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1.
音乐是声音的艺术,那么,它只能诉诸于人们的听觉,所以,音乐又是一种听觉的艺术。因此,音乐作品中所表现的思想情感,不是单纯的听觉感受,而是整体的感受。同样,人们在欣赏音乐的时候,虽然主要是通过听觉的渠道,接受的是听觉的刺激,但由于通感的作用,也可能引起视觉意象,产生丰富生动的联想和想象,进而引起强烈的感睛反应,体验到音乐家在作品中表达的思想感情和情境,获得美感,并为之感动。  相似文献   

2.
《数字电路》课程的教学,是由理论教学,课程实验和课程设计等教学环节构成的。理论教学进行一段时间,完成了一定内容的教学后再安排实验,学生对教学内容的感性认识被延迟,甚至对某个内容的学习,在起初产生的兴趣会随时间的推移逐渐消失,如果我们在多媒体教学实践中,结合理论教学的进程,及时地利用虚拟电子技术,在计算机上进行验证仿真实验,将使学生对学习内容的感性认识得到加强,而且通过人机对话的方式,学生选择元器件,连接电路,选择参数,自己修改分析,测试,与理论相对照,把实验和理论紧密结合,加深对理论的认识,在学生课程设计或实习时,利用虚拟实验检验设计结果的可行性,节约成本和时间,提高效率,为此,我们在教学,实验和课程设计,毕业设计中引入了虚拟电子技术,试图给学生建立一种全新的实验观念,以便学生毕业后更快地与实际工作接轨。  相似文献   

3.
山东省聊城市位于华东,华北,华中三大行政区交界处,京九铁路,邯济铁路,济馆高速公路在此交汇,在地理位置上占有得天独厚的优势。聊城市辖东昌府区,临清市和冠县,莘县,阳谷,东阿,茌平,高唐6个县和1个经济技术和开发区,是我国重要的商品粮  相似文献   

4.
杨为一 《程序员》2005,(12):82-86
人类拥有想象力与创意,是创意再造人类的生活,随着虚拟角色的出现,人们开始注意到电脑表现自我的重要性,电脑虚拟角色的诞生,组成了新的生活空间,人们在真实规则,规律的空间中需要情感的宣泄,迷茫的情绪需要精神的寄托,于是,许多人选择了网络的生活空间,虚拟角色便成为了另一个空间中的自我,朋友,恋人,敌人……  相似文献   

5.
Jack 《音响改装技术》2014,(10):192-193
小时候,教育告诉我们,方向很重要;长大后,实践告诉我们,方向的确很重要。只是,生活的方向,有的时候显得朦胧,摸不着,也猜不透。汽车的方向,则实实在在。也许是因为这一点,在笔者看来,方向盘是汽车身上最迷人的部位之一,而方向盘的进化,同样是一件很有趣的事!当然,从历史的角度上讲,这也是一件很严谨的事,作为近代汽车的标志性部件,方向盘的进化贯穿了整个汽车文明史。  相似文献   

6.
形影不离     
目前,存储卡在很多领域的应用都非常广泛,手机,相机,摄像机,笔记本等等,甚至电视,冰箱,洗衣机等都能见到存储卡的影子,可以说存储卡是数码产品的“情感交流器”。而存储卡也越来越便宜,便宜到令人发怵的地步,去年一个1GB的存储卡,不论什么格式的,都要好几百,接近千元,但现在去看看本杂志“行情风向标”栏目,1GB卡最低可以不到一百元。  相似文献   

7.
工作的繁忙,城市的喧哗,生活的紧压,总会让我们不经意间忘记享受,忘记享受音乐,忘记音乐带来的快乐,忘记音乐给生活带来的意义。人生就像一场不知道终点的赛跑,一味的狂跑只会错过沿途美丽的风景,适时的放慢脚步,美丽的风景就会陪伴左右,悄悄的关上车门,将繁杂的世俗拒之门外,播放喜爱的音乐,这时,终点其实已经在你眼前,用自己喜欢的声音为到达终点而欢呼,用音乐取悦自己的耳朵,用音乐缓解生活的压力,假如你还在赛跑,请缓缓你的脚步,和我一起享受FOCAL描绘的美丽风景。  相似文献   

8.
上班以后,每天面对着电脑,总觉得自己的脸上油腻腻的,身上的汗浸浸的,不知不觉洗澡已经成为日常生活当中必不可少的一件事,洗澡不仅能清除汁垢油污,还能消除疲劳,舒筋活血,改善睡眠,提高皮肤的代谢功能和抗病力,然而,如果我们不重视洗澡的健康,不但没有这些益处,反而会洗掉健康,看看下面的错误洗澡“七宗罪”吧——  相似文献   

9.
苏槿 《微型计算机》2012,(26):18-33
今年的国庆长假,加上中秋节,黄金周长假多达8天!如果再加上年假、婚假等各种假期,真是想想都美啊!金秋是一年最适合出行的季节,这个季节里,许多地方展现的是一年中仅此一次的美好,大自然似乎要把全部力量都用在这个季节,然后再进入冬天的休养,于是,到处都呈现着五彩斑斓的美景。收获的霞浦,繁忙的涠洲岛,塞上的草原,婺源的红叶,拉萨河畔的秋风,梅里雪山的冰峰,还有广袤的大漠,春华秋实,哪种美景更让你倾心?  相似文献   

10.
《数码精品世界》2007,(8):17-17
赛诺的分析认为,截止07年5月,CDMA手机市场总体上看,国内外品牌各占50%,国内品牌和国际品牌在市场份额上也相当,目前主要为八强争霸,其中,三星的市场份额最高,独占超过20%的份额,华为第二,中兴第三,其余依次为LG,摩托罗拉,海信,宇龙酷派,诺基亚等.  相似文献   

11.
描述了一个新的结合细节层次算法和基于图像渲染的森林渲染系统,平衡了基于图像的渲染方法在渲染质量上的不足与几何渲染方法在效率上的缺陷。提出了一种新的基于四叉树纹理拼图的替代物渲染加速算法,有效地提升了替代物创建与渲染速度。最后,在一个实际的室外场景漫游程序中的运行结果表明了该系统可以用较小的渲染代价获得很高的渲染质量。  相似文献   

12.
基于CUDA的并行加速渲染算法   总被引:1,自引:1,他引:0       下载免费PDF全文
GPU可以快速有效的处理海量数据,因此在近些年成为图形图像数据处理领域的研究热点。针对现有GPU渲染中在处理含有大量相同或相似模型场景时存在资源利用率低下和带宽消耗过大的问题,在原有GPU渲染架构的基础上提出了一种基于CUDA的加速渲染方法。在该方法中,根据现有的GPU渲染模式构建对应的模型,通过模型找出其不足,从而引申出常量内存的概念;然后分析常量内存的特性以及对渲染产生的作用,从而引入基于常量内存控制的方法来实现渲染的加速,整个渲染过程可以通过渲染算法进行控制。实验结果表明,该方法对解决上述问题具有较好的效果,最终实现加速渲染。  相似文献   

13.
Interactive view-dependent rendering over networks   总被引:1,自引:0,他引:1  
For a client-server based view-dependent rendering system, the overhead of view-dependent rendering and the network latency are major obstacles in achieving interactivity. In this paper, we first present a multiresolution hierarchy traversal management strategy to control the overhead of view-dependent rendering for low-capacity clients. Then we propose a predictive parallel strategy to overcome the network latency for client-server based view-dependent multiresolution rendering systems. Our solution is to make the client process and the server process run in parallel, using the rendering time to cover the network latency. For networks with long round-trip times, we manage to overlap the network latency for one frame with the rendering time for multiple frames. View-parameters prediction is incorporated to make the parallelism of the client and the server feasible. In order to maintain an acceptable view-dependent rendering quality in the network environment, we develop a synchronization mechanism and a dynamic adjustment mechanism to handle the transient network slowdowns and the changes of the network condition. Our experimental results, in comparison with the sequential method, show that our predictive parallel approach can achieve an interactive frame rate while keeping an acceptable rendering quality for large triangle models over networks with relatively long round-trip times.  相似文献   

14.
Compressive rendering refers to the process of reconstructing a full image from a small subset of the rendered pixels, thereby expediting the rendering task. In this paper, we empirically investigate three image order techniques for compressive rendering that are suitable for direct volume rendering. The first technique is based on the theory of compressed sensing and leverages the sparsity of the image gradient in the Fourier domain. The latter techniques exploit smoothness properties of the rendered image; the second technique recovers the missing pixels via a total variation minimization procedure while the third technique incorporates a smoothness prior in a variational reconstruction framework employing interpolating cubic B‐splines. We compare and contrast the three techniques in terms of quality, efficiency and sensitivity to the distribution of pixels. Our results show that smoothness‐based techniques significantly outperform techniques that are based on compressed sensing and are also robust in the presence of highly incomplete information. We achieve high quality recovery with as little as 20% of the pixels distributed uniformly in screen space.  相似文献   

15.
We propose a versatile pipeline to render B‐Rep models interactively, precisely and without rendering‐related artifacts such as cracks. Our rendering method is based on dynamic surface evaluation using both tesselation and ray‐casting, and direct GPU surface trimming. An initial rendering of the scene is performed using dynamic tesselation. The algorithm we propose reliably detects then fills up cracks in the rendered image. Crack detection works in image space, using depth information, while crack‐filling is either achieved in image space using a simple classification process, or performed in object space through selective ray‐casting. The crack filling method can be dynamically changed at runtime. Our image space crack filling approach has a limited runtime cost and enables high quality, real‐time navigation. Our higher quality, object space approach results in a rendering of similar quality than full‐scene ray‐casting, but is 2 to 6 times faster, can be used during navigation and provides accurate, reliable rendering. Integration of our work with existing tesselation‐based rendering engines is straightforward.  相似文献   

16.
科学可视化技术在众多领域具有十分广泛的应用,然而直接体绘制技术却有着计算量大、计算时间长的缺点,在普通的PC机上很难实现对大规模数据的实时交互绘制。目前的三维可视化系统通常需要架构在高端的图形工作站或转用计算机上。随着计算机软硬件技术的发展,普通的PC机图形处理器GPU(Graphic Processing Unit)具有了可编程功能。正是借助GPU的可编程功能及其强大的并行处理能力,研究并实现了一种基于普通PC硬件的体会之方法。最后应用该方法对工业、医学等体数据进行可视化,结果证明该方法可以在普通PC上实现较大规模数据的快速可视化。  相似文献   

17.
目的 在实时渲染领域中,立即辐射度算法是用于实时模拟间接光泽反射效果的算法之一。基于立即辐射度的GGX SLC(stochastic light culling)算法中使用符合真实物理定律的GGX BRDF(bidirectional reflectance distribution function)光照模型计算间接光泽反射,计算复杂度很高,并且其计算开销会随着虚拟点光源的数量呈明显的线性增长。为解决上述问题,提出一种更高效的实时间接光泽反射渲染算法。方法 基于数学方法中的线性变换球面分布,将计算复杂度很高的GGX BRDF球面分布近似为一种计算复杂度较低的球面分布,并基于该球面分布提出了在单点光源以及多点光源环境下的基于物理的快速光照模型。该光照模型相比GGX BRDF光照模型具有更低的计算开销。然后基于该光照模型,提出实时间接光泽反射渲染算法,计算虚拟点光源对着色点的辐射强度,结合多点光源光照模型对着色点着色,高效地渲染间接光泽反射效果。结果 实验结果表明,改进后的实时间接光泽反射算法能够以更高的渲染效率实现与GGX SLC算法相似的渲染效果,渲染效率提升了20%~40%,并且场...  相似文献   

18.
复式并行流水线在基于PC集群机的并行绘制中的应用   总被引:2,自引:0,他引:2  
提出基于动态绘制组的混合式体系结构,除了动态绘制组间的并行处理流水线外,在动态绘制组内部设计了缓帧并行流水线改进工作流程,形成了复式的并行绘制流水线,大大地提高了基于PC集群机的并行图形绘制系统的整体性能.采用此复式流水线的原型系统在实际测试中表现突出,性能比单层并行绘制流水线绘制系统有较大提高.  相似文献   

19.
A large number of rendering and graphics applications developed in research and industry are based on scene graphs. Traditionally, scene graphs encapsulate the hierarchical structure of a complete 3D scene, and combine both semantic and rendering aspects. In this paper, we propose a clean separation of the semantic and rendering parts of the scene graph. This leads to a generally applicable architecture for graphics applications that is loosely based on the well-known Model-View-Controller (MVC) design pattern for separating the user interface and computation parts of an application. We explore the benefits of this new design for various rendering and modeling tasks, such as rendering dynamic scenes, out-of-core rendering of large scenes, generation of geometry for trees and vegetation, and multi-view rendering. Finally, we show some of the implementation details that have been solved in the process of using this software architecture in a large framework for rapid development of visualization and rendering applications.  相似文献   

20.
Physically based rendering is a well‐understood technique to produce realistic‐looking images. However, different algorithms exist for efficiency reasons, which work well in certain cases but fail or produce rendering artefacts in others. Few tools allow a user to gain insight into the algorithmic processes. In this work, we present such a tool, which combines techniques from information visualization and visual analytics with physically based rendering. It consists of an interactive parallel coordinates plot, with a built‐in sampling‐based data reduction technique to visualize the attributes associated with each light sample. Two‐dimensional (2D) and three‐dimensional (3D) heat maps depict any desired property of the rendering process. An interactively rendered 3D view of the scene displays animated light paths based on the user's selection to gain further insight into the rendering process. The provided interactivity enables the user to guide the rendering process for more efficiency. To show its usefulness, we present several applications based on our tool. This includes differential light transport visualization to optimize light setup in a scene, finding the causes of and resolving rendering artefacts, such as fireflies, as well as a path length contribution histogram to evaluate the efficiency of different Monte Carlo estimators.  相似文献   

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