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Bo Wen viewpoint lecture hall 20th-Windows 7 is coming

In December 12, the Electronic Industry Publishing House published a lecture at the fifth floor of the Library Building in Zhongguancun. The lecture hall was held at stage 20th-Windows 7-Windows 7, many Microsoft MVPs were invited to share their

Resource localization: e-learning new Viewpoint (i)

Only by constantly discovering new markets can we ensure that the land is always profitable, only to find a broken economic growth point to achieve the never-fading market point stone dream, look around the e-learning, each business is thinking: we

Design Viewpoint: The development of designer's leadership

In other words, designers are not very good at discipline, sensitive, impulsive, distinctive personality, idealism ... All this makes everyone very headache, but we also love designers, because they bring to the public a lot of fresh, many ideas, a

Design Viewpoint: The foundation is not good at design work can you?

For a long time, always have the design aspect of the students or the introduction of white in the mail, QQ, MSN and other channels to publish a kind of anxiety: my foundation is not very good, can I engage in design work? For such a question, I

Design viewpoint: How to implement the user experience strategy in the company

Originally the user experience this thing is only our practitioner hot dish rehash thing, put a lot of concepts and technical means to pack the initial stage of the product (service) design, and in the process of inspection, iteration, optimization,

Design Viewpoint: Designer and large company

Do not know if you have the question: those "big company" (especially in the traditional industry) inside the designer looks like a very relaxed, usually seemingly not too busy, have a task can look for design outsourcing, and often round. This kind

3D pose estimation of a single image with self-occlusion: monocular image 3D Human pose estimation under self-occlusion (iccv 13)

Monocular image 3D Human pose estimationunder self-occlusion (iccv 13) 3D pose estimation of a single image under self occlusion Abstract: This paper proposes a method for automatic 3D pose reconstruction in a single image. The presence of human joints, body parts that are prone to illusion, and messy background will lead to ambiguity in human posture judgment. This shows that this is not a simple problem. Researchers have studied many motion-and shadow-based methods to reduce ambiguity and rec

TBC2.81----Latest version download

http://www.trimble.com/globalTRLPAGE.asp?Nav=Collection-36339 TBC 2.80 full Install TBC 2.81 Update (from 2.70 or newer) (792425 KB)note:build Date (entitlement date) for this version is 1 October, 2012. Users with warranties the expired before this date would be able to install the this update, but they would not be able the use Licensed features. To check your warranty date, in Trimble Business Center go to help > About

3D-HEVC Video Coding Technology

3D-HEVC Coding Framework3D-HEVC coding structure is the expansion of HEVC, each point of view texture and depth map coding mainly using HEVC coding framework, but on the basis of a number of new coding techniques to make it more conducive to depth and multi-view coding.Figure 1 3D-HEVC Coding structureAs shown, the 3D-HEVC codec structure is similar to MVC. All input video images and depth images in the graph are scenes of the same moment, at different shooting locations, which form an access la

OpenGL Coordinate Transformation

image, we introduced a camera (CAMERA) simulation method, assuming that a camera is used to take a picture of the world, in the camera's viewfinder, there is a transformation process between the human eye and the real world. Figure 1. The camera simulates various coordinate transformations in OpenGL From a 3D object to a two-dimensional image, just like taking a photo with a camera, the following steps are usually taken: 1. Place the camera on a tripod to align it with a 3D scen

Special topic in OpenGL coordinate transformation

coordinate system, on the graphic display screen. The coordinates of this coordinate axis are usually taken parallel to the edge of the screen, the coordinate origin is taken in the lower left corner, and the unit of length is often taken as a pixel.(ii) Camera simulation of three-dimensional objectsTo illustrate what transformations need to be made between three-dimensional objects and two-dimensional images, we have introduced a camera simulation that assumes a camera to capture the world, an

OpenGL basic graphics programming-special optical processing

14.1 Illumination ModelThe concept of OpenGL illumination model consists of the following three parts: 1) Global extensive intensity; 2) the viewpoint is still near the scene, and 3) whether the front and back of an object are illuminated separately.   14.1.1 Global Environment lightAs mentioned above, each light source can provide ambient light for a scenario. In addition, there is an ambient light, which does not come from any specific light source

Chapter 5 of OpenGL programming guide: Illumination

1. Hidden area Removal During rendering, OpenGL needs to draw objects close to the viewpoint and remove the objects that are blocked from the distance. In 2D drawing, the purpose is generally achieved by controlling the draw sequence. 3D scenes are much more complex and may be partially blocked. Changing the angle of view also changes the occlusion. OpenGL uses depth buffer to eliminate hidden parts. Depth buffer stores the depth value of each pixel (

Reprint: The principle and realization of perspective projection

Projection) is a method of drawing or rendering on two-dimensional paper or canvas planes in order to achieve visual effects close to a real three-dimensional object, also known as perspective [1]. It has a series of perspective characteristics, such as vanishing sensation, distance sense, and the same size of body, which can reflect the spatial image of the body realistically. Perspective projections are often used for animations, visual simulations, and many other aspects that have a realisti

Cadence PDK Automation System (PAS) Release v03.05.003 windows/linux 1CD

1CDNeinastran.v9.2.3.win32 1CDAVR Simulator IDE v2.36 1CDCd-adapco Star ccm+ 9.06.011 Win64 Linux64 2DVDSolid Edge ST6 MP12 Update only win32_64 2CDVoluMill v6.1.0.2416 for NX10.0 Win64 1CDSynopsys VCS MX vi-2014.03\TNO. Effects.v9.0.16.8022\TNO. Riskcurves.v9.0.18.8069\Trimble Business Center 3.4 x64\Trimble Business Center HCE 3.20\VectorWorks macosx\Xilinx Vivado Design Suite 2014.4 LINUX iso-tbe\\299\

Go Shadow Map & Shadow Volume

depth map of all objects relative to the light source (that is, what we call the shadow map), that is, the value of each pixel in this image represents the closest of the scene to the light source. The depth value of the fragment. Since we are interested in the depth value of the pixel in this pass, we can turn off all the light calculations and open the render state of Z-test and Z-write.Pass2: Restores the viewpoint to its original normal position,

Principle and Implementation of Perspective Projection

object. It is also called perspective [1]. It has a series of perspective features, such as a sense of disappearance, a sense of distance, and regular changes in shapes of the same size, which can vividly reflect the Space image of a shape. Perspective Projection is usually used for animation, visual simulation, and many other aspects with authenticity reflection.2. Principle of Perspective Projection The basic perspective projection model consists of the v

Brief analysis on the principle and implementation of iOS animation--core Animation

, there will not be nearly large and small perspective effect.So how can it be so much smaller? To achieve near-large and small-size purposes, it is necessary to do a viewpoint transformation of the layer before the system can do vertical projection. Such a vertical projection is a near-large, far-smaller object observed by the viewpoint. The position of the z axis of the layer is specified by

Projection Transformation and view Transformation

Notes: 0. Projection Transformation: describes how to specify the shape and direction of a visual object (Viewing Volume. View transform: explains how to control the transformation from 3D model coordinates to screen coordinates. 1. No matter perspective projection or parallel projection (orthogonal projection), only objects in the visual object can be seen. 2. Default point of view for OpenGL (Eyex, eyey, Eyez) = (0.0, 0.0, 0.0); (UPX, upy, upz) = (0.0, 1.0, 0.0) points to the Z axis negative h

OpenGL Zero-based coordinate transformation

coordinate transformation is the basis of a deep understanding of the three-dimensional world, very important. The first part of this study is to understand several concepts: viewpoint Transformation, model transformation, projection transformation, viewport transformation. In the real world, all objects have three-dimensional features, but the computer itself can only handle numbers, showing two-dimensional graphics, so we want to use three-dimensio

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