TOOLS FOR 3D-TV PROGRAMME PRODUCTION

合集下载

3dmax电视栏目包装(3DMAXTVcolumnpackaging)

3dmax电视栏目包装(3DMAXTVcolumnpackaging)

3dmax电视栏目包装(3DMAX TV column packaging)Official website: QQ:381874624Mars art and design training base, is engaged in computer art education professional training institutions, for many years has achieved outstanding results. At present, the domestic professional is more prominent, complete set of professional and good teaching conditions; and Microsoft, Adobe, Macromedia, Autodesk, Discreet and other international well-known manufacturers and the State Ministry of information industry and other education to establish a comprehensive strategic partnership; our main focus on training students' quality education in four aspects: professional art creation, project case making, design unique thinking and comprehensive quality; Mars has now become the art design training institutions in art design, job recommendation, independent research and development and the social practice in one.Mars advisory hotline: 010-******** 138********School QQ: Jiao teacher QQ:176196728 Han teacher QQ:381874624Schoolmailbox:LiuteacherE-mail:*****************.cnHan teacherE-mail:**********************School website: School zip code: 100020School address: Beijing street Chaoyang District Jianguomenwai Friendship Store Dongmen Huaxing Dong of business building room212Bus routes: foreign students at the Beijing Railway Station, Beijing West Railway Station, take bus 9 to get off the road to the altar!Beijing students take the 1 road 802 road 728 road 673 road 666 road 640 road 639 road 126 road 120 road 43 Road 9 Road 4 road 403 road 938 4 205 night Ritan Road to get off!If you take the subway, Jianguomen or Yongan, you can get off or forward to the east gate of friendship store!School address: Beijing City, Chaoyang District Chang'an Avenue Friendship Store Dongmen north 50 meters Huaqing property business building room 212 (in Ritan Road off friendship mall East Gate)Professional courses: Beijing graphic design training. Beijing web design training (div+css), Beijing interior design training, Beijing outdoor design training. Beijing Maya animation design training. Beijing film design training. Beijing industrial design training, Beijing rhinos training, Beijing VR training, Beijing CG training, Beijing 3DMAX training, CAD training in Beijing, Beijing senior business office training.Tel: Lingyiling - 65918670URL: Start time: 1 days, 5 days, 15 days, 25 days, 30 days classes, 8:00-11:30 a.m., 12:00-16:30 p.m., or 16:30-21:00 p.m. (Monday to Sunday optional period)The Martians are taught in small classes, taught by visiting teachers of Tsinghua Academy of fine arts, "one to one", "one to two" teaching methods, and teaching packages! For every question you have, the teacher will answer it carefully until you master it.There are other shifts: follow, follow, learnAdvantage: learning from teaching zero theory with practice + + + + + to learn at the new design concept and rich practical skills and put an end to the other training schools and major art colleges, teaching content and the actual work requirements of the actual work situation serious separation + opportunity into our designers around + we put candidates work as a project to complete the exam + with many years of teaching experience design and training industry designers as guidance and occupation of employment guidance in order to ensure the designer + learning environment and quality of each recruit students quotaAiming at studentsThis training course is suitable for designers who want to participate in TV column packaging, and are eager to be engaged in TV program packaging.Related software; 3dMax, AE, Premiere Pro, Dfusio, Illustrator,PhotoshopContent introductionPart 1, 3ds Max1.3dMax basic technology learning 3D MAX operation knowledge, skills and application in the field of film and television design, software learning skills and work direction, 3DS MAX software basic skills,The software interface is introduced, common tools, basic operation method, unit setting, 3D geometry parameters, space capture, alignment function, array copy, coordinate system, selection and combination, and the tools used practical skills.2. polygon modeling, Poly polygon modeling technology creation, advertising in industrial products and the creation of special characters and modeling (such as mobile phones, cars, columns, packaging scene).3. lighting arrangement skills, learning lighting theory knowledge, a variety of lighting layout techniques and lighting effects.4. material and animation material comprehensive learning knowledge, application, material based composite material, raytrace material application, transparent material and its setting, application of 3D material and light material, learning advanced content, understand the material mixing and insert application, use the material editor and map basedlearning, how to adjust the texture coordinates, the application of UV.5.. The study and application of atmospheric environment, dynamics and basic particle system, environment and atmosphere system, rigid body collision and distribution solution in dynamics. Study of particle system making the petals, snow, object explosion effect.6, particle flow and finalRender renderer PF particle flow system, through particle flow chart and different combinations of events, learn and grasp the advanced application of particles.7, three-dimensional and synthesis of basic application before the comprehensive knowledge of the content to achieve a simple production process, the initial establishment of workflow. Understanding the significance of 3D and synthesis in the manufacturing process.Two, Photoshop advanced operating software installation, use, mask, channel, coating, from the shallower to the detailed introduction of Photoshop in column packaging use.Three, Illustrator in the column packaging application software simple operation, brief introduction with Photoshop and 3DMAX with the use of.The comprehensive use of four and two software1, making use of Photoshop, subtitles, static angle plate.2. Using Illustrator to make channel ID.Five 、 AE software1.AE basic theory2. recognize the concepts of window and panel layer3.AE animation learningColor adjustment of 4.AEMethod of creating text in 5 and AESix 、 Premiere Pro software1.Premiere Pro subtitles2.Premiere Pro special effects3.Premiere Pro clipSeven 、 Dfusion softwareBasic knowledge of 1.Dfusion2.Dfusion text and painting3.DataReader object4.Dfusion advanced special effects5.DateTable object6.Dfusion animation and tools7.Dfusion particle system8.DataGrid and data modification9.DataSet object and read and write of XML10. editing theory audio visual language11, comprehensive case productionEight, graduation work in accordance with the use of software has been made into a piece, students imitate customers, exchange comments. Identify problems and solve them in time.Nine, interview skillsThe senior lecturer and senior designer lead the trainees to complete their graduation works, and make the website with comprehensive function and beautiful interface, so that they can be used when they are applying for the jobTen, graduates employment skills and knowledge training after employmentFrom resume writing to interview tips, this paper explains theskills and methods of applying the design company to the students of this major and those who want to enter this field.Eleven. Column packing case1, film and television packaging concept Curriculum2. Production of news and sports titles3, the production of financial and legal titles4, special effects synthesis case analysis5, actual combat training。

3D立体游戏驱动程序 安装教程

3D立体游戏驱动程序 安装教程

万能立体游戏驱动安装教程万能立体游戏驱动,这是一套专门为立体屏幕所设计的驱动软件,能够广泛支持nVidia及ATI全系列显卡,能兼容的游戏非常丰富,只要3D建模的东西或者说只要兼容DX就可以开启。

一副红蓝立体眼镜,,一张强劲的显卡(因为要多计算一个角度的3D效果,所以FPS会打折扣,比如原先有135FPS,会降低到80FPS ),正确安装显卡驱动后(最好更新为更新的驱动),利用万能立体驱动程序,就可以让你立刻体验立体游戏那身临其境般的震撼效果!注1:任何根据微软DirectX 8, DirectX 9之标准所开发的3D游戏,皆可通过立体驱动呈現立体效果。

仅非常少数游戏有兼容性问题,建议参考《支持3D的游戏列表》,或自行进行测试。

注2:驱动程序所支持的显卡为:nVidia Geforce 6,7,8,9系列之单核心显示卡,以及ATI 1/2/3/4全系列與使用Crossfire X技術之显示卡。

影响游戏立体效果的因素:1、显卡的好坏。

一款高端显卡的立体效果要比低端显卡的立体效果要好很多;2、显示器的大小。

屏幕越大,立体效果越好;3、周围的环境光。

强光会减弱游戏的立体效果,在暗的环境里观看,立体效果更好。

关于掉帧问题:将游戏的分辨率调低,如果电脑配置高就不用了。

有掉帧时,将分辨率调到800X600或者高点,根据电脑配置了,然后就不掉帧了。

关于重影问题:首先按照《游戏设定技巧》里的说明,调节角色不会出现重谍影。

有的显示器或电视有偏色现象,互补立体影象呈现效果是和颜色有密切关系,如果颜色太深或太浅,都会直接影响立体效果。

经测试最好的解决方法是将显示器或电视调成暖色温。

或者在三原色里,对显示器的红/绿/蓝(RGB)进行微调,戴眼镜调至没有重影为止。

我们进入实战模式一、立体驱动安装部分当您进入立体世界之前,请您先安装所提供的驱动程式:一开始,系统回与您确认安裝的目录:在安装过程中会出现下图的讯息,不用管它,按确定继续安装即可:然后直接点FINISH,完成安装。

tool的用法总结大全

tool的用法总结大全

tool的用法总结大全tool的用法你知道吗?今天我给大家带来tool的用法,希望能够帮助到大家,下面我就和大家分享,来欣赏一下吧。

tool的用法总结大全tool的意思n. 器具,工具,(有助于做工或完成某事的)用具,受人利用的人,压印机vt. 用工具给…加工,压印,驾车到处跑vi. 使用工具,开车,乘车变形:过去式: tooled; 现在分词:tooling; 过去分词:tooled;tool用法tool可以用作名词tool的基本意思是工具,指能使操作更为方便的工具,尤指用手工操作的工具(如刨、锯等),是可数名词。

tool常用于借喻中,如果指人往往用于贬义,含有轻蔑的意思,是“爪牙,傀儡”的意思; 指事时,可指通过某种“方法,方式”来达到所做事情的目的。

tool用作名词的用法例句Dont injure yourself with that tool.不要让那工具伤害到你。

The metal tool clanged when it hit the ground.金属工具碰到地面时发出叮当声。

A vacuum cleaner is a handy household tool.吸尘器是一种使用方便的家庭用具。

tool用法例句1、An intelligent computer will be an indispensable diagnostic tool for doctors.智能计算机将成为医生不可或缺的诊断工具。

2、The moulds for the foundry are made in the tool-room area.铸造车间的模具是在工具间生产的。

3、Writing is a good tool for discharging overwhelming feelings.写作是宣泄强烈感情的好方法。

词汇精选:tool的用法和辨析一、详细释义:n.器具,工具 [C]例句:The computer is now an indispensable tool in many businesses.目前计算机是很多公司不可或缺的用具。

工程硕士研究生英语基础教程详解答案(英译汉部分unit1-15)

工程硕士研究生英语基础教程详解答案(英译汉部分unit1-15)

工程硕士研究生英语基础教程(英译汉Unit1-15)Unit 1-it’s what you learn.两位美国名人解释为什么不A.1.Two noted Americans explain why it’s not what you earn是你所挣的而是你所学的更重要。

是你所挣的而是你所学的更重要。

else, but I have always believed I couldn’t be outworked.2.I have never thought I was better than anyone 我从不认为我那时比其他任何人强,但我一直相信我当时干的活儿别人都赶不上。

3.Watching my money grow was more rewarding than anything I could have bought.看着存款数增加比我当时原本可以买到的任何东西都更让我满足。

4. I took a genuine interest in their questions and was able to translate what they wanted into makeup ideas.我发自内心地关心她们的问题,并能理解她们的愿望,给她们出些该如何化妆的点子。

5. I ended up selling a record amount of cosmetics. 结果我创下了化妆品销售量的最好成绩。

Unit2A.1. With the click of a mouse, information from the other end of the globe will be transported to your computer screen at the extremely fast speed of seven-and-a-half times around the earth per second. 要用鼠标点一下,在地球另一端的信息马上就会以每秒钟绕地球七周半的惊人速度传输到你的电脑屏幕上。

英语作文介绍软件的使用

英语作文介绍软件的使用

英语作文介绍软件的使用Title: Exploring the Utility of Software Applications。

In today's digital age, software applications have become an integral part of our daily lives, revolutionizing the way we work, communicate, and entertain ourselves. In this essay, we will delve into the diverse functionalities of various software applications and their significance in different aspects of our lives.To commence, let's consider productivity software, which plays a crucial role in enhancing efficiency and organization in both personal and professional settings. Applications like Microsoft Office suite, Google Workspace, and project management tools such as Trello or Asana empower users to create documents, spreadsheets, presentations, and manage tasks collaboratively. For instance, Microsoft Excel facilitates complex data analysis and financial modeling, while Google Docs enables seamless real-time collaboration on documents among multiple users.Moving on to communication software, platforms like Zoom, Skype, and Slack have transformed the way we connect and collaborate remotely. These tools facilitate video conferencing, instant messaging, file sharing, and project coordination across geographical boundaries. Particularlyin the wake of the COVID-19 pandemic, the significance of such software in enabling remote work and virtual interactions has been underscored.Entertainment software, including streaming services like Netflix, Spotify, and gaming platforms such as Steam or PlayStation Network, offer a plethora of content and recreational options to users worldwide. These applications provide on-demand access to movies, TV shows, music, and video games, catering to diverse preferences and interests. Additionally, social media platforms like Facebook, Instagram, and Twitter serve as avenues for socializing, sharing experiences, and staying updated with current events.Moreover, educational software has emerged as avaluable resource for learners of all ages, offering interactive lessons, tutorials, and assessments across various subjects and disciplines. Platforms like Khan Academy, Coursera, and Duolingo provide access to high-quality educational content, enabling self-paced learning and skill development. Furthermore, language learning applications such as Rosetta Stone and Babbel utilize innovative methodologies to facilitate language acquisition and fluency.In the realm of creativity and design, software applications like Adobe Creative Cloud suite, Autodesk products, and Canva empower users to unleash their artistic potential and bring their ideas to life. These tools offer a wide range of features for graphic design, photo editing, 3D modeling, and video production, catering to professionals and amateurs alike.In conclusion, software applications haverevolutionized the way we work, communicate, learn, and entertain ourselves. From enhancing productivity and collaboration to facilitating remote interactions andfostering creativity, the utility of these applications in various facets of our lives is undeniable. As technology continues to evolve, the possibilities offered by software applications are bound to expand, enriching our experiences and shaping the future of human endeavor.。

电视机喇叭生产工艺流程

电视机喇叭生产工艺流程

电视机喇叭生产工艺流程英文回答:The manufacturing process of TV speakers involves several steps to ensure the production of high-quality and reliable speakers. Let me walk you through the process.1. Design and Engineering: The first step is to design and engineer the TV speakers. This involves creating a blueprint or a 3D model of the speaker, determining the specifications, and selecting the appropriate materials.For example, I work as an engineer in a speaker manufacturing company. We use computer-aided design (CAD) software to create detailed designs of the speakers. We also conduct extensive research to determine the best materials and components to use for optimal sound quality.2. Material Selection: Once the design is finalized, the next step is to select the materials for the speakercomponents. This includes choosing the right type of cone material, voice coil, magnet, and surround material.For instance, we often use lightweight and rigid materials such as polypropylene or aluminum for the cone, as they can produce clearer and more accurate sound. The voice coil is typically made of copper wire for its excellent electrical conductivity.3. Component Manufacturing: After selecting the materials, the individual components of the speaker are manufactured. This includes molding the cones, winding the voice coils, assembling the magnets, and creating the surrounds.To give you an example, the cone is usually made by injection molding. The polypropylene material is melted and injected into a mold to form the desired shape. The voice coil is wound around a bobbin using automated winding machines.4. Assembly: Once all the components are ready, theyare assembled together to create the complete speaker unit. This involves attaching the cone to the voice coil, mounting the magnet, and connecting the leads.In my experience, the assembly process is often done by skilled technicians who carefully handle the delicate components. They use specialized tools and machines to ensure proper alignment and secure attachment.5. Testing and Quality Control: The final step is to test the assembled speakers to ensure they meet the required standards and specifications. This includes conducting various tests such as frequency response, impedance, and distortion measurements.For example, we use audio testing equipment to analyze the sound output of the speakers across different frequencies. We also perform rigorous quality control checks to identify any defects or inconsistencies in the manufacturing process.中文回答:电视机喇叭的生产工艺流程包括多个步骤,以确保生产出高质量和可靠的喇叭。

RED摄影机中英文对照菜单新手必备教程

RED摄影机中英文对照菜单新手必备教程

RED摄影机中英文对照菜单新手必备Menu菜单:Image图像处理Monitoring监视控制Overlays叠加/显示Power电源Playback回放Media媒体Presets预设Settings设置Search搜索Add Shortcuts添加快捷方式Close关闭Back上一页Menu菜单→Image图像处理Image Pipeline色彩管理White Balance色温ISO感光Color色彩Gain增益Curves曲线LGG三种色彩增益3D LUT立体查色表Menu菜单→Image图像处理→Image Pipeline色彩管理Options选项Mode模式Color Space颜色空间Gamma Curve伽马曲线Output Summary输出参数R3D File Metadata R3D文件数据信息3D LUT立体查色表数据Intermediate/Proxy File元数据与代理文件参数Color Space/Gamma Curve元数据参数Codec代理文件参数Menu菜单→Image图像处理→White Balance色温Incandescent白炽灯Tungsten钨丝灯Fluorescent荧光灯Flashi闪光Daylight日光Cloudy多云Shade阴天Auto White Balance自动白平衡Menu菜单→Image图像处理→ISO感光FLUT感光微调Shadow阴影Exposure Adjust曝光微调Use new ISO calibration for HELIUM sensor使用Helium新感光标准校正Menu菜单→Image图像处理→Color色彩Saturation饱和度Contuast对比度Brightness亮度Exp Comp曝光补偿Menu菜单→Image图像处理→Gain增益Color色彩User Matrix用户矩阵RED红色Green绿色Blue蓝色Menu菜单→Image图像处理→Curves曲线Luma亮度Red红色reen绿色Blue蓝色Reset Curve还原初始设置Menu菜单→Image图像处理→LGG三种色彩增益Lift提升Red Lift提升红色Green Lift提升绿色Blue Lift提升蓝色Gamma伽马Red amma红色伽马Green amma绿色伽马Blue amma蓝色伽马Gain增益Red Gain红色增益Green Gain绿色增益Blue Gain蓝色增益Menu菜单→Image图像处理→3D LUT立体查色表Creative3D LUT立体查色表库ImPORT/Export倒入/倒出ALL全部In Camera摄影机上的查色表信息On Media:\luts储存卡上的查色表信息Menu菜单→Monitoring监视控制Monitors监视选项Test Signal测试信号Look Around查看选项Advanced高级选项Menu菜单→Monitoring监视控制→Monitors监视选项LCD Top主触控屏控制EVF Top主取景器控制LCD Left副触控屏控制EVF Left副取景器控制HDMI HDMI控制HD-SDI3G SDI控制Sidekick侧控助手控制Priority优先级Menu菜单→Monitoring监视控制→Monitors监视选项→LCD Top主触控屏控制Mode模式Overlay界面叠加Tools工具Overlay覆盖Standard(RED)标准Framed Overlay框架重叠Frequency频率Auto Hide Menus自动隐藏菜单Display Preset显示预设Flip/Mirror界面翻转/镜像Brightness亮度调整Menu菜单→Monitoring监视控制→Monitors监视选项→EVF Top主取景器控制Mode模式Overlay界面叠加Tools工具Overlay覆盖Standard(RED)标准Framed Overlay框架重叠Frequency频率Auto Hide Menus自动隐藏菜单Display Preset显示预设UI Flip/Mirror用户界面翻转/镜像Brightness亮度调整Menu菜单→Monitoring监视控制→Monitors监视选项→LCD Left副取景器控制LCD/EVF Left/HDMI Select副显示线路选项LCD/EVF Left副显示Tools工具Mode模式Overlay界面叠加Framed Overlay框架重叠Overlay覆盖Standard(RED)标准Auto Hide Menus自动隐藏菜单Frequency频率UI Flip/Mirror用户界面翻转/镜像Brightness亮度调整Menu菜单→Monitoring监视控制→Monitors监视选项→EVF Left副取景器控制Menu菜单→Monitoring监视控制→Monitors监视选项→HDMI控制LCD/EVF Left/HDMI Select副显示线路选项LCD/EVF Left副显示Tools工具Mode模式Overlay界面叠加Framed Overlay框架重叠Resolution分辨率Display Preset显示预设Menu菜单→Monitoring监视控制→Monitors监视选项→HD-SDI控制Mode模式Overlay界面叠加Enble授权Overlay覆盖Standard(RED)标准Tools工具Resolution分辨率Framed Ovelay框架重叠Display Preset显示预设UI Flip/Mirror用户界面翻转/镜像Menu菜单→Monitoring监视控制→Monitors监视选项→Priority优先级Highest priority最高优先级LCD小监EVF取景器LCD Left副触控屏EVF Left副取景器Menu菜单→Monitoring监视控制→Test Signal测试信号Off关闭Chip Chart国际标准色卡SMPTE Bars广播级国际标准色卡Luma亮度区间变换Audio Tone音频提示Menu菜单→Monitoring监视控制→Look Around查看选项Off关On开Menu菜单→Monitoring监视控制→Advanced高级选项Video视频Small Dialogs on9"LCD在9时屏幕上使用小对话框Allow Reduced Judder Preview允许降低抖动预览Global Flip/Mirror旋转屏幕Output Sharpness输出精度Auto Focus Peaking自动聚焦峰值Touch触控选项Look Touchscreen屏幕锁Gestures手势Pinch To Magnify手势放大Double Tap Right To Record双击屏幕右上角25%范围录制/停止Double Tap Left To AF双击屏幕左侧自动对焦Genlock Offset同步偏移0pixels输出信号强度Menu菜单→Overlays叠加/显示Tools工具Status显示模式Guides参考线Custom自定义Menu菜单→Overlays叠加/显示→Tools工具False Color假色Magnify对焦放大RAW灰度曝光预览Horizon摄影机水平Zebras斑马纹Raw Style风格Menu菜单→Overlays叠加/显示→Status显示模式Camera设置摄影机显示参数Exposure曝光方式Shutter Speed以快门方式显示Shutter Angle以开角度方式显示Power电源显示方式Current Batt%电量百分比Total Time电池可用时间VU Meter音频进出显示切换Input录制音频显示Output输出音频显示Histogram直方图显示方式RGB彩色显示Luma亮度显示(单色)Media储存卡显示方式切换Percentage储存卡剩余百分比Time Remaining储存卡剩余录制时间Lens镜头Aperture Increments光圈递增1/4Stop1/4曝光标准1/3Stop1/3曝光标准(默认)Focus Distance焦距Metric公制显示对焦距离Imperial英制显示对焦距离(默认)Rack Show Distance变焦距离显示启用/禁用On屏幕显示跟焦距离Off屏幕不显示跟焦跟离Menu菜单→Overlays叠加/显示→Guides参考线Frame Guide构图参考线Mode模式Scale取景框占屏比例Offset X/Y选框左右上下偏移Apperance取景框设置Solid实线Green绿色Action Guide操作参考线Relative to Frame Guide选框分辨率数值Title Guide字幕参考线General通用Relative To相对应用范围Color颜色Opacity不透明度Center中心十字线Recording Area记录区White白色Grid九宫格Yellow黄色Shading阴影Frame Guide框架Black黑色Menu菜单→Overlays叠加/显示→Custom自定义In Camera摄影机预留参数On Media overlays储存卡中可调用的参数3D Left(RED)3D右机屏显Standard(RED)标准显示Guides(RED)构图框Stills(RED)静态显示None(RED)屏幕无菜单Create创建Clone克隆Edit编辑Delete删除Menu菜单→Power电源Power In电源输入Source源DC-PORTX交流电V-mount电池Power Out电源输出Out输出Amps安培Status现状Reset重置Shutdown关闭摄影机Power Save省电选项Low Power Preview低功率预览Never停用Sleep睡眠Aotu Shutdown自动关机Menu菜单→Playback回放待机状态下与回放状态下点进Menu的界面有所不同Image图像处理Monitoring监视控制Overlays叠加/显示Power电源Record待机Media媒体Presets预设View查看参考框Settings设置Add Shortcuts添加快捷方式Search搜索Menu菜单→Media媒体Device对储存卡进行操作Clips略图预览模式Playlist播放列表Active Media选择储存器Eject Media弹出储存卡Model Number储存器型号Media contains69clips(47%free0:15time remaining)储存器数据显示More info更多信息Format Media格式化储存卡Utilities高级工具Load加载(播放)Media ClIP list媒体缩略图列表Play播放Clear取消Clear All全部取消Menu菜单→Presets预设Camera Presets摄影机预设In Camera摄影机中的数据On Media presets自动预设Apply加载数据Create创建Update更新Clone克隆Delete删除Looks视觉效果Auto Presets自动预设Preset预设Startup启动NONE关闭Motion运动Stills静止Playback播放Menu菜单→Settings设置Menu菜单→Settings设置→Project项目Frame Rate帧数(格数)Recording Frame Rate录制帧率(格数)Project Time Base基准帧率(格数)Exposure曝光Timecode时间码控制Timecode Display Mode时码显示模式TOD时码持续Edge录制时走码Source源External外部提供Slate场记板Scene场景Scene场数Shot镜号Take次数Copyright版权方Location场地位置Camera摄影机Slate Camera ID机位名称Slate Cam Pos摄影机属性Center中间Camera Operator撑机Project项目Production片名Director导演DoP摄影指导Unit摄影组别Auto Slate自动场记板Auto Head Frames同步第一帧Auto Tail Frames同步末尾帧Format分辨率设置Format格式Resolution分辨率Aspect Ratio画幅比Anamorphic变形Dimensions分辨率数值显示Set Format设置格式Anamorphic变形宽荧幕Filter转换Sensor感光器(倒置)Flip/Mirror Scan Direction切换镜像录制模式Note:this is not a monitor flip/mirror.This will flip/mirror the sensor data-even in the recorded R3D file.注意:这不仅仅是在监视器上的镜像,而是将视频素材录制为镜像(适用于3D拍摄)Menu菜单→Settings设置→Recording录制选项Mode模式Storage机内、外录制Local机内录制External外部录制Continuous Record连续录制Continuous Record连续录制Internal Timelapse Timer延时(逐格)录制Frame Trigger帧触发器Speed Ramp Mode变速拍摄模式REDCODE Burst快速连拍Multi-Shot静态照片拍摄LiMIT Enable指定录制帧数Motion+Stills按机体右侧录制键录制后,按前置录制建标记关键帧Codec编解码器Record File Format记录文件格式R3D+Apple ProRes RED格式加苹果格式REDCODE压缩比Resolution分辨率Video Codec记录文件解码Dimension苹果格式文件的分辨率Frame Processing帧处理No Frame Processing无帧处理Number of Frames帧数Pre-Recoad预录Duration预录时间(秒)Always Trigger选择持续使用预录功能Tigger Pre-Record Now触发预记录Indicator提示Enable Sounds启用时间Record Start录制开始Record Stop录制停止Tag Still Frame静止帧标签EVF Tally Light目镜指示灯SSD Tally Light储存卡指示灯Menu菜单→Settings设置→HDRx高动态模式Mode模式Off关闭HDRx开启Factor档位Monitor Track效果预览A Track查看A档X Track查看X档Menu菜单→Settings设置→Audio音频Control音频控制channel1/2通道1/2Source音频源Camera internal机内录音Name音轨名称Pre-Amp Gain前置音频增益CAM Internal摄影机内部Headphone Volume耳机音量Left左声道Right右声道Mute静音Mix混音器Headphone Mix耳机混音设置Monitor Mix监视器混音设置Camera Interral机身内置调整Rear Anglog外接调整Menu菜单→Settings设置→Focus对焦功能Mode模式Confirm确认(启用)Zone区域Spot点Size大小Small小的Confirm Style确认方式Circle圈Rack焦点设置Rack Speed变焦速度Rack Poits焦点位置Re-Autofocus重新对焦Menu菜单→Settings设置→Exposure Assist曝光辅助Mode模式Off关闭Single Shot单次触发Continuous in Preview连续预览Continuous in Preview/Record连续预览/录制Exposure Priority曝光优先选择Manual手动Auto自动Av光圈优先TV快门优先Exp Comp曝光补偿Meteting Mode测光模式Speed速度Selection Mode选择模式Closest Value Selection from List从列表中选择最接近的值Menu菜单→Settings设置→Setup设置Menu菜单→Settings设置→Setup设置→Keys按键设置Key Mapping按键映射Press a user key to remap按用户需求设定Options选项Show key action notifications显示关键动作通知Lock Side Module Keys锁侧手柄模块Record key remains active when locked锁定时,录制键保持激活Navigation keys remain active when locked锁的导航键(小转盘)保持激活Soft Keys软键Key Disabled热键禁用Search在此搜索想要的功能Enable Soft Keys on touchscreen启用屏幕按键Show key action as labels在软键上显示快捷名称Advanced高级Key Source按键源BRAIN主机User Key自定义按键Key Action按键操作Sound:other声音:其它Menu菜单→Settings设置→Setup设置→Date/Time日期/时间Date日期April四月Local Time当地时间Time Zone时区Menu菜单→Settings设置→Setup设置→Communication通讯/连接设置Camera摄影机Camera ID摄影机名称DEFAULT默认(可自定义)Target主从机设置All控制全部None被控制Custom指定控制目标Target ID目标名称Serial串行Ctrl Protocol控制协议None关闭Serial Protocol串行协议Ethernet以太网HDCP服务器IP Address IP地址Netmask子网掩码Gateway网关地址Camera to Camera摄影机到摄影机External Control外部控制WiFi无线Mode模式Disabled停止无线通讯Disabled状态关闭Ad-HOC内置无线Infrastructure基础设备RCP控制面板Remote Control Panel:Enable遥控面板启用Remote Addrese远程地址Menu菜单→Settings设置→Setup设置→GPIO/Sync通用输入输出/同步Sync同步Sensor Sync Mode传感器同步模式Off关闭BRAIN GPIO机身输入输出SW In High信号办理入最高Key Disabled禁用SW In Low信号输入最低Record Toggle录制触发GPO Function信号输出选项Recording Indicator Out记录表Menu菜单→Settings设置→Setup设置→Fan Control风扇控制Adaptive机器适应温度Maximum Record Speed录制时最高转速Maximum Preview Speed待机时最高转速Target Temperature目标温度Post Record Delay记录延时Adaptive Preview Quiet Record录制时风扇进入安静模式Quiet安静Manual手动None关闭Menu菜单→Settings设置→Setup设置→Lens镜头设置Lens镜头Enable Power to Lens镜头参数显示于监视器Auto-detect PL Lenses更换带有触点通讯的镜头后,自动检测Detect Lens检测镜头Info信息Metadata镜头信息Menu菜单→Settings设置→Maintenance系统维护Menu菜单→Settings设置→Maintenance系统维护→Save Log保存系统状态文件至卡Menu菜单→Settings设置→Maintenance系统维护→Upgrade升级Camera升级摄影机Media升级存储卡Menu菜单→Settings设置→Maintenance系统维护→Calibrate校准Sensor感光器Current Calibration Map摄影机现在使用的黑平衡参数In Camera摄影机中的数据On Media/calibation储存卡中的数据Factory工厂模式Apply加载数据Create创建Delete删除Rename重命名Done完成Gyro/Acc陀螺仪/加速度计gro/accelerometer陀螺仪和加速度计校准Low Temperature Calibration低温校准High Temperature Calibration高温校准Place camera on leveled surface and don’t move durng calibrtion.Perform low temperature calibrtion directly after starup and high temperature calibration after camera reaches operating temperature.开启机身并将其放在水平表面上。

3DVIAVirtools5虚拟现实软件介绍(中文版)

3DVIAVirtools5虚拟现实软件介绍(中文版)

3DVIA Virtools™ 5虚拟现实软件3DVIA Virtools™ 5 虚拟现实软件--3D for All革命性的产品生命周期管理最直觉的图形化程序介面,最真实的多样化虚拟体验3DVIA Virtools ™ 5虚拟现实软件--全方位 3D for All 开发平台的革新,为个人电脑、游戏机、局域网络以及网际网络的 3D 研发和部署带来了全新的解决方案,充分展现了法国达索系统集团( Dassault Systémes )为全方位用户提供高性能 3D 软件的决心。

3DVIA Virtools 5虚拟现实软件的开放结构支持多种 3D 文件格式。

3D Content Capture 外挂工具支持大多数通用的 DCC 软件格式(3ds Max®、Maya®、XSI®、Lightwave®、Collada®)以便于输入或输出 3D XML 档,使即时 3D 技术的应用变得更轻松整合。

通过全新的 PCS(Product-Context-Scenario)方式,Virtools 5 提供使用者更便捷的整合设计、分享和体验高互动的 3D 内容。

PCS 方式下采用非常直觉化的方式呈现 3D 内容,因而能使所有参与研发的专业或非专业人士都能体验到产品和环境,提供了便捷的整合沟通与分享三维体验的开发平台。

有了 PCS,Virtools 5 Life Platform 就可以很轻松地开发例如驾驶、购物、产品测试维护和行销市调等虚拟体验内容。

除此之外,3DVIA Virtools 5 虚拟现实软件还延伸了 3D 内容的体验范围,包括:Microsoft™Windows® 和 Apple™MacOS® 系统的电脑、Microsoft™Xbox® 游戏机和 Sony™PSP® 游戏控制器、 3D Office 和 3D XE Players 支持局域网络播放、3D Life Player 支持网际网络分享,还可以利用 VR Library 将作品整合至沉浸式的 VR 系统中。

SSP播放器安装

SSP播放器安装

在我们3D魔力论坛里,3D立体电影分享区分为3D蓝光原盘分享区,3DTV格式分享区,3D左右格式分享区,还有3D红蓝格式分享区四个板块,其中3D红蓝格式电影大家可以带上红蓝眼镜用日常使用的视频播放器直接观看.蓝光原盘适合收藏,那么3DTV格式和3D左右格式的片源能不能用红蓝眼镜进行观看呢?答案是肯定的.下面就给大家示范一下:用一般播放器打开3DTV格式和3D左右格式的片源呈现在大家眼前的是这种显示效果:那么接下来,用我们3D魔力论坛介绍的这款软件试试: 1.2.3... 变!!有红蓝眼镜的朋友就可以看到效果了,看!是不是出屏啦!??成绩斐然,效果显著,呵呵那么我们接下来就给大家讲解一下需要用到的软件和一些基本设置.首先,大家先移步这个帖子/thread-496-1-1.html下载一下我们将要使用的3D立体视频播放器软件包.该软件包解压缩后可以看到如下两个软件:ffdshow和WMZPureCodec(即我们常说的完美解码3D版)我们按照这个步骤去安装,首先安装ffdshow这个软件.我们采用默认的方式进行安装.如上图所示: 选择默认目录即可,点击下一步如上图所示: 勾选所需的插件,然后点击下一步如上图所示:继续默认安装配置,然后点击下一步如上图所示:选择您的扬声器设置,这里可以根据您的情况自主选择,我在这里还是选择了默认的设置,然后我们继续点击下一步如上图所示:点击安装如上图所示:勾选"运行视频解码器设置程序",然后点击完成,然后会出现FFDShow视频解码器配置界面,如下图如上图所示:我们需要在"图标,对话框和路径"一栏的"任务栏图标"中选择:现代",然后点击确定.如上图所示:勾选"字幕"复选框,然后再"位置"处勾选3D立体影视.最后点击确定.到这里,FFDShow这个软件我们就安装配置完成了.好了,喝杯水,接下来,我们继续安装第二个软件,WMZPureCodec(即我们常说的完美解码3D 版)如上图所示:这里需要注意的是"FFDShow rev3779 20110319 xhmikosr"和"兔子上网浏览器"这两个复选框不要勾选!然后继续点击"下一步"如上图所示:点击"完成"如上图所示:不要勾选"设置IE主页为好看123",继续点击"完成"如上图所示:解码器方案可以根据需要,自主选择,关键处是下图处如上图所示":给SSP 添加FFDShow字幕"复选框一定要勾选,否则不能加载字幕.接下来,点击"确定"按钮.到这里,我们的"完美解码3D版"就安装好了,因为我们的目的是播放3D立体视频,这个完美解码器自带的播放器只是一个普通的常规播放器,不适合播放3DTV格式,和3D左右格式的视频,所以我们在播放这些视频的时候要选择"完美解码3D版"自带的一个播放软件"SSP 3D播放器",我们需要如下图所示从电脑系统菜单的"开始"处查找,如下图所示:找到了"SSP 3D播放器",那么我们打开这个软件,如下图所示:然后我们打开我们自己的3D视频文件夹,将3D视频文件(3DTV格式或3D左右格式)直接拖到这个软件里面,如下图所示:第一次运行这个3D视频,"SSP 3D播放器"会弹出一个对话框,我们可以按下图所示进行设置:如上图所示:选择"水平并排(左画面靠左)",然后在"画面比例"处选择默认值:1/2宽,最后点击"确认".在视频播放过程中,如果在之前出现的对话框没有设置正确,那么接下来可以在如下图所示的地方再次设置.如上图所示:选择"文件"---"如入立体格式"---"水平并排(左画面靠左)"这样,"SSP 3D播放器的"输入格式"我们就设置好了,接下来,我们再进行"SSP"的"输出格式",如下图所示设置:如上图所示:依次选择"显示"---"显示方式"---"Anaglyph"---"上色彩立体(红-蓝)"即可,到这里,我们就完成了播放3D视频的设置步骤,我们现在可以用红蓝眼镜观看3DTV格式或3D左右格式的电影啦!~~(小贴士:如果想要加深3D视频的出屏效果,请按F7键自行调试)对了,好像还差点什么...再稍等一下,字幕!!那么,接下来我们再说一下外挂中文字幕的问题,首先字幕文件要与3D视频文件同名且在同一目录下(我想这个大家都知道,字幕文件可以去我们3D魔力论坛的字幕音轨区下载,呵呵),那么我们继续说明,在"SSP 3D播放器"播放3D视频的时候,我们的显示屏右下角的任务栏会如下图显示"FFDShow"图标"我们要做的是如下图所示:勾选"字幕"这样我们就可以看到中文字幕的3D立体电影了还等什么? 快带上我们的3D红蓝眼镜和家人一起体验身临其境的3D魔力世界吧~~。

有关数字沙盘英文翻译

有关数字沙盘英文翻译

Digital sand table modelSolution Introduction:Digital sand table, also called electronic sand table and multimedia sand table, can simply divided into two kinds: one is two dimensions of digital sand table, the other is multimedia digital sand table, the combination of both physical model and the expression of multimedia technology. According to the characteristics of digital sand table techniques, experts divide digital sand table into interactive sand table, interactive projection sand table and 3D digital sand table, multi-media interactive electronic sand table, multi-channel digital sand table with sound, light and electric, bi-channel digital sand table with sound, light and electric, etc.Digital sand table, according to the industry applications, can be divided into the digital sand table for planning exhibition, for development achievements exhibition, for enterprise demonstration center, for real estate, for theme exhibition hall, for science and technology, for museum, etc. Digital sand tabl e can meet visitors’ habit to watch close, and also provides rich expressions with sound, light and electric. What’s more, visitors are allowed to enjoy it by themselves and also participate in special interaction. For its high technology, different expression, various showing perspective and content, digital sand table becomes more popular among all levels of customers. The control technique of digital sand table can be classified into several kinds--PDA remote control sand table lightIt is allowed to demonstrate the sand table changeably with PDA only in the hand, through PDA and remote control sand table light. It makes multimedia sand table with more effective and greatly improve the sand table for it is no longer restrained to the original devices and can move freely.Laser pens control sand table’s lightIn the specific area of sand table, receivers are set correspondingly. Light of the sand table would shine and, at the mean time, corresponding voice or video content will demonstrate, and only a laser pen is needed to point any area in the sand table.The stage light with sand table demonstrationIn order to highlight the sand table’s demonstration effect, head light, scanner light, color lamp and others would be applied to outstand model demons tration’s effec.Therefore, the above head light plays the correspondin aperture, or plays various patterns and colours for rendering atmosphere in the sand table, when part of lights light on the sand table. For this, the effect of the demonstration would be brighting and impressed.sand table demonstration with the laserIn order to enrich the method of sand table display, one can use laser with high magnification to outline the specific area of sand table and the corresponding characters, which can replace the original model of lighting. This kind of demostration is more impressive and concentrated.3D animation with sand table demonstrationCast the image of 3D simulation accurately to the corresponding position of the entity model. For example, cast t he video projection of a 3D car’s moving to the real road of the sand table, which brings more validity with the physical demonstration of interactive sand table displays.Digital sand table has more impressed and vivid exhibition functions than traditiona l one, which is widely used in science and technology museums, museums, multimedia exhibition halls, real estate exhibition halls, multi-function meeting rooms,command centers, and other exhibition halls.Multi-media interactive sand table systemSolution Introduction:Multi-media interactive sand table model mainly reflects the interactive control function, which focuses more on participants obtain the knowledge and the contents they need by experiencing it themselves, besides traditional sand table with video function only. This form of sand model has no limits of time and order, so single or multi player can interact. Its characteristic mainly lies in its novelty, comprehensive information communication, vitality, simple operation, no order and time limits; and, wh at’s more, can be used to entertain lots of customers at the same time.The main technologies used in Multi-media interactive sand table model:Sound technology: with elegant background music and professional recording voice to increase model’s appeal.Photoelectric technology: with imported rice bulb lamp to make lanterns, walk light, street light, environmental light, neon light, fireworks light, automobile headlamps tail light, underwater light, etc.in order to increase model’s appeal.Water technology: creative developed miniature enclosed true water system, which shows the vivid performance of rivers, lakes, streams, waterway, swimming pool, fountain, music fountain, hot spring water.Dynamic technology: with many high-tech electric model technologies, such as mini cars, trains, planes, running, character fitness activities, electric rotary backing plate, electric lift chassis effect and so on.Remote control technology: the random control of dynamic systemVideo technology: with the projector, computer 3 D productions, such as cars, trains, ships and other objects in motion, would be cast onto the model, which would be more dynamic; computer 3 D productions, such as fire, running water, cloud and other dynamic image would be projected onto a model to creat atmosphere.3 D simulation: It adopts 3 D panoramic and virtual roaming production tools, through which put the camera ring 360 degrees of shooting a group or more photos joining together into a panoramic image. It is possible to watch the corresponding real scene before the projector by pressing thebutton of the sand table, or by clicking corresponding area on the sand table with a laser pen.In the design, in addition to the traditional sand table model, it is also possible to express 3D or TV performance while introducing projects,only by plac ing a big screen or a big screen display demonstration in the front of the sand table. The only thing needed to do is pressing the button of the sand table, or clicking sand table on corresponding area with a laser pen to choose specific video to introduce.Sand table also can be designed with several touchable multimedia interactive devices to introduce the project comprehensively and control the sand table model easily.Meanwhile, sand table model will apply optical, acoustic and power system for holographic interaction.Through the application of light, lifting and other functions, together with voice introduction, the holographic interaction effect would be achieved easily.Application industry:Exhibition: the museum, the urban planning, the real estate demo, venue show...Real estate: community planning, virtual example room, the floor/ceramic tile/coatings and other virtual building materials...Exhibition industry: interactive advertising, 3D products show...Industry: industrial control simulation, equipment management, virtual production line...The protection of cultural relics: sites recovery, virtual roaming...transportation industry: the planning design of roads and bridges, urban traffic simulation, railway system simulation...Military: electronic sand table, virtual battle...The most difference between media sand table and other table is people can interact with the sand table system, while the previous can only display unitarily without interactive function. Multimedia sand table system integrates advanced acoustic and photoelectricity technologies of interactive multimedia control system, dynamical system, 3D imitation system, projection system, acoustic system, optic system, etc, which can achieve the greatest display limit and the best display effects at the time of man-machine interaction. In view of the advantages of flexible and easy operation, convenient for maintenance and modification, etc, multimedia sand table has become the favorite of real estate sales in recent years. New vision has successfully developed program controlled sand table, projection table and interactive table in the vanguard of developing multimedia sand table control system.Multimedia program controlled sand table display system is taking advantage of computer to coordinately control the sand table model, lights, electrical equipments and so on. This technology executes operation through touch screen. As long as the operators click their favorite display targets on the touch screen, it can reveal the marks of target position on the sand table or the photoelectric view. And a series of multimedia elements such as the real images, textual descriptions and video playing are embodied in touch screen as well, as increases the interactivity.In the display environment of sand table model, applying the computer to the intelligent displayand control system is a design of high-tech level and great creativity. The public grasps the display contents of the sand tablemodel vividly and quickly, helpful to reach the goal of displaying the system to the pubic effectively.Multimedia interactive sand table display system is the one that utilizes computer to coordinately control the devices of the touch telequipment, laser pen, interactive sensor, sand table model, large-screen projector, etc, to carry out display function.The sand table model, adopting this technology, utilizes the laser pen and handheld touch screen to carry out operations. The operator can use the laser pen to click the entity sand table on the interested display target to demonstrate 3D animation of this area on the large screen, as well as apply the touch function of iphone touch to the control over details, by which a series of multimedia elements are embodied in the large screen projection system.Projection sand table integrates multiple projectors through edge fusion technology, coordinating proper multimedia content to produce sand table shadow effects. Owing to the deep edge fusion foundation and skillful curve correction technology, it combines with the entity terrain model, displays through the animation and multimedia software, projects dynamic effects on the entity sand table model by projecting, as well as integrates with light and sound effect and voicing explanation to display vividly and intuitively, which has the visitors vividly obtain the concise, exquisite, and vivid dynamic information. It leaves the customer with the comprehensive, intuitive and 3-dimensional understanding to the display objects, which is more powerful and appealing than the traditional sand table.翻译:数字沙盘模型解决方案介绍:数字沙盘,也被称为电子沙盘和多媒体沙盘,可以简单的分为2种:一个是二维数字沙盘,另一个是多媒体数字沙盘,两者相结合的物理模型和表达的多媒体技术。

Unit4素能测评课件英语牛津译林版八年级上册

Unit4素能测评课件英语牛津译林版八年级上册









First, break the chocolate into small pieces and put them in the smaller pot. Usually when making chocolate desserts, you’ll need to mix chocolate with butter and sugar. So if you do, put them in the pot too.








“This really makes me 19 ! I cannot get this thing to work well!” Millie 20 angrily. “I’m not sure what I can do to fix it. Do you have any good 21 ?” she asked.








三、 阅读理解(本题共20小题;第一节每小题2分,第二节每小题1 分;满分35分)
第一节:阅读下列短文,从每题所给的A、 B、 C、 D四个选项中 选出最佳选项。
A(2023·南京市溧水区期中) Now I’m going to show you how to work with chocolate. I’ll do it in a “bain-marie”, or, well, some people call it a “water bath”. I myself love the name “bain-marie”. To make a “bain-marie”, you need two pots, one bigger than the other.

牛津译林版英语九上Unit6 TV programmes Welcome to the unit课件

牛津译林版英语九上Unit6 TV programmes Welcome to the unit课件
Unit 6 TV programmes
Welcome to the unit &
Comic strip
背诵下列短语
praise my design for the art festival
1.表扬我为艺术节的设计 2.对绘画很有天赋 have a real gift for painting 3.拿颜料玩 play with some paint 4.像往常一样 as usual 5.把水与颜料混合 mix the paint with water 6.把刷子拿走 take the brush away 7.滴了一些颜料在纸上drop some paint onto the paper 8.看着这个污点,我决定吹开它。
Looking at the mark, I decided to blow it. 9.向四面八方跑去 run in all directions 10.成为一幅有趣的图画make a very interesting picture 11.鼓励我坚持尝试 encourage me to keep trying
comedy
There are always famous people on these shows talking about their lives.
chat show
It is made up of a series of drawings. Most of the children like it.
A. from
B. since C. for D. on
(D ) 15. He is very worried___________ failing in his physics test.
A. as B. since C. because D. because of

3d修改命令面板里面命令中英文对照

3d修改命令面板里面命令中英文对照

合用标准文案3d 更正命令面板里面命令的中英文比较一、 File 〈文件〉New 〈新建〉Reset 〈重置〉Open 〈翻开〉Save 〈保存〉Save As 〈保存为〉Save selected〈保存选择〉XRef Objects〈外面引用物体〉XRef Scenes〈外面引用途景〉Merge 〈合并〉Merge Animation〈合并动画动作〉Replace 〈代替〉Import 〈输入〉Export 〈输出〉Export Selected〈选择输出〉Archive 〈存档〉Summary Info〈大纲信息〉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〈保存/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 〈参照选择〉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: 〈地域选择〉Window 〈包含〉Crossing 〈订交〉Named Selection Sets 〈命名选择集〉Object Properties 〈物体属性〉三、 Tools 〈工具〉Transform 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〈隔断选择〉Rename Objects〈物体更名〉四、 Group 〈群组〉Group 〈群组〉Ungroup 〈取消群组〉Open 〈开放组〉Close 〈关闭组〉Attach 〈配属〉Detach 〈分别〉Explode 〈分别组〉五、 Views 〈查察〉Undo View Change/Redo View change〈取消/重做视窗变化〉Save Active View/Restore Active View〈保存/复原当前视窗〉Viewport Configuration〈视窗配置〉Grids 〈栅格〉Show Home Grid〈显示栅格命令〉Activate Home Grid〈爽朗原始栅格命令〉Activate Grid Object〈爽朗栅格物体命令〉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 Transform〈重置背景变换〉Show Transform 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〈显示关系物体〉优秀文档合用标准文案Match Camera to View〈相机与视窗般配〉Add Default Lights To Scene〈增加场景缺省灯光〉Redraw All Views〈重画全部视窗〉Activate All Maps〈显示全部贴图〉Deactivate All Maps 〈关闭显示全部贴图〉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 〈创立〉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 〈超级发射系统〉七、 Modifiers 〈更正器〉Selection Modifiers〈选择更正器〉Mesh Select〈网格选择更正器〉Poly Select 〈多边形选择更正器〉Patch Select〈面片选择更正器〉Spline Select〈样条选择更正器〉Volume Select〈体积选择更正器〉FFD Select 〈自由变形选择更正器〉NURBS Surface Select 〈 NURBS表面选择更正器〉Patch/Spline Editing〈面片/样条线更正器〉:Edit Patch 〈面片更正器〉Edit Spline 〈样条线更正器〉Cross Section〈截面订交更正器〉Surface 〈表面生成更正器〉Delete Patch〈删除面片更正器〉Delete Spline〈删除样条线更正器〉优秀文档合用标准文案Lathe 〈车床更正器〉Normalize Spline〈规格化样条线更正器〉Fillet/Chamfer〈圆切及斜切更正器〉Trim/Extend 〈修剪及延伸更正器〉Mesh Editing 〈表面编写〉Cap Holes 〈顶端洞口编写器〉Delete Mesh 〈编写网格物体编写器〉Edit Normals 〈编写法线编写器〉Extrude 〈挤压编写器〉Face Extrude〈面拉伸编写器〉Normal 〈法线编写器〉Optimize 〈优化编写器〉Smooth 〈圆滑编写器〉STL Check 〈 STL 检查编写器〉Symmetry 〈对称编写器〉Tessellate 〈镶嵌编写器〉Vertex Paint 〈极点着色编写器〉Vertex Weld 〈极点焊接编写器〉Animation Modifiers〈动画编写器〉Skin 〈皮肤编写器〉Morpher 〈变体编写器〉Flex 〈伸缩编写器〉Melt 〈融化编写器〉Linked XForm〈连接参照变换编写器〉Patch Deform 〈面片变形编写器〉Path Deform 〈路径变形编写器〉Surf Deform 〈表面变形编写器〉* Surf Deform 〈空间变形编写器〉 UVCoordinates 〈贴图轴坐标系〉 UVW Map〈UVW 贴图编写器〉UVW Xform 〈 UVW 贴图参照变换编写器〉Unwrap UVW〈张开贴图编写器〉Camera Map 〈相机贴图编写器〉*Camera Map 〈环境相机贴图编写器〉Cache Tools〈捕捉工具〉Point Cache 〈点捕捉编写器〉Subdivision Surfaces〈表面细分〉MeshSmooth〈表面圆滑编写器〉HSDS Modifier〈分级细分编写器〉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 〈波折〉Taper 〈锥形化〉Twist 〈扭曲〉Noise 〈噪声〉Stretch 〈缩放〉Squeeze 〈压迫〉Push 〈推挤〉Relax 〈废弛〉Ripple 〈涟漪〉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 〈参照变换〉Preserve 〈保持〉Surface 〈表面编写〉Material 〈材质变换〉Material By Element〈元素材质变换〉Disp Approx 〈近似表面代替〉NURBS Editing〈NURBS面编写〉NURBS Surface Select 〈 NURBS 表面选择〉Surf Deform 〈表面变形编写器〉Disp Approx 〈近似表面代替〉Radiosity Modifiers 〈光能传达更正器〉Subdivide 〈细分〉*Subdivide 〈超级细分〉八、 Character 〈角色人物〉Create Character〈创立角色〉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〈复原姿势〉Skin Pose Mode〈表面姿势模式〉优秀文档九、 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 〈拘束〉Attachment Constraint〈附件拘束〉Surface Constraint〈表面拘束〉Path Constraint〈路径拘束〉Position Constraint〈地址拘束〉Link Constraint〈连接拘束〉LookAt Constraint〈视觉随从拘束〉Orientation Constraint〈方向拘束〉Transform Constraint〈变换控制〉Link Constraint〈连接拘束〉Position/Rotation/Scale 〈 PRS 控制器〉Transform Script〈变换控制脚本〉Position Controllers〈地址控制器〉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(TC〈TCB控制器〉Reactor 〈反响器〉Spring 〈弹力控制器〉Script 〈脚本控制器〉XYZ 〈XYZ 地址控制器〉Attachment Constraint〈附件拘束〉Path Constraint〈路径拘束〉Position Constraint〈地址拘束〉Surface Constraint〈表面拘束〉Rotation Controllers〈旋转控制器〉注:该命令工十一个子菜单。

汽车零部件开发流程5个阶段英文缩写

汽车零部件开发流程5个阶段英文缩写

汽车零部件开发流程5个阶段英文缩写全文共6篇示例,供读者参考篇1The Super Cool Car Part Journey: A Tale of 5 Awesome Adventures!Hey there, kids! Are you ready for an exciting adventure into the world of car parts? Get ready to discover the amazing journey these incredible components take before they can zoom into your favorite vehicles! We'll be using some cool acronyms to make it even more fun. Buckle up and let's go!Stage 1: CP (Concept Phase)It all starts with a brilliant idea! Imagine a team of super smart engineers and designers sitting around a table, dreaming up the coolest, most awesome car parts ever. They think about what kinds of problems they need to solve and how they can make driving safer, faster, or just way more fun. This is the CP, where the magical concept for a new car part is born!Stage 2: PD (Product Design)Once the idea is all sparkly and ready to go, it's time for the PD phase. This is where the engineers and designers get to work, using their mad skills and fancy computers to turn that concept into a detailed plan. They figure out every tiny detail, from the materials to use to the exact shape and size of the part. It's like they're creating a blueprint for an incredible invention!Stage 3: PP (Prototype Production)Now things start to get really exciting! In the PP stage, the engineers take their designs and actually build the very first version of the car part. This is called a prototype, and it's like a practice run before the real thing. They might make a few different prototypes to test out different ideas and make sure everything works perfectly.Stage 4: TV (Testing and Validation)Once the prototypes are ready, it's time for the TV stage. This is where the car part gets put through its paces to make sure it's as awesome as the engineers hoped. They might test it in super hot or super cold temperatures, or even try to break it (don't worry, that's on purpose!) to see how tough it is. If the part passes all the tests, it's ready for the final stage!Stage 5: LP (Launch Production)In the LP stage, the car part is finally ready to be made for real and sent out to all the amazing car factories around the world. The engineers and workers have to make sure they can produce lots and lots of the part quickly and efficiently. And then, before you know it, that brilliant idea from the CP stage has become a real, live car part that helps make vehicles safer, faster, or just way cooler!There you have it, kids – the 5 awesome adventures that every car part goes on before it can zoom into your favorite rides. From CP to LP, it's an incredible journey filled with creativity, hard work, and a whole lot of fun. Who knows, maybe one day you'll be the one dreaming up the next great car part idea!篇2The 5 Stages of Developing Car PartsHi there, my little friends! Today, I want to tell you all about the super cool process of developing car parts. Cars are made up of many different parts, and each part has to be carefully designed and created before it can be used in a car. Let's learn about the five stages of developing car parts together!Stage 1: Research and Planning (RP)Before anything else, the engineers and designers need to do a lot of research and planning. They ask questions like "What kind of part do we need?" and "How can we make it better than before?" They also look at what other companies are doing and try to come up with new and awesome ideas. This is called the Research and Planning stage, or RP for short.Stage 2: Design and Development (DD)Once the engineers and designers have a good idea of what they want to create, it's time to start designing and developing the car part. They use special computer programs to draw the part and make sure it will fit perfectly in the car. They also create prototypes, which are like test versions of the part. This stage is called Design and Development, or DD for short.Stage 3: Testing and Evaluation (TE)After the car part is designed and a prototype is made, it's time for testing and evaluation. This is when the engineers and designers check to see if the part works well and if it's safe to use. They test the part in all kinds of conditions, like extreme heat or cold, to make sure it won't break or cause any problems. They also evaluate how the part performs and if any improvements need to be made. Testing and Evaluation is the name of this stage, or TE for short.Stage 4: Production and Manufacturing (PM)Once the car part has been tested and approved, it's time to start making lots of them! This is called the Production and Manufacturing stage, or PM for short. The engineers and designers work with factories and machines to produce the parts on a large scale. They make sure the parts are made correctly and that they meet all the quality standards. It's a very important stage because without it, we wouldn't have enough parts to build cars!Stage 5: Assembly and Integration (AI)Finally, we come to the last stage of developing car parts, which is Assembly and Integration, or AI for short. In this stage, all the different parts of the car are put together to make the final product – the car itself! The car parts are carefully assembled by skilled workers who follow specific instructions. They make sure everything fits together perfectly and that the car is ready to hit the road.And there you have it, my little friends – the five stages of developing car parts: RP, DD, TE, PM, and AI! It's a fascinating process that involves a lot of hard work, creativity, and teamwork. Next time you see a car, remember all the effort that went into making each and every part. Who knows, maybe one day you'llbecome a car designer or engineer and help create amazing car parts yourself!篇3The Exciting Journey of Making Car Parts: A 5-Step Adventure!Have you ever wondered how the cool parts that make up your family's car are created? It's an amazing process that involves lots of hard work and creativity. Let me take you on a fun journey to explore the 5 stages of developing car parts, and we'll use some cool abbreviations along the way!Stage 1: CP (Concept Phase)This is where the adventure begins! Imagine a team of engineers and designers sitting together, dreaming up ideas for a brand-new car part. Maybe it's a sleek new headlight design or a fancy dashboard display. They sketch out their ideas on paper and discuss how the part should look, what materials to use, and how it will work.During the CP, the team also considers things like cost, safety, and environmental impact. They want to make sure the part is affordable, keeps people safe, and doesn't harm theplanet. It's like planning an exciting trip, but instead of deciding where to go, they're figuring out what amazing part to create!Stage 2: DP (Design Phase)Now that the team has a cool concept, it's time to turn those ideas into detailed plans. This is the DP, where engineers and designers get to work on their computers, creating 3D models and technical drawings of the part.Imagine them as architects, carefully planning out every nook and cranny of the part. They use special software to make sure everything fits together perfectly, just like putting together a complex puzzle. During this stage, they also run simulations to test how the part will perform in different situations, like extreme temperatures or crashes.Stage 3: PP (Prototype Phase)With the designs all set, it's time to bring the part to life! In the PP, the team builds a real-life version of the part called a prototype. This is like a practice run before making the final product.Using special machines and tools, they carefully craft the prototype from the same materials they plan to use for the actualpart. It's like sculpting a work of art, but instead of clay, they're working with metals, plastics, and other high-tech materials.Once the prototype is ready, the team puts it through rigorous testing to see how well it performs. They might simulate crashes, expose it to extreme temperatures, or put it through other tough challenges. If the prototype passes all the tests, it's time to move on to the next stage!Stage 4: VP (Validation Phase)In the VP, the team makes sure the part is ready for prime time. They build a small batch of the parts, just like they would in a real factory, and put them through even more intense testing.Imagine a team of engineers and technicians running the parts through all sorts of crazy tests, like simulating decades of wear and tear or driving them across rough terrain. They want to be absolutely certain that the part can handle anything the real world throws at it.If the parts pass all the tests with flying colors, it's time for the final stage!Stage 5: LP (Launch Phase)This is the moment everyone has been waiting for – the LP! After months or even years of hard work, the new car part is finally ready to be produced and installed in vehicles.The team works closely with the factory to set up the production line and make sure everything runs smoothly. Imagine massive machines stamping out parts, robots assembling them with precision, and workers carefully inspecting each one for quality.Finally, the new parts are shipped off to dealerships and repair shops, where they can be installed in cars and trucks all over the world. It's like the grand finale of a spectacular show, with the amazing new part taking center stage!And there you have it – the 5-stage adventure of developing a new car part, complete with cool abbreviations like CP, DP, PP, VP, and LP. Who knew making something as simple as a headlight or a dashboard display could be such an exciting journey? Next time you're in the car, take a look around and appreciate all the hard work and creativity that went into making those incredible parts a reality!篇4"The Awesome Journey of Making Car Parts!"Hi there, friends! Today, we're going to explore the exciting world of making car parts. Imagine all the different pieces that come together to create a magnificent vehicle – the wheels, the engine, the seats, and so much more! It's like a giant puzzle, and we're going to learn about the steps involved in putting it all together.First up, we have the CP stage, which stands for "Concept Phase." This is where the magic begins! Engineers and designers put their brilliant minds together to come up with ideas for new car parts. They think about what the part needs to do, how it should look, and what materials it should be made of. It's like when you're planning to build a super cool LEGO set – you have to figure out what pieces you'll need and how they'll fit together.Next, we move on to the DP stage, or "Design Phase." This is where the ideas from the CP stage come to life! Engineers use fancy computer programs to create 3D models of the car parts. They can spin the models around, zoom in and out, and make sure everything looks just right. It's like creating your own virtual LEGO model before building the real thing!Once the design is ready, it's time for the PP stage –"Prototype Phase." This is where the engineers build the first real-life version of the car part. They might use special machinesor 3D printers to create a prototype made of plastic or metal. It's like taking your virtual LEGO model and turning it into an actual physical model!After the prototype is made, the engineers test it to make sure it works properly. This is called the VP stage, or "Validation Phase." They might put the car part through different challenges, like extreme temperatures or bumpy roads, to see how it holds up. It's like putting your LEGO model through some tough challenges to make sure it's sturdy and won't fall apart.Finally, we have the MP stage, which stands for "Mass Production Phase." This is where the car part gets made in huge numbers, ready to be installed in all the new vehicles. Factories use big machines and assembly lines to create thousands or even millions of the same part. It's like having a massive LEGO factory that can build tons of your awesome model!And there you have it, friends! The five stages of making car parts: CP, DP, PP, VP, and MP. It's a long journey from an idea to a finished product, but with hard work and teamwork, engineers can create amazing things that help us get from place to place. Who knows, maybe one day you'll be the one designing and building the coolest car parts ever!篇5The Five Stages of Automotive Parts Development ProcessHey there, young automobile enthusiasts! Are you curious about how car parts are developed? Well, today we're going to learn about the five stages of the Automotive Parts Development Process. It's going to be super cool! Let's dive right in!Stage 1: Conceptualization (CON)The first stage is all about coming up with awesome ideas for new car parts. Engineers, designers, and dreamers gather together to brainstorm and think of innovative concepts. They imagine how these parts can improve the performance, safety, and design of future cars. It's like dreaming big!Stage 2: Design and Development (D&D)Once the ideas are finalized, it's time to bring them to life! In this stage, engineers and designers create detailed drawings, blueprints, and computer models of the parts. They analyze every tiny detail to ensure they work perfectly and fit into the overall car design. It's like solving a big puzzle!Stage 3: Prototyping and Testing (P&T)Now, it's time for some hands-on action! Engineers build prototypes, which are real-life samples of the parts. These prototypes are then tested rigorously to see how they perform under different conditions.篇6The 5 Stages of Developing Car PartsHi there, my young friends! Today, I want to tell you all about the process of developing car parts. Do you know that a car is made up of many different parts? Well, these parts go through a special process before they can be put together to make a car. Let's explore the 5 stages of developing car parts!Stage 1: Research and Planning (R&P)The first stage is all about doing research and making plans. Just like when you have a project at school, you need to gather information and come up with a plan. Car companies do the same thing! They study what kind of parts they need and what materials to use. They also think about safety, cost, and how the parts will work together. This stage is called R&P for short.Stage 2: Designing and Testing (D&T)Once the plans are ready, it's time to design the car parts. Engineers use computers to create detailed drawings of how the parts will look. They also make small models or prototypes to test them out. These prototypes are like mini versions of the real parts. Engineers check if they fit together correctly and if they work well. They might have to make changes and test again. This stage is called D&T for short.Stage 3: Manufacturing (M)After the designs have been approved, it's time to make the actual car parts. This is the manufacturing stage. Big machines and skilled workers make the parts using special tools and materials. They follow the designs very carefully to make sure the parts are just right. It's like when you follow a recipe to bake cookies – you need to measure everything correctly and follow the steps. The manufacturing stage is called M for short.Stage 4: Quality Control (QC)Once the parts are made, they go through a process called quality control. This stage is all about checking if the parts are good enough to be used in cars. Inspectors carefully examine each part to make sure it meets the high standards set by the car company. They look for any defects or problems and fix them if needed. This stage is called QC for short.Stage 5: Assembly (A)Finally, it's time to put all the car parts together! This is the assembly stage. Skilled workers in car factories use special tools and machines to assemble the parts and build the cars. They follow a specific order and make sure everything fits perfectly. It's like putting together a puzzle – each part has its special place. This stage is called A for short.And there you have it, my friends! The 5 stages of developing car parts: R&P, D&T, M, QC, and A. Remember, it takes a lot of hard work, planning, and testing to make the car parts we use every day. Next time you see a car, you'll know that each part went through this amazing process. Keep exploring and learning about the world around you!I hope you enjoyed learning about car parts with me. Have a great day!。

迷你电视-Philips 7000系列 107cm 42英寸 3D TV说明书

迷你电视-Philips 7000系列 107cm 42英寸 3D TV说明书

PhilipsSmart LED TV with Ambilight Spectra 2 and Pixel Precise HD107cm (42")Easy 3D DVB T/C/S242PFL7656KBe part of the action!with Ambilight and 3D TVExperience cinema at home with a Philips 7000 series 107 cm/42" 2PFL7656 3D TV. It combines powerful LED pictures and the immersion of Ambilight to deliver an immersive 3D movie experience. Be assured you will always be part of the action.Intensify your viewing experience•Ambilight Spectra 2-sided intensifies the viewing experience •Easy 3D for a truly immersive 3D movie experienceAction captured in stunning detail•Full HD TV with Pixel Precise HD for details in action •Brilliant LED images with incredible contrast•600Hz Perfect Motion Rate (PMR) for superb motion sharpness •Perfect Natural Motion for ultra smooth Full HD movies Authentic and clear sound experience•Feel the power of 28W RMS and Incredible Surround Enjoy the online world with Smart TV•A wealth of online apps, videos to rent and catch-up TV •Control the TV with your smart phone, tablet or keyboard •With SimplyShare, enjoy photos, music and movies on your TV •Find, schedule, record* & pause TVHighlightsAmbilight Spectra 2Add a new dimension to your viewing experience with Ambilight Spectra 2. This patented Philips technology enlarges the screen by projecting a glow of light from 2 sides of the back of the TV screen onto the surrounding wall. Ambilight automatically adjusts the color and brightness of the light to match the TV picture. Thanks to the wall-adaptive function, the color of the light is perfect, regardless of your wall color.Easy 3DEasy 3D ensures you get long hours of comfort while watching 3D thanks to the flicker free, low ghosting performance. The compatible 3D glasses are light weight and do not require batteries. Enjoy 3D easily at home today!Pixel Precise HDPixel Precise HD builds on the award winning Pixel Plus foundation. It brings the highdefinition picture quality to the next level with 4 trillion colours. With Super Resolution, Pixel Precise HD now brings you the best HD TV picture quality whether you are watching a video from the internet or good quality Blu-ray movies.Full HD LED TV The most advanced LED lighting technology in this Full HD LED TV combines an eye-catching minimalistic design with stunning image quality as well as the lowest power consumption in its category. On top of that, LED lightingtechnology does not contain any hazardous materials. Thus, with LED backlight you can enjoy low power consumption, highbrightness, incredible contrast, sharpness and vibrant colors.600Hz Perfect Motion Rate600Hz Perfect Motion Rate (PMR) creates extreme motion sharpness for clear andvibrant images in fast action movies. The new Philips PMR standard shows the combined visible effect of the fastest panel refresh rate, Perfect Natural Motion and unique processing formula, for unprecedented motion sharpness.Perfect Natural MotionEnjoy the action without any judder. Perfect Natural Motion estimates motion in thepicture and corrects juddering movements in both broadcast and pre-recorded moviematerial (including 1080p movies and 24p True Cinema on Blu-ray and DVD). The result is even smoother and quieter pictures with excellent sharpness. Enjoy motionperformance that surpasses cinema quality!28W RMS Incredible SurroundFeel the power of the music's beat and the real atmosphere of the movies. The powerful 28W RMS (2x14W RMS) amplifiers create a lifelike sound stage. Incredible Surround allows you to experience total surround with greater depth and width of sound complementary to the richviewing experience.Smart TVSmart TV for an easier TV experience in 4 areas. Net TV lets you rent movies, watch catch-up TV and enjoy social media. Control your TV with your Smartphone or tablet. Use SimplyShare to enjoymultimedia content from your computer, phone & tablet on your TV. Record your TV programs easily without additionalbulky devices.Issue date 2021-02-28 Version: 8.2.612 NC: 8670 000 74414 EAN: 87 12581 59380 3© 2021 Koninklijke Philips N.V.All Rights reserved.Specifications are subject to change without notice. Trademarks are the property of Koninklijke Philips N.V. or their respective owners.SpecificationsAmbilight•Ambilight Version: 2-sided•Ambilight Features: Wall colour adaptive, Lounge light modePicture/Display•Display: edge LED backlight•Diagonal screen size: 42 inch / 107 cm•Panel resolution: 1920x1080p•3D: Easy3D*•Aspect ratio: 16:9•Brightness: 450 cd/m²•Peak Luminance ratio: 65 %•Dynamic screen contrast: 500,000 : 1•Response time (typical): 2 ms•Picture enhancement: Pixel precise HD, Perfect Natural Motion, Active Control + Light sensor, Super Resolution, 600 Hz Perfect Motion Rate Sound•Output power (RMS): 28W (2 x 14W)•Sound Enhancement: Auto Volume Leveler, Clear Sound, Incredible Surround, Treble and Bass ControlSmart TV Applications•Control: MyRemote app (iOS & Android), USB Keyboard & Mouse support •SimplyShare: DLNA media browser, USB media browser, WiFi MediaConnect*•Net TV: Catch-up TV, Online Video stores, Open Internet browser, Online apps•Program: Pause TV, USB recording Connectivity•Number of HDMI connections: 4•HDMI features: 3D, Audio Return Channel •EasyLink (HDMI-CEC): Remote control pass-through, System audio control, System standby, Plug & play add to Homescreen, Auto subtitle shift (Philips), Pixel Plus link (Philips), One touch play •Number of component in (YPbPr): 1•Number of scarts(RGB/CVBS):1•Number of USBs: 2•Other connections: Antenna IEC75, Antenna F-type, Common Interface Plus (CI+), Ethernet-LAN RJ-45, SD card slot (Videostore), Digital audio out (optical), PC-in VGA + Audio L/R in, Headphoneout, Service connector•Satellite antenna inteface: DiSEq 1.0Multimedia Applications•Video Playback Formats: Codec support:,Containers: AVI, MKV, H264/MPEG-4 AVC,MPEG-1, MPEG-2, MPEG-4, WMV9/VC1•Music Playback Formats: AAC, MP3, WMA (v2 upto v9.2)•Picture Playback Formats: JPEG•Net TV: IncludedSupported Display Resolution•Computer inputs: up to 1920x1080 @ 60Hz•Video inputs: 24, 25, 30, 50, 60 Hz, up to1920x1080pConvenience•PC network link: DLNA 1.5 certified•Electronic Program Guide: 8day ElectronicProgram Guide*•Ease of Installation: Auto detect Philips devices,Channel installation wizard, Device connectionwizard, Network installation wizard, Settingsassistant wizard•Ease of Use: One-stop Home button, OnscreenUsermanual, Touch control buttons•Screen Format Adjustments: Autofill, Autozoom,Movie expand 16:9, Super Zoom, Unscaled,Widescreen•Signal strength indication•Teletext: 1200 page Hypertext•Firmware upgradeable: Firmware auto upgradewizard, Firmware upgradeable via USB, Onlinefirmware upgradeTuner/Reception/Transmission•Digital TV: DVB-C MPEG2*, DVB-C MPEG4*,DVB-S2 MPEG4 HD, DVB-T MPEG2*, DVB-TMPEG4*, DVB-S HD+ support (Astra)•Video Playback: NTSC, PAL, SECAM•LNB: 1 to 4 LNBs supportedPower•Mains power: AC 220 - 240 V 50/60Hz•Ambient temperature: 5 °C to 40 °C•Energy Label Class: A•Eu Energy Label power: 59 W•Annual energy consumption: 86 kW·h•Standby power consumption: < 0.15 W•Power Saving Features: 0 Watt Power-off switch,Auto switch-off timer, Eco mode, Eco settingsmenu, Light sensor, Picture mute (for radio)•Presence of lead: Yes*•Off mode power consumption: < 0.01•Annual stby energy consumption: 1.1* kW·hDimensions•Box dimensions(W x H x D):1065 x 693 x 158 mm•Set dimensions(W x H x D):992 x 586 x 37.8 mm•Set dimensions with stand (W x H x D):992 x 660 x 254 mm•Product weight: 13 kg•Product weight (+stand): 15.8 kg•Compatible wall mount: 400 x 400mmAccessories•Included accessories: Power cord, RemoteControl, 2 x AAA Batteries, 2 x 3D Glasses, 2xcleaning cloth bags, Tabletop swivel stand, Quickstart guide, 3D Health Guide, Legal and safetybrochure, Warranty Leaflet•Optional accessories: 3D glasses PTA416,Wireless USB adaptor (PTA01)*Net TV: Visit /smarttv to discover the servicesoffering in your country.*Parents should monitor their children during 3D viewing and ensurethey do not experience any discomfort as mentioned above.Watching 3D is not recommended for children under 6 years of ageas their visual system is not fully developed yet.*The TV supports DVB reception for 'Free to air' broadcast. SpecificDVB operators may not be supported. An up to date list can befound in the FAQ section of the Philips support website. For someoperators Conditional Access and subscripction are required.Contact your operator for more information.*Using the integrated digital TV tuner will help to save energy*8 days EPG, service not available in all countries*USB pause and recording requires an empty USB Hard Disk of atleast 32GB, recommended is 250GB (not supplied). Functionavailable only for DVB-T C and S channels, not on analog broadcastor external inputs.*USB recording only for digital channels covered by the TV IP basesElectronic Programme Guide (country and channel restrictions mayapply), recordings may be limited by broadcast copy protection(CI+). An internet connection is required.*Energy consumption in kWh per year, based on the powerconsumption of the television operating 4 hours per day for 365days. The actual energy consumption will depend on how thetelevision is used.*Using the ZERO power off switch will reduce standby energyconsumption to 0*This television contains lead only in certain parts or componentswhere no technology alternatives exist in accordance with existingexemption clauses under the RoHS Directive.*USB keyboard & mouse is supported via software update。

3D MAX插件大全介绍

3D MAX插件大全介绍

3D MAX插件大全介绍INTERLACE 55K 一个video post的插件,可以将影象进行交互处理生成立体环形图象SIRDS3.zip SIRDS/SIS 生成器。

SIRDS(Single Image Random Dot Stereograms)、SIS(Single Image Stereograms)能生成流行的3D立体画效果,帮助文件中还附带有原理说明。

40KMAXMATTER印刷特效Atomizer喷雾器特效Pandora潘朵拉特效Bones Pro MAX骨骼变形特效Sand Blaster粒子系统Chameleon变色龙特效Shag : Fur毛发特效Clay Studio泥塑特效Splash MAX ! 水花溅起特效Clay Studio Pro泥塑特效专业版Surface Tools模型建立工具特效Comicshop不可思议的卡通化特效Texture Lab质感实验室特效Fractal Flow MAX画面扭曲特效Tree Factory树木工厂-FOR MAX Glider滑行器特效UltraShock大震动特效Gradient渐层特效X 光线特效 Illustrate 2.0勾边特效MetaReyes4.0 肌肉塑型特效Lightning闪电特效DirtyReyes 风化老旧特效ClothReyes2.0 布的模拟特效JetaReyes 表情模拟特效CartoonReyes 卡通化特效24to30fps.zip 这是一个将最后输出动画由每秒24帧提升到每秒30帧的插件,它会自动插入过渡帧。

11Kadplate.zip 一个广告牌插件,让你轻松的做出翻板的效果。

135Kafrmat40.zip 让你在普通的材质上使用光线追踪效果。

40Kairfoil2.zip 能让你方便的生成螺旋桨。

44Karray2.zip 后期合成中可以产生阵列的效果。

213Kbgndcolor2.zip 可在后期合成中定义背景。

自动喷漆机操作手册说明书

自动喷漆机操作手册说明书

The terminology of the future manufacturing state – Industry 4.0, 4IR, Fourth industrial revolution, Industrial Internet of Things, cyber physical systems, machine learning – has become a new industrial language which has lost many of its target audience. While most engineers and manufacturing executives know of these terms, the jargon can be confusing and off-putting to many companies, especially SMEs, who simply want to know: what does it do and what is the value proposition?Autodesk and KUKA Robotics UK have combined to explain how some of the new digital technologies that will transform manufacturing – including cloud computing, digital twins, generative CAD design and collaborative robots – really work and what they can do for smaller companies. Our chosen approach is not to baffle the end-user with buzzwords but explain the technology and the opportunities and how companies are using it.Some of the central terms in the Industry 4.0 lexicon are really important to manufacturing industry as it evolves.A gility, for example, refers to the greater responsiveness of factories to consumer demands. While mass personalisation is still in its early stages, and is better suited so far to consumer durables like cars than commodity goods, digital technology is and will be needed in manufacturing lines for products like cosmetics and soft drinks, where the same dispensers can fill bottles in series with different fluids to ship mixed batches, reducing packing time. KUKA Smart Production says that tomorrow “product lifecycles will be shorter than the lifetime of the production system”.D igital twins are the simulated offline versions of real parts and assemblies that reveal how they physically behave before they are manufactured. This technology is getting very sophisticated so engineers can test a wider range of physical and mechanical performance metrics offline before the cost of making the first one-offs.T he cloud factory – really means a factory where the operational data needed to run machines and processes are stored in the cloud, rather than a fixed data centre. Cloud access becomes very relevant in a machine learning environment, when machines like robots are expected to “learn” new actions by interpreting data from their environment, such as face recognition to work alongside a human operative. The cloud enables the passage of operating data to the ‘deep learning’ phase of machine learning, and to feed this back to a robot to optimise its next operation.OBJECTIVEThese connected factory technologies are not being developed to force or scare companies into buying more software or equipment. They are here to solve real world problems.KUKA’s Industrie 4.0 and Smart Factory report summarises this nicely. By 2025, in just eight years, there will be about 8 billion people in the world, half of them in the “Consumer Class”, people who routinely purchase items like consumer durables (cars, white goods etc). Populations are aging, and the population in Germany and some developed countries is slowing or shrinking. If manufacturing productivity in high cost countries does not improve there may be more offshoring to low cost countries – even though there is evidence of reshoring production from Asia. There is a growing demand for personalization of mass produced products, we want to customize what we buy – only automation can do this economically. Robots and other machines will be used as “assistant systems” for workers, aka the Human Robot Cooperativte.More drivers for the “fourth industrial revolution” are well documented. In short, digital technology can keep manufacturing viable in developed countries and deliver the customisation that people want, economically, with more variety than has been possible, with an often ageing and “manufacturing-neutral” workforce. The last point refers to the manufacturing recruitment challenge; if countries like the UK cannot attract more people to work in factories, technology will have to do the work.BACKGROUND World Population B illion People Below Consumer Class Consumer Class % Population in Consumer Class 1950132.5 3.7 5.3 6.87.91970231990232010362025532.2 2.8 4.0 4.43.70.90.3 1.2 2.44.2Production agility and market responsiveness.Quite simply, companies will need to be more agile to respond to changing product iterations and varying demand volumes more quickly in the future. Part of the key is to connect devices to give factories more information.The Internet of Things, as we know, is about connecting industrial devices together. How does this translate into better business?One area is connecting customer demands to production. Companies now want to re-iterate their products quickly; they cannot afford to be tied into rigid production processes to make colossal quantities of products of each iteration, if consumer tastes or design intent changes mid-run.“The challenge facing industry is how can we make manufacturing processes more nimble so they can support the more nimble approach to product evolution?” says Steve Hobbs, Vice President of CAM and Hybrid Manufacturing at panies like Autodesk and KUKA are addressing this in two main ways:1) A pply one-off prototyping / tool-making technology into volume production The kind of CNC devices commonly used in tool rooms and job shops were all about making one-offs. This needs quite deep knowledge to, for example, make an intricate mould tool that will mould a million parts. The tool-making knowhow needs to be applied more quickly to mass production.2) R obot reprogramming Typically an industrial robot is not treated as a reprogrammable device.It would be programmed in situ in a sequence of specified moves, also known as the teach pendant. The robot performs one operation like spot welding or lifting until it gets scrapped because a new line is started elsewhere. CNC machine tools are very much reprogrammable devices.CHANGING THE RULES OF THE GAME “We want to apply the technology we use with CNC cutting for example to make it much easier for robots and other automation devices to be reprogrammed on the fly.” Steve Hobbs Vice President of CAM and Hybrid Manufacturing | Autodesk The better use of, the optimisation of, robots to do things beyond their original sequential task remit is a key part of the Industry 4.0 evolution. KUKA is using new digital tools to programme ultra-efficient smart factories covering key technologies such as mobile robotics, machine learning, reconfigurable production cells and collaborative robots. The rapid growth in the versatility of robots in recent years is remarkable, driven by the need for agile manufacturing.“Industry 4.0 should not be seen as a solution or product, per se,” says Jeff Nowill, CEO of KUKA Robotics UK and KUKA Ireland.“It is a way of making any manufacturing environment more market and demand appropriate by employing technology to seamlessly and automatically improve cycle time, batch-magnitude, process characteristics, quality or manifestly change output according to – or even anticipating –demand. As such, it is a vehicle to be a better manufacturer, but it’s primarily about having the right value-proposition to start off with.”Key business benefit: Production can be completed more quickly than it can in “analogue” or unconnected factories, delivering greater variation to customers in high volume, while simultaneously increasing speed and reducing waste.Agility: Companies cannot afford to be tied into your production processes to make colossal quantities of those products on each iteration.Build and test offline.An essential point of smart factory technology is the ability to design and test products – and their manufacturability – offline before anything is made for real.“We cannot experiment with the physical equipment, because if we take down the production line we will be losing output and we kill the economy of scale. Stopping an automotive plant can cost £10,000 a minute,” says Bart Simpson, Senior Director, Operations at Autodesk.Much of the 3D design, physical property analysis (FEA), and factory performance simulation can be done offline with a digital twin, a digital replica of the part or machine on screen, with all its working parts. These tools allow engineers to get, often complex, products right first time without building a prototype.“Making one-offs in tool rooms, you cannot do trial and error. If you made a part and “try it out” before you make the one-off, you have put 100% overhead on your process. So you need tools to make sure you get it right first time.”Steve Hobbs Vice President of CAM and Hybrid Manufacturing | Autodesk But engineering simulation (CAD and CAE) have been around for years. The next “Industry 4.0” phase requires two things:1) R icher simulation tools Autodesk now has clever simulation tools for metal cutting, and additive manufacturing processes, as well as more traditional finite element analysis tools.2) H igher accuracyBetter technology means greater assurance that these simulations are aligned to what actually happens in production DIGITAL TWINS Image courtesy of Briggs Automotive Company Ltd.“Smart factories are about connecting devices, ” says Bart Simpson. “Connecting devices has been around for some time but it has been difficult to glue those connections together and aggregate data in a meaningful way. Now this is possible.”Such powerful simulation also benefits factory planning and robotic operations. A big area for the smart factory is standardised Business benefit: Next generation software can interrogate parts, products, machines and factories to reveal design flaws and cost-saving solutions more accurately and quickly than was previously possible.What is my data and where does it go?The data in a machine shop environment includes spindle speeds, number of revolutions, temperature, coolant temperature and levels, tool wear, tool changeover intervals and machine running time. Also parts produced in a shift and quality C controllers are powerful computers in their own right. Under business-as-usual or “Industry 3.0”, many machine operators are not using them to the potential, rather just as a programmable interface. Inside the CNC are gigabytes of useful performance data.Let’s compare two scenarios, business as usual and Industry 4.0.Industry 3.0 machining In a traditional CAD/CAM environment, one would programme a part, generate the G code to drive the machine, and typically get an inaccurate estimate of how long it would take to cut the part.“The reason for this is that we don’t have real performance data for that machine,” says Steve Hobbs. “It has finite spindle acceleration and processing time for the CNC controller, things which mean it does not move instantaneously. In reality parts will take longer to cut than we expect.”Engineers build in fudge factors that add e.g. 20% to the expected time, but it is hit or miss.THE FACTORY AND DATA “Industry 4.0” machining This is Industry 3.0 with feedback.Machine performance data can predict how long a job will take. The job is run on the machine, live feedback from the machine measures how long it took and the operator can start to correlate the results and learn from them. Engineers can use simple manual correlations or a smarter machine learning approach to collect the data.Virtuous circle: When companies can feedback thetrue experience data from their factories, they can improve the quality of their digital model used to simulate that facility and therefore the accuracy of the simulation and the reliability of the results can be improved. The aim is a “virtuous digital circle” where the simulated production processes are a much more faithful representation of what will really happen on the shop floor, eliminating guess work.Business benefit: “The advantage is to harness manufacturing data and make it visible, in real-time across the supply chain. The benefit is to connect people, data, and machines to improve production efficiency, better decision making and enable an agile response to demand.”Cloud computing has also become a buzzword and there is a spectrum of true understanding of its role in smart factories.By using a cloud platform, or simply, moving and storing industrial data offline using the internet or local network as a interface, the wireless connections between the product and machines at the “field level” can speak instantly to the enterprise level systems like ERP and MES SCADA systems at the top level of the enterprise.In yesterday’s regime, product and field data – such as product defects, machine optimisation data like spindle speed and temperature – remained on the shop level and had to be manually fed into an enterprise IT system.Architectures like KUKA’s Edge Cloud Gateway does all this automatically. A board meeting can pull up real-time shop floor KPIs as the line is running, from the ERP system. The cloud makes this possible.“The driver for Industry 4 is the desire to use technology to the point where it becomes easier to connect the operation via cloud connections, and we can aggregate data much more easily where, with for example Autodesk Fusion 360 Production and other cloud tools, you can pull the data in from different factory sources to a database and you can start to link that data together, recognise patterns and see trends,” says Steve Hobbs, Autodesk.Business benefit: The I4.0 difference is that finally the process interrogation that manufacturing engineers have discussed for years are feasible because they have access to connectivity that they never had before. The cloud enables this.WHAT IS THE CLOUD FACTORY“Industry 4.0” factory and logistics technologies are enablers for mould-breaking businesses that disrupt established norms.Jeff Nowill of KUKA Robotics points to disruptive businesses that rebuild traditional systems, that think like their customers and which are brave enough to remodel their manufacturing and distribution to deliver this, rather than hope people will accept their rigid system.“Again, companies need the right value-proposition to begin with. That’s a case of understanding the complex relationship between your product or service within the context of your market, customers, competitors and the prevailing and future political climate. That gets a class-leading value-proposition to the table and thereafter, Industry 4.0 and its associated digital technologies can come into their own to ensure the application of the value proposition is world class. Zara the clothing business is a great example of this.”In 1990 Zara adopted a just-in-time (JIT) system, modified from the Toyota Production System. It enabled the company to establish a business model that allows self-containment through the stages of materials, manufacture, product completion and distribution to stores worldwide within just a few days. After products are designed they take 10 to 15 days to reach the stores. All of the clothing is processed through the distribution centre in Spain and in most cases, the clothing is delivered within 48 hours. Zara produces over 450 million items per year. Reportedly, Zara needs just one or two weeks to develop a new product and get it to stores, compared to the six-month industry average, and it launches around 12,000 new designs each year.To integrate such demanding manufacturing and delivery schedules, companies will need to integrate smart factory technology with smart logistics solutions and equipment such Swisslog’s automated picking robots and warehouse management. A good example of fully automated fulfilment in UK retail is Ocado, which picks all its orders and navigates its huge warehouse automatically.NEW BUSINESS MODELSMyth busting: Robots create jobsDespite the common belief that automation removes jobs in the automotive industry, the opposite is happening in Germany and some nations. From 2010-2015, the number of employees in the German automotive industry expanded by 14% to reach 710,000 workers by late 2016 (Source: Euromonitor).ZND UK in Rotherham is Europe’s largest manufacturer of temporary fencing and pedestrian barriers. Since 2012 it has had a fully automated robot-operated line to feed wire coil to the fence assembly process, to braze on supports, further value-add operations and handle the material between cells. Engineering manager Paul Fenwick says without the KUKA robotic line, the process would need 16-men per shift. With robots, throughput has risen from 80 per line per shift, to 500 per line per shift – a rise of 600%. Robotic brazing has created a better product, so demand has increased, meaning more recruitment to man the lines. For ZND, the term “Industry 4.0” may be irrelevant but by automating the factory fully it has raised output to meet demand, increased quality and created jobs.KUKA CASE STUDY - ZND UKReference linksI ndustrie 4.0 and collaborative robots in German car industry /2016/10/industry-4-0-german-car-industry-introduces-collaborative-robots.htmlH ow robots will change the workforce /news/2016-12-robots-workforce.htmlT he Ocado warehouse run by robots /news/av/business-38897417/the-ocado-warehouse-run-by-robots T he Zara business model /why-zara-is-crushing-the-retail-industry-2016-5S eeing Digital Twin Doublehttp://www.digitaleng.news/de/seeing-digital-twin-double Coming Up Next…..The second Autodesk and KUKA Robotics paper on Deciphering Industry 4.0 will investigate: HUMAN AND ROBOT COLLABORATIONAs manufacturing companies seek to automate the assembly of products more and more, human and robot collaboration is a growing field. Companies that are used to assembling complex structures fully manually know that one way to increase throughput is to develop reliable and safe systems where humans and robots can work side-by-side.Much research is being done in this area, in the UK especially at Cranfield and Loughborough universities, and more companies are installing collaborative robots, or “cobots”, to assist workers with desk-based and light, repetitive assemblies and inspection tasks.Our white paper discusses the latest advances in this field and demonstrates the business case.Expect the next paper out in SEPTEMBER 2017.Our third paper will continue to explore Smart Logistics and Mass Customisation and our fourth paper will discuss Generative Design & Artificial Intelligence.We hope you have found this white paper useful.Please get in touch with Autodesk and KUKA Robotics if you wish to discuss any part of this report further. 。

视频的前期拍摄与后期制作外文翻译(可编辑)

视频的前期拍摄与后期制作外文翻译(可编辑)

视频的前期拍摄与后期制作外文翻译(可编辑)视频的前期拍摄与后期制作外文翻译视频的前期拍摄与后期制作电影电视媒体已经成为当前最为大众化, 最具影响力的媒体型式。

从好莱坞电影所创造的幻想世界, 到电视新闻所关注的现实生活,到铺天盖地的电视广告, 无不深刻地影响着我们的世界。

过去,影视节目的制作只是专业人员的工作, 似乎还拢罩着一层神秘的面纱。

十几年来, 数字技术全面进入影视制作过程,计算器逐步取代了许多原有的影视设备, 在影视制作的各个环节发挥了很重大的作用。

但是直到不久之前, 影视制作使用的一直是价格极端昂贵的专业硬件及软件, 非专业的人员很难有机会见到这些设备, 更不用说熟练掌握这些工具来制作自己的作品了。

随着PC性能的显著提升以及价格上的不断降低, 影视制作从以前专业等级的硬设备逐渐向PC平台上转移, 原先身价极高的专业软件逐步移植到PC平台上, 价格也日益大众化。

同时影视制作的应用也从专业的电影电视领域扩大到计算机游戏、多媒体、网络、家庭娱乐等更为广阔的领域。

许多在这些专业领域的从业人员与大量的影视爱好者们现在都可以利用手中的计算机来制作自己的影视节目。

许多人接触到影视节目制作,是从3D计算机动画开始的,直到目前,了解乃至掌握3D计算机动画制作的人员很多, 介绍这方面的书籍也不少, 而对于影视后期制作, 多数人并不太了解,相关的书籍也较少, 而且一般也只关心某一软件的操作使用, 而对于影视后期制作的基本流程和原理却不甚重视,希望读者能透过本书, 不但可以了解和掌握软件的使用, 同时也对影视后期制作的整个过程有一个比较全面的了解。

一、影视后期制作概况:影视节目的制作是一个相当复杂的过程。

由于影视节目本身的多样化, 从耗资巨大的电影制作到个人制作的家庭录像带, 可以说有天壤之别。

虽然这些节目的使用意图,编列的制作预算, 投入的人力物力都有很大的区别, 但其制作过程却有相当的共同之处, 一般来说,影视节目的制作可以分为前期制作, 实景拍摄, 和后期制作三个主要阶段。

索尼公司在IBC2010推出一系列最新产品,成为广播电视台顶级3D画面制作的强大工具

索尼公司在IBC2010推出一系列最新产品,成为广播电视台顶级3D画面制作的强大工具

3 D肩扛式摄录一体机原型
索 尼 新 型的 3 工 作 流 程 产 品 是首 款 3 肩 扛 式 摄 录 一体 机 原 D D
型 。它可提 供现场使用所 需的机动性和 灵活性 ,以及高质 量的 3 机 系 统 所 需 的 性 能 。 D
制作能力。由于它还处于开发阶段 ,本次 I C展 会上展示的是它的 B
S N Y o
m ak bel e e. i ev
索尼公 司在 IC 0 出一系列最新产品 ,成为广播 B 21 0推 电视台顶级 3 D窗面制作的强大工具

MVS.0 0切换台是索尼端到端 3 80 D解决方案中的关键一环 。 在本届世界杯节目的制作中 ,它 已经被证明完全能胜任世界级大型 足球 比赛的 工作。在本届 I BC上 ,索尼 展出 了最 新款的产 品——
的画面流结合起来 ,就形成 了一个完整的图像 。使用这个软件 ,操 国专业系统集团节 目制作业务总部市场部 高级总 监冈田常一 、索尼
作者可 以制造一台虚拟摄像机 ,并根据屏幕上的活动情况对其进行 中国专业系统集团节 目制作业务总 部华 南销售 部副总监陈瑾 、索尼
原型机 。
2 4英寸和 4 英 寸 3 2 D监视器样机
在纯粹的工 作流程之外 ,3 D立体摄 像师还需要 看到被 拍摄画
MP -0 E 2 0多画面系统的选购配套软件
面每一个像素的完美展现 。在世界杯 比赛节目的制作过程中所使用
D专业监视器也将从 1 0月起 全面推 出。专业 3 D监视器是 今年索尼 技术为全球 观众奉献 了 2 场世 界杯 比赛的 3 5 D现场 的索尼 3 直播 。在整个 转播 过程中 ,关键 性的一部分就是 MPE一0 2 0多格式

广东省东莞市2023-2024学年高一下册5月期中英语质量检测试题(附答案)

广东省东莞市2023-2024学年高一下册5月期中英语质量检测试题(附答案)

广东省东莞市2023-2024学年高一下学期5月期中英语质量检测试题说明:本试题卷共9页,65题。

全卷满分150分,考试用时120分钟。

注意事项:1.答题前,考生请用黑色字迹的钢笔或签字笔将自己的姓名、考生号、试室号填写在答题卡上。

2.选择题的作答:每小题选出答案后,用2B铅笔把答题卡上对应题目选项的答案信息点涂黑。

如需改动,用橡皮擦干净后,再选涂其他答案。

写在试卷、草稿纸和答题卡上的非答题区域均无效。

3.非选择题的作答:用黑色签字笔直接答在答题卡上对应的答题区域内。

写在试卷、草稿纸和答题卡上的非答题区域均无效。

第一部分听力(共两节,满分20分)第一节听力理解(两段共5小题;每小题2分,满分10分)共两小段,每段播放两遍。

请根据每段播放内容及其相关小题,在5秒钟内从题中所给的A、B、C项中选出最佳选项,并在答题卡上将该项涂黑。

听第一段对话,回答第1~2题。

1. Who is the writer of the biography?A. Bob Dylan.B. Howard Sounes.C. Not mentioned.2. Where will they meet on Friday?A. In the library.B. In Bob’s house.C. In the classroom.听第二段对话,回答第3~5题。

3. How long is the art exhibition open?A. Seven hours.B. Eight hours.C. Nine hours.4. When will Linda go to see the dentist?A. At night.B. In the afternoon.C. In the morning.5. Why does Henry call Linda?A. To give an invitation.B. To talk about paintings.C. To give a helping hand.第二节听取信息(共5小题;每小题2分,满分10分)听下面一段独白。

相关主题
  1. 1、下载文档前请自行甄别文档内容的完整性,平台不提供额外的编辑、内容补充、找答案等附加服务。
  2. 2、"仅部分预览"的文档,不可在线预览部分如存在完整性等问题,可反馈申请退款(可完整预览的文档不适用该条件!)。
  3. 3、如文档侵犯您的权益,请联系客服反馈,我们会尽快为您处理(人工客服工作时间:9:00-18:30)。

TOOLS FOR3D-TV PROGRAMME PRODUCTIONOliver Grau BBC R&D 56Wood Lane London,UKMarcus M¨u llerFraunhofer HHIEinsteinufer37Berlin,GermanyJosef KlugerKUK Filmproduktion GmbHSpitzwegstrae6M¨u nchen,GermanyABSTRACTThis contribution discusses tools for the production of3D-TV programmes as developed and tested in the3D4YOU project. The project looked in particular into image-plus-depth based formats and their integration into a3D-TV production chain. This contribution focuses on requirements and production ap-proaches for selected programme genres and describes exam-ples of on-set and post-production tools for capture and gen-eration of depth information.Index Terms—Multimedia systems,Stereo vision,TV broadcasting.1.INTRODUCTIONThe prime concept of3D-TV is to add a stereoscopic sensa-tion to the television experience.The technological way to implement this is to provide different views to each eye of the viewer.This can be achieved in many ways.The sim-plest concept is still based on principles of stereo photogra-phy developed in the19th century,in which two views of the scene with two horizontally offset cameras are captured and then presented individually to each eye of the viewer.This two-view stereo forms the basis for current implementation of’3D’in cinema and recently emerging TV services.Al-though two-view stereo is likely to be the representation of choice of the industry for some time to come,it has a number of limitations.These arise mainly out of the fact that the pa-rameters of a two-camera capture rig have to befixed during the capture and can neither be changed in post-production nor at the end-device.This limitation led to a number of research initiatives that looked into topics including depth-based and model-based stereo representations,e.g.[1].These repre-sentations allow for adjustments in post-production and at the user side.Moreover,they enable usage of more advanced display techniques,in particular auto-stereoscopic and holo-graphic displays.This contribution describes new tools and production ap-proaches for3D-TV programme making.Further,it discusses This work has been supported by the FP73D4YOU and TSB iview.978-1-61284-162-5/11/$26.00c 2011IEEE some production requirements andfindings of some produc-tion tests carried out in the3D4YOU project[2].Research in3D-TV has a long history.A key require-ment for3D-TV was the change from analogue to digital TV services.Projects like DISTIMA[3]and MIRAGE[4]made some of thefirst experiments with electronic production of 3D content.However,almost all recent3D-TV activities rely on the straightforward concept of an end-to-end stereoscopic video chain of two separate video streams,one for the left and one for the right eye.Due to these restrictions,stereo capture had tofit to the display geometry and vice versa.Display properties and viewing conditions as well as stereoscopic3D production rules have to be taken into account by the produc-tion staff from the beginning during shooting.A moreflexible representation is to enrich video images with depth maps providing a Z-value for each pixel.This data representation is often called video-plus-depth.The cap-ture and representation of a scene in video-plus-depth brings a number of challenges:When a scene is captured by a two-camera stereoscopic rig,it is impossible to compute an abso-lutely correct depth map for each view,because of occlusions and other model violation(like the lack of texture).Different capture and depth reconstruction techniques have been sug-gested.The ATTEST project investigated the use of an active time-of-flight sensor co-axial to one main camera[1].An-other configuration is to use a central,principal camera and two satellite cameras to reduce the effects of occlusions.Sev-eral capture configurations for3D-TV productions have been investigated recently by the3D4YOU project[2].Many techniques for image-based(passive)depth recon-struction have been suggested in literature.In particular for stereo matching a huge body of work exists.The interested reader might be referred to[5].This paper describes two methods,which were applied in the3D4YOU project:A nar-row-baseline stereoscopic depth estimation is outlined in sec-tion3.2.Further,a wide-baseline method that is based on a visual hull computation is briefly described in section3.3.The remainder of this paper is organized in three main parts:The next section gives a brief outline of production requirements.Section3describes production tools.Section 4describes some experiences made in test productions.Thepaperfinishes with some concluding remarks.2.PRODUCTION REQUIREMENTSToday the production of(stereoscopic)3D(or S3D)is dom-inated by the movie industry with an increasing number of S3D movies made every year.The take-up in broadcast is still slow.The main reason lies in the required investments: At the production side new expensive production facilities are needed and households need new3D-TV sets.Therefore,3D-TV will be most likely be implementedfirst for high-budget genres,like premium football league and high-end drama or documentary.In difference to featurefilms sport productions have usu-ally a’live’character.Even if not broadcasted live,the pro-duction times are very quick.For example summaries of events will be usually broadcasted on the same day.There are a number of other TV programme genres that are also pro-duced’live’,for example news and a number of live-shows. The’live-character’of these programmes would not allow methods that need,for example a long offline conversion pro-cess or manual intervention as typical in movie industry.Another difference of TV production is that budgets are usually a number of magnitudes lower than movie produc-tions.This applies to most TV-productions,like daily news, children,educational and most entertainment programmes. The lower budget implies that production methods must not involve expensive post-production work.In the past that meant that many TV productions were done mainly’live’in order to minimize the post-production time and costs.Nowadays it is recognized that TV production is’file-based’and there-fore post-production are more widely adopted.Still expen-sive manual post-production processes can usually not be af-forded.The implication of these requirements is that there is a demand for tools that enable cost-effective production and mainly automated(and therefore affordable)post-production.Fig.1.Two different rigs used for’Peregrine Production’,mirror rig(left)and mini rig(right)from KuK.Different programme genres require also different techni-cal set-ups.An obvious example is whether a production isdone in the controlled environment of a studio or out-doors.Figure1shows two scenarios of a test production for a natu-ral history programme.The image on the left shows thefilm-ing of a peregrine falcon in an out-door location.For thesescenes a mirror rig with two full-size broadcast HD-cameraswas used.The image on the right shows a studio set-up.Inthis scene a close-up of the head of the peregrine falcon wasfilmed.In this case the subject needed to be reproduced at adifferent scale,which basically requires a shorter base-line ofthe stereo camera.For this purpose a mini-rig was used.3.PRODUCTION TOOLS FOR3D-TV3.1.On-Set Stereo Assistance SystemsTo prevent eye strain and visual fatigue a number of ruleshave to be followed during a stereoscopic production.Maincauses for visual discomfort are improper stereo geometryand retinal rivalry.Retinal rivalry can be caused by photo-metric distortions(e.g.different photometric properties of thecameras,difference in sharpness,brightness or contrast),ge-ometric distortions(e.g.lens distortion,vertically misalignedleft and right images,different focal lengths)or perceptionconflicts(e.g.stereoscopic window violation)[6].Stereo geometry refers mainly to the inter-axial distanceof the cameras and the position of the convergence plane.Both have to be adjusted carefully with respect to a givenscene-structure and the target viewing conditions.Due to theaccommodation-convergence conflict there is only a limiteddepth space close to the screen where comfortable3D view-ing is possible.Since this depth space is limited comparedto the real world the stereographer has to’to bring the wholereal world inside this virtual space called the comfort zone’.Two parameters control the mapping from real world to thecomfort zone:The inter-axial distance and the convergenceplane.The inter-axial distance controls the depth volume ofthe reproduced scene while the convergence plane defines theposition of this depth volume with respect to the screenplane.Fig.2.STAN as demonstrated at NAB2009Camera assistance systems have been developed to assistthe stereographer on set to adjust all important parameters.One example is the stereoscopic analyzer(STAN)[6].Thecore of STAN is a stereo analysis module where highly dis-tinctive feature points are detected and matched in real-timebetween the two views.Most of the functionality is basedon these feature points:First of all they are used to estimatethe geometric relations between the two cameras.This in-formation is used to give feedback about the actual riggingand to correct camera orientation and lens settings directly onset.Further,the camera parameters are used to remove anyremaining vertical disparities or directly together with otherparameters on set to rectify the images on thefly for broad-cast.Also the detection of near and far point which are needed to calculate the optimal inter-axial distance is based on these points and will be visualized in real-time for the set-up of cameras or can be directly used to control motorized rigs,as shown infigure2.3.2.Depth generation from stereo and multi-viewThe main challenge of stereo and multi-view depth generation is tofind the corresponding points in two images.Since this correspondence problem is under-constrained all approaches impose constraints,like uniqueness,smoothness and colour-compatibility.They vary by the way these constraints are exploited:Local methods use them only for a small neigh-borhood around the pixel of interest whereas global methods define the constraints in form of a cost function for the whole image,which is minimized by algorithms like Graph Cuts or Belief-Propagation(for an overview see[5]).Although global methods outperform local methods for still images their computational complexity and their lack of temporal consistency make local methods-so far-the choice for3D video processing.For example local window-based algorithms that use recursive matching in horizontal,verti-cal and temporal direction implicitly apply spatial and tem-poral smoothness constraints while enabling real-time perfor-mance.Typical errors of such window-based methods like foreground fattening and mismatches due to occlusion and low-or periodic texture are usually corrected during a post-processing step.These methods aim to align depth disconti-nuities to object borders,remove noise and miss-matches and tofill occlusions.Most of them either apply color segmenta-tion and planefitting[7]or use specialfilters to refine initial depth estimates at object borders and to smooth in homoge-neous areas.Thefilter coefficients are calculated using the color image but applied to the depth image,a process often called cross-bilateralfiltering.The depth image is smoothed in areas of constant colour while depth discontinuities are pre-served.Figure3shows an initial depth map(2nd row)and one refined by cross-bilateralfiltering.Details of this processing can be found in[7].Obviously there are occluded areas in the stereo-images that cannot be matched.With only two views these areas can only befilled by heuristics e.g.by extrapolating the back-ground depth.Attaching satellite cameras to the rig enables the computation of depths in the occluded parts by stereo matching and provides additional geometric constraints like trifocal and quadrifocal consistency to resolve ambiguities.Figure3shows some results of a multi-view approach that was used to process the data captured during a four camera test production within the3D4YOU project.Only the results for camera2are shown,using adjacent cameras1,2and3. Camera3would be processed accordingly,using cameras2, 3and4.First a pair-wise stereo-matching is performed for the neighboring cameras,yielding disparity map D21point-ing from camera2to camera1and D23pointing from cam-era2to camera3(2nd row offigure4).After removing all inconsistent matches(3rd row)the holes are mutuallyfilled (bottom row left)before the disparity map isfinallyfiltered with respect to the colour image of camera2using a median-variant of cross-bilateralfiltering(bottom rowright).Fig.3.Top:original images(left,middle,right),2nd row: original disparities(D21left,D23right),3rd row:consistent disparities(D21left,D23Right),bottom row:fused dispari-ties D21and D23(left)andfiltered disparities D21(right) 3.3.Depth generation from wide baseline camera data This work looks into real-time3D modeling from wide-base-line multi-camera configurations for broadcast applications, including stereoscopic3D and free-viewpoint video.It pres-ents an alternative production method,which derives3D ster-eoscopic content from the normal broadcast coverage cam-eras,plus optional locked-off cameras.The approach makes use of multi-camera3D reconstruction techniques that have been previously developed for post-match analysis of sports scenes.These techniques perform an automatic camera cali-bration and segmentation of the foreground action.From this information a3D model of the foreground action is computed. This data is then converted into a3D-TV format,either as image-plus-depth or as a conventional S3D image pair for the left and right eye with afixed inter-ocular distance.The system consists of three main component blocks:The capture system is fully integrated into the production infra-structure and performs a live ingest of the multi-camera video streams.For our tests we implemented the capture system with standard IT server hardware equipped with HD-SDI frame-grabber cards.The processing block automatically computes3D infor-mation from the multi-camera streams.The format conver-sion converts the image-and3D-data into a3DTV delivery format.The system has been applied to studio scenes and sport events.The processing performs a foreground segmen-tation,that separates the foreground action from the back-ground,i.e.the pitch and other background objects like stands. In the studio cameras are usually locked-off and can be cali-brated once before use.At sports events moving match cam-eras(pan,tilt and zoom)are used,which need to be calibrated every frame.Finally a3D model is generated using a visual hull computation.Figure4illustrates an example scene and the generated depth map.More information on the processing can be found in[8].Fig.4.Rugby game(left)and synthesised depth(right).4.PRODUCTION EXPERIMENTSWithin the3D4YOU project a number of test productionshave been made.The results shown in Figure3were part ofa test in a studio environment.Scenes of different complex-ities and different depth were designed and captured with aspecially designed rig,which combined a stereo camera pair,two side cameras and a time-of-flight sensor.The captureddata then was used in the project to develop algorithms forthe entire3D-TV chain,including post-production conversionto image-plus-depth,coding and transmission and is partiallymade available to the public.Another3D4YOU production has been made alongside aBBC production.The’story’was set around Peregrine fal-cons in London.The tests were made in a real productionenvironment and various production stereo-camera rigs wereused for the capture(see Figure1).The challenge of the pro-duction was that a number of shots were aiming to capturethe falcon in motion.Further,many scenes althoughfilmedin a number of locations in the UK had then be combinedwith footagefilmed in London.This required an intense post-production phase.Many of the scenes use chroma key backgrounds behindtheflying bird.Intensive chroma keying and generation ofalpha mattes was necessary.For the depth map creation thegenerated alpha matte was a helpful tool to create occlusionlayers and to properly separate foreground and backgroundobjects.For several shots that have already been produced in2D by the BBC team a2D-3D conversion was needed.Fig-ure5shows an example of a scene and a composition withbackground.Fig.5.Original source material shot in full HD quality(left)and composited foreground and background(right).5.CONCLUSIONSThis contribution discussed some tools for the production of3D-TV programmes as developed and tested in the3D4YOUproject.Many programme genres in broadcast are producedlive and with tight budgets.We have demonstrated a num-ber of approaches that work completely automated or help theproduction team during the capture and improve efficiency.The experience of test productions targeted to differentprogramme genres have shown that it is impossible to developa single capture system that can be used in all possible scenar-ios.The3D4YOU project developed and tested a capture rigthat can be used in the studio.For out-doors use conventionalstereo-rigs and a wide-baseline set-up was demonstrated.6.REFERENCES[1]A.Redert and et al.,“Attest advanced three-dimensionaltelevision systems technologies,”in Proc.of3DPVT,Padova,Italy,June2002,pp.313–319.[2]Bogumil Bartczak and et al.,“Display-independent3d-tvproduction and delivery using the layered depth video for-mat,”accepted for IEEE Trans.on Broadcasting,2011.[3]M.Ziegler,“Digital stereoscopic imaging and applica-tions.the race ii project distima,”in Proc.of IEE Collo-quium on Stereoscopic Television,1992.[4]C.Girdwood and P.Chiwy,“Mirage:An acts project invirtual production and stereoscopy,”in IBC ConferencePublication,Sept.1996,number428,pp.155–160.[5]D.Scharstein and R.Szeliski,“A taxonomy and eval-uation of dense two-frame stereo correspondence algo-rithms,”IJCV,vol.47,no.1,pp.7–42,2002.[6]F.Zilly,M.M¨u ller,and P.Kauff,“The stereoscopic ana-lyzer-an image-based assistance tool for stereo shootingand3d production,”in Proc.of ICIP2010,2010.[7]M.M¨u ller, F.Zilly,and P.Kauff,“Adaptive cross-trilateral depth mapfiltering,”in Proceedings of the3D-TV Conference,Tampere,June2010.[8]Oliver Grau and et al.,“A robust free-viewpoint videosystem for sport scenes,”in Proc.of3DTV-Conference,2007.。

相关文档
最新文档