Put forward a vertex program which efficiently computes the slicing for textured-based volume rendering to handle the limited of graphic card. 为克服图形硬件对传统纹理映射体绘制的限制,提出并分析讨论了采用顶点编程来有效地实现基于纹理的体绘制中的切片组与包围盒相交过程的方法。
Vertex program and fragment program are used for shadow computation, and then the paper accelerates shadow rendering on complex geometry scene. 在GPU上采用顶点和片元程序进行阴影计算,从而加速复杂场景阴影绘制。
Besides, by establishing vertex degree distance matrix, the traditional algorithm for MCI is simplified and the calculating efficiency, veracity, and program attainability for MCi are im-proved. 此外,通过建立点价距离矩阵,简化了传统MCI的计算方法,使MCI的计算具有效率高、不易出错等优点,便于MCI计算程序化。
Feedback vertex set problems originated from the area of combinatorial circuit design, and have found numerous important applications in other fields such as deadlock prevention in operating systems, VLSI design, program verification, Bayesian inference and so on. 反馈节点集问题源于组合电路的设计,在预防计算机操作系统的死锁、VLSI芯片设计、计算机程序证明以及贝叶斯推论等方面都有极其重要的应用。