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Klipper is set up on a computer running Linux (such as Raspberry Pi), and in addition, appropriate firmware must be flashed onto the printer's microcontroller. Configuration is done through a text-based configuration file, which allows for customization and control of the printer's behavior. To interact with Klipper, the user needs an interface.
An algorithm generating a mesh is typically controlled by the above three and other parameters. Some types of computer analysis of a constructed design require an adaptive mesh refinement, which is a mesh made finer (using stronger parameters) in regions where the analysis needs more detail. [1] [2]
Adaptive mesh refinement (AMR) changes the spacing of grid points, to change how accurately the solution is known in that region. In the shallow water example, the grid might in general be spaced every few feet—but it could be adaptively refined to have grid points every few inches in places where there are large waves.
Adaptive histogram equalization (AHE) is a computer image processing technique used to improve contrast in images. It differs from ordinary histogram equalization in the respect that the adaptive method computes several histograms, each corresponding to a distinct section of the image, and uses them to redistribute the lightness values of the image.
This was developed within one week as a recreation of the first level of Nintendo's Super Mario Bros. 3, intended as a realistic prototype of the adaptive tile refresh concept. The team of future id Software employees, still working for Softdisk, then completed the replica of the entire game, which was pitched to Nintendo for licensing for the PC.
In the early 1990s, Charles Perkins from SUN Microsystems USA, and Chai Keong Toh from Cambridge University separately started to work on a different Internet, that of a wireless ad hoc network. Perkins was working on the dynamic addressing issues. Toh worked on a new routing protocol, which was known as ABR – associativity-based routing. [8]
Mesh generation is deceptively difficult: it is easy for humans to see how to create a mesh of a given object, but difficult to program a computer to make good decisions for arbitrary input a priori. There is an infinite variety of geometry found in nature and man-made objects. Many mesh generation researchers were first users of meshes.
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