微软字体光栅化使用专利的TrueType渲染算法。
The Microsoft font rasterizer USES patented TrueType rendering algorithms.
本文通过对渲染算法的研究与改进,完成了一套完整的渲染系统。
Through study and modification of the rendering algorithms, the article has created a complete rendering system.
要克服这个限制,研究者们提出了一系列的输出敏感型的渲染算法。
To overcome this limitation, researches have proposed a wide variety of output-sensitive rendering algorithms, i. e.
大规模的地形渲染算法需要采用细节层次来减少实际需要绘制的地形数据。
Then educes the real time algorithm of dynamic level of detail terrain rendering and gives out its realizing process in detail.
但它带来的缺点是采集时间长,存储空间大,甚至影响到相关渲染算法实现。
However, it costs too much time and space, which may even affects the realization of related rendering.
结论:这里描述的渲染算法能够用一个精选的符号标记产生多糖结构的高质量的表征。
CONCLUSION: The rendering algorithm described here is able to produce high-quality representations of glycan structures in a chosen symbolic notation.
本文依据光子映射对实体物体的渲染,将其扩展到对包含参与介质的场景的渲染,为此提出了一个两路的渲染算法。
This article presents a two-pass algorithm to render the scene including participating media, and this algorithm is an expansion of the rendering to solid objects with photon mapping.
可编程图形处理器允许用户编写运行在其上的顶点着色程序与片断着色程序,取代内置的固定功能渲染流水线,实现定制的渲染算法。
The programmable GPU permits developers to write vertex shaders and fragment shaders running on it, to replace the fixed function pipeline, and to employ custom rendering algorithms.
在基本文本渲染算法上增加字距调整非常简单,当一个字距调整对发现了,简单地在第4步前,将缩放后的调整距离增加到笔位置即可。
Adding kerning to the basic text rendering algorithm is easy: When a kerning pair is found, simply add the scaled kerning distance to the pen position before step 4.
进而引出了动态多细节水平地形渲染的实时算法,并给出其实现过程及实验结果。
Then educes the real time algorithm of dynamic level of detail terrain rendering and gives out its realizing process in detail.
另外一个办法是在多遍渲染中使用模板缓存的算法来控制场景中那些部分将被投影纹理更新。
Another way is to use the stencil buffer in a multipass algorithm to control what parts of the scene are updated by a projected texture.
在三维虚拟会议场景中,使用多重纹理和三角面片渲染的快速算法,保证了交互显示的实时性;
In the three-dimensional virtual conference scene, the use of multi-texture and triangle slice fleet arithmetic guarantees the real-time alternation display.
在这个框架中,整合了一个适合于不同手机平台的能有效压缩图像及快速渲染的算法集。
Possible algorithms which can greatly compress image data while having a good decoding speed and platform dependent, are integrated to the framework.
提出一种基于硬件加速的算法,在实时图形应用中非侵入式地获得各种风格化渲染特效。
To achieve various stylized visual effects non-invasively in real-time graphic applications, we propose a hardware-accelerated algorithm.
利用一种改进的快速蚁群聚类算法来获取掌形的中心,建立相关的渲染坐标系,从而精确注册虚拟物体。
This system used an improved ant colony clustering algorithm to get hand center quickly, established relevant rendering system, and registered the virtual object.
为了提高图形渲染程序的性能,根据统一脚本核心硬件的特征,提出一种在材质空间进行二次排序的场景组织算法。
In order to improve the performance of graphics rendering process, we proposed the algorithm based on unified shader core, which sorted objects in their material space.
重点讨论了三维引擎总体结构框架设计、引擎内部模型数据管理、三维场景渲染、随机地形生成的算法、弹道仿真等技术的应用。
Special attention is given to the design of 3D engine, rendering of 3D scene, the algorithm of generating random fractal terrain, application of trajectory simulation.
实验结果表明,文中算法解决了平行分割阴影图算法的冗余渲染问题,提高了渲染效率和场景阴影质量。
The results show that LiSPSSM effectively addresses the redundant rendering problem in PSSM and improves the efficiency and quality of real-time shadow rendering.
实验表明,本算法能达成动态场景下交互式帧率的软阴影及物体间反射渲染。
Experiments show that rendering with soft shadows and inter-reflection in dynamic scene can be achieved.
介绍了虚拟环境下基于物理模型的触觉渲染技术和算法。
The paper describes the development of haptic rendering in virtual environment.
本文针对图形标准渲染管道的图形渲染效率和图形真实感,在直线扫描转换、三维线性变换的统一推导和透视校正方面进行了以下研究:1提出了直线扫描转换的一种快速算法。
Based on the standard graphics rendering pipeline, studies have been made in the areas of graphics rendering efficiency and realism: 1 a fast algorithm of line scan-conversion is presented.
在大规模地形的渲染处理中,使用了基于组件式的多层地形算法。
Besides, the terrain component render algorithm is the important basis of multi-layer terrain and LRU algorithm.
在预处理阶段,本算法对场景内每个刚体分别计算其辐射场,而在渲染阶段,本算法迭代计算每个物体的入射光。
The calculation of radiance fields are done for each object individually in the precomputing process while iterations are finished in real-time rendering.
首先简介了基于有序笔画的汉字力觉渲染架构、快速碰撞检测算法和虚拟力模型。
Strokes sequence based rendering architecture, corresponding collision detection and virtual force model were briefly introduced.
最后,本文给出了一种基于逃逸时间算法的广义M集的渲染方法。
Finally a rendering method based on the escape-time method to draw the generalized m set in different colors is offered.
遮挡裁剪和应用层次细节模型是两种有效的三维复杂场景渲染加速算法。
Occlusion culling and LOD (Level of Details) both are effective techniques in accelerating the rendering process of 3d large scene.
遮挡裁剪和应用层次细节模型是两种有效的三维复杂场景渲染加速算法。
Occlusion culling and LOD (Level of Details) both are effective techniques in accelerating the rendering process of 3d large scene.
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