination of dAVFs.However,knowing the exact location of the malformation the time–consuming process of multiple DSA projections is optimized by reducing the required number of injections to a minimum.The size of the target structures and the spatial distribution of data val-ues within MR–CISS data require a complex and time–consuming process to segment the vessels explixcitly.Thus,for clinical application it is more appro-priate to separate the whole area of CSF in a robust way.Overall the coarse pre–segmentation involving noise reduction,morphologic operations and volume growing takes approximately10–15minutes.For the meaningful and fast delin-eation of the vessel structures contained in the segmented subregion of the CSF the interactive adjustment of transfer functions is crucial,ensuring direct visual ing pre–defined color lookup tables,the adaptation of transfer func-tions to the individual data takes another5minutes.For interactive visualization 3D–texture mapping guarantees high frame rates and excellent image quality by using trilinear interpolation.7ConclusionAn approach was suggested for the interactive3D–visualization of dural arteri-ovenousfiing MR–CISS data only the CSF and the spinal cord have to be segmented explicitly.The meaningful delineation of the target vessels is then performed implicitly by adjusting pre–defined color lookup tables for each separated area.Direct volume rendering based on3D–texture mapping ensures the required interactivity and the necessary image quality to analyze the tiny vessels.The presented results demonstrate the value of our approach in practicewhich proved to effectively reduce the number of injections required for DSA ex-amination.Therefore,our method assists pre–operative planning as a valuable approach for patients with dural arteriovenousfistulae.References1.M.Hamilton,J.Anson,and R.Spetzler.The Practice of Neurosurgery,chapterSpinal Vascular Malformations,pages2272–2292.Williams&Wilkins,1996.2.M.Deimling and ub.Book of Abstracts,chapter Constructive Interferencein Steady State for Motion Sensitivity Reduction,page842.Society of Magnetic Resonance in Medicine,1989.3.K.Eberhardt,I.Sch¨a fer,M.Deimling,H.-P.Hollenbach,and F.Fellner.Diagnosisof Spinal Dural Arteriovenous Malformations Using a3D–CISS Sequence.In Proc.of Soc.of Magn.Res.in Med.,volume2,1997.4.S.Nakajima,H.Atsumi,A.Bhalerao,F.Jolesz,R.Kikinis,T.Yoshimine,T.Mo-riarty,and puter-assisted Surgical Planning for Cerebrovascular Neu-rosurgery.Neurosurgery,41:403–409,1997.5.M.Melgar,L.Zamorano,Z.Jiang,M.Guthikonda,V.Gordon,and F.Diaz.Three–Dimensional Magnetic Resonance Angiography in the Planning of Aneurysm p.Aided Surgery,2:11–23,1997.6. 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