这听起来有些复杂,其实很简单,举例说明:如果你将光源至被摄主体的距离增加1倍,那么落在主体上的光线只有距离增加前的四分之一。
That sounds complicated, but isn't really. If you move a light twice as far from your subject, you end up with only one-quarter of the light on the subject.
最终渲染阶段产生最后渲染后的图像,到这一步,所有的对象都将被再次渲染,其中着色器将混合前一步生成的光源和纹理以及所有自发光照明。
Final pass produces final rendered image. Here all objects are rendered again; with shaders that fetch the lighting, combine it with textures and add any emissive lighting.
函数的源代码如下。注意如果光源是方向光,向量的前三个部分将被归一化,来节省时间。
The source code is presented next. Note that if the light is a directional light, the vector with the first three components is normalised to save time latter.
为避免这些问题,在正常上床睡觉前的一个小时停止使用所有电子设备,避开任何光源发出的亮光。
To avoid these issues, impose a moratorium on all electronic devices in the hour before your normal bedtime and be cautious about bright light from any sources in the hours before bed.
前三个值表明了光源的位置,在点光源的,或者方向光的方向情况下。
The first three values specify the lights position, in the case of a point light, or the lights direction for directional lights.
试着白天时活动一下,睡觉前一定要让身体有时间从人造光源中抽离。
Try and get some activity in to your day and make sure to give your body time to unplug away from artificial light before heading to bed.
采用射线跟踪法,通过模拟计算得到最优光源的长度和最优长度时,在灯前测试屏上照度分布。
Based on a method of bi-directional light tracking, it works out the best length of lamp-source and the distribution of lamp on the screen with this lamp-source.
对无阶梯诱导空间非相干技术中前级光源太弱的问题进行了分析,开展了前级部分相干源的研究工作。
The characteristics of front end light, a key problem in EFISI(Echelon Free Induced Spatial Incoherence), is analyzed in this paper, and a new partial coherence light source is researched here.
其主要内容包括光源建模、自由曲面反射器的设计和前照灯照明效果模拟三大部分。
Of or relating to light emitted from a point source and reflected or refracted from a curved surface.
其主要内容包括光源建模、自由曲面反射器的设计和前照灯照明效果模拟三大部分。
Of or relating to light emitted from a point source and reflected or refracted from a curved surface.
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