Приклади вживання Normals Англійська мовою та їх переклад на Українською
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Normals of each vertex of the triangle.
Mukherjee's second law states“Normals teach us rules; outliers teach us laws.”.
Normals teach us rules; outliers teach us laws.
If visual difference between polygons is undesirable, then normals should be smoothed.
Normals teach us rules; outliers teach us laws.
Normal mapping method perturbs normals of a model to add feel of a relief.
Output normals, tangents and bitangents for each vertex of the triangle.
In Gouraud shading eachvertex of the triangle can have different normals.
WMO Climate Normals for WILLISTON/ SLOULIN FIELD ND 1961.
Normal in each fragment depends on three normals at vertices of the triangle.
Add together normals of all triangles that share vertex. N=N1+N2+N3.
This theorem is the key for the computation of essential geometric features of the curve:tangents, normals, and curvature.
On the image the normals at the vertices are rendered as green lines.
This means that the Phong equation canrelate the shading seen in a photograph with the surface normals of the visible object.
Normals can be different, and as result each vertex will have different lighting intensity.
Note that every triangle has two face normals, which point to opposite directions from each other.
Normals also can be calculated with help of more that four adjacent pixels. This leads to more smooth transitions of normals across normal map.
Inverse refers to the wish to estimate the surface normals given a rendered image, natural or computer-made.
To visualize normals at the vertices you have to create one line for each vertex.
Proceed to the next discrete point on the curve and repeat the process of calculating tangents and normals, taking into account previous normal and tangent.
Surface normals are useful for determining light transport in ray tracing, and are a key component of the popular Phong shading model.
Photometric stereo is atechnique in computer vision for estimating the surface normals of objects by observing that object under different lighting conditions.
Thus the normals allow the calculation of the relative surface heights of the line on the object using a line integral, if we assume a continuous surface.
This tutorial shows how to visualize normals, tangents, bitangnets and edges of a polygonal mesh with a GLSL geometry shader.
Calculation of normals for triangles can be useful when polygonal mesh was saved without normals, when it's required to determine normal to plane, etc.
Normal mapping method substitutes uniform interpolated normals in each fragment by unique normals, which are created by designer or generated from a high-polygonal mesh.
Thus the normals of an object in a photograph can only be determined, by introducing additional information such as the number of lights, light directions and reflection parameters.
Some rendering systems use vertex normals instead of face normals to create a better-looking lighting system at the cost of more processing.
Therefore, these normals may be interpolated along the edges of each cube to find the normals of the generated vertices which are essential for shading the resulting mesh with some illumination model.