Blender v4.1 Manualthe scene, making it easier to model and judge proportions. Options To toggle between the two projections for the 3D Viewport, select View ‣ Perspective/Orthographic or use the shortcut Numpad5. Changing the Lens panel to Orthographic. See also Auto-Perspective Preference Camera Lens Type Camera Projections View Source View Translation Report issue on this page Local View Toggle Local View Reference places where they make sense, not in random places all over its body. Blender offers a number of projections (Box, Sphere…) that automatically apply a 2D image to a 3D object, but these tend to only work0 码力 | 6263 页 | 303.71 MB | 1 年前3
Apache ShardingSphere 中文文档 5.4.1------------------------------------------+ | MySQLSelectStatement | {"projections":{"startIndex":7,"stopIndex":7,"projections ":[{"startIndex":7,"stopIndex":7}],"distinctRow":false},"from":{"tableName":{0 码力 | 530 页 | 4.49 MB | 1 年前3
Apache ShardingSphere 中文文档 5.3.2------------------------------------------+ | MySQLSelectStatement | {"projections":{"startIndex":7,"stopIndex":7,"projections ":[{"startIndex":7,"stopIndex":7}],"distinctRow":false},"from":{"tableName":{0 码力 | 508 页 | 4.44 MB | 1 年前3
Apache ShardingSphere v5.5.0 document------------------------------------------+ | MySQLSelectStatement | {"projections":{"startIndex":7,"stopIndex":7,"projections ":[{"startIndex":7,"stopIndex":7}],"distinctRow":false},"from":{"tableName":{0 码力 | 602 页 | 3.85 MB | 1 年前3
Apache ShardingSphere v5.5.0 中文文档------------------------------------------+ | MySQLSelectStatement | {"projections":{"startIndex":7,"stopIndex":7,"projections ":[{"startIndex":7,"stopIndex":7}],"distinctRow":false},"from":{"tableName":{0 码力 | 557 页 | 4.61 MB | 1 年前3
Kotlin 1.9.10 官方文档 中文版
supported: Type annotations on method parameters, method return types and property types; Invariant projections of type arguments, such as Smth<@Ann Foo> , Array<@Ann Foo> . In the following example, the possible runtime failure. Instead, you can use Array. For more information, see Type Projections. 使用数组 In Kotlin, you can work with arrays by using them to pass a variable number of arguments 参见 Java Generics FAQ)。 而 Kotlin 中没有。 相反,Kotlin 有声明处型变(declaration-site variance)与类 型投影(type projections)。 我们来思考下为什么 Java 需要这些神秘的通配符。在 《Effective Java》第三 版 很好地解释了该问题—— 第 31 条:利用有限制通配符来提升 API 的灵活 性。 0 码力 | 3753 页 | 29.69 MB | 1 年前3
Kotlin 官方文档中文版 v1.9supported: Type annotations on method parameters, method return types and property types; Invariant projections of type arguments, such as Smth<@Ann Foo> , Array<@Ann Foo> . In the following example, the possible runtime failure. Instead, you can use Array. For more information, see Type Projections. 使用数组 In Kotlin, you can work with arrays by using them to pass a variable number of arguments 类型系统中最棘手的部分之一是通配符类型(参见 Java Generics FAQ)。 而 Kotlin 中没 有。 相反,Kotlin 有声明处型变(declaration-site variance)与类型投影(type projections)。 我们来思考下为什么 Java 需要这些神秘的通配符。在 《Effective Java》第三版 很好地解释了 该问题—— 第 31 条:利用有限制通配符来提升 API 的灵活性。 首先,Java 0 码力 | 2049 页 | 45.06 MB | 1 年前3
动手学深度学习 v2.0的不同 子空间表示(representation subspaces)可 能是有益的。 为此,与其只使用单独一个注意力汇聚,我们可以用独立学习得到的h组不同的 线性投影(linear projections) 来变换查询、键和值。然后,这h组变换后的查询、键和值将并行地送到注意力汇聚中。最后,将这h个注意 力汇聚的输出拼接在一起,并且通过另一个可以学习的线性投影进行变换,以产生最终输出。这种设计被称 通常,添加惩罚是确保近似满足约束的一种好方法。在实践中,这被证明比精确的满意度更可靠。此外,对 于非凸问题,许多使精确方法在凸情况下的性质(例如,可求最优解)不再成立。 投影 满足约束条件的另一种策略是投影(projections)。同样,我们之前也遇到过,例如在 8.5节中处理梯度截断 时,我们通过 g ← g · min(1, θ/∥g∥), (11.2.18) 确保梯度的长度以θ为界限。 这就是g在半径 更泛化地说,在凸集X上的投影被定义为 ProjX (x) = argmin x′∈X ∥x − x′∥. (11.2.19) 它是X中离X最近的点。 图11.2.4: Convex Projections. 投影的数学定义听起来可能有点抽象,为了解释得更清楚一些,请看 图11.2.4。图中有两个凸集,一个圆和 一个菱形。两个集合内的点(黄色)在投影期间保持不变。两个集合(黑色)之外的点投影到集合中接近原0 码力 | 797 页 | 29.45 MB | 1 年前3
Blender v3.6 参考手册(简体中文版)places where they make sense, not in random places all over its body. Blender offers a number of projections (Box, Sphere...) that automatically apply a 2D image to a 3D object, but these tend to only work 编辑器:: 模式:: 菜单:: 快捷键:: UVs are pinched at the poles. UVs are fanned at the poles. 保留缝合边 Separate projections by islands isolated by seams. 半径 使⽤的柱体半径。 校正⾼宽⽐例 映射UV时将考虑图像的宽⾼⽐。如果图像被映射到⾮正⽅形的 纹理空 间,投射将考虑到这⼀点,扭曲映射来确保表⾯上的准确。 faces at the poles. UVs are pinched at the poles. UVs are fanned at the poles. 保留缝合边 Separate projections by islands isolated by seams. 半径 N 球体半径 校正⾼宽⽐例 编辑器:: 模式:: 菜单:: 快捷键:: 映射UV时将考虑图像的宽⾼⽐。如果图像被映射到⾮正⽅形的0 码力 | 4850 页 | 304.16 MB | 1 年前3
Blender v4.0 参考手册(简体中文版)places where they make sense, not in random places all over its body. Blender offers a number of projections (Box, Sphere...) that automatically apply a 2D image to a 3D object, but these tend to only work poles. 夹捏: UVs are pinched at the poles. 扇形: UVs are fanned at the poles. 保留缝合边 Separate projections by islands isolated by seams. 半径 使⽤的柱体半径。 校正⾼宽⽐例 映射UV时将考虑图像的宽⾼⽐。如果图像被映射到⾮正⽅形的 纹理空间,投 射将考虑到这⼀点,扭曲映射来确保表⾯上的准确。 poles. 夹捏: UVs are pinched at the poles. 扇形: UVs are fanned at the poles. 保留缝合边 Separate projections by islands isolated by seams. 半径 N 球体半径 校正⾼宽⽐例 映射UV时将考虑图像的宽⾼⽐。如果图像被映射到⾮正⽅形的 纹理空间,投 射将考虑到这⼀点,扭曲映射来确保表⾯上的准确。0 码力 | 5352 页 | 306.21 MB | 1 年前3
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