• The pixel rendering peak value rate is 260 Mpixels per second.

    象素处理峰值速度为每秒2.6亿个象素

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  • Today, both companies are using sub-pixel rendering to coax sharper-looking fonts out of typical low resolution screens.

    目前这两家公司使用次像素渲染(subpixel rendering)技术,使得字体在分辨率屏幕上,也能显得很清晰。

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  • Rendering the frames at each pixel and animating the frames.

    呈现像素以动画形式显示帧。

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  • Some of these extensions included different pixel depth formats, alpha blending support in bitmap operations and brushes, anti-aliased primitive rendering and more complex primitive rendering.

    这些扩展提供了诸如位图操作画笔,抗锯齿越来越复杂Primitive渲染不同像素深度格式AlphaBlend支持

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  • Actually rendering the pixels to the drawable surface is simple once the precise pixel values have been determined.

    实际上一旦确定精确像素,就可以很容易地绘图表面上呈现像素

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  • Core Layer – XNA-based development for high-end graphics such as 3D animation or rendering with custom pixel shaders.

    核心层——基于XNA开发,针对3D动画一样的高端图像或者使用自定义像素着色器进行渲染

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  • However, when using many pixel lights in the Forward rendering path, there are situations where combining objects may not make sense, as explained below.

    然而如果正向渲染路径下使用很多像素光照一些情况下合并物体没有效果,下面解释

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  • At a chunkSize of 1, this will create a per-pixel correct rendering of the distortion algorithm, while each increase in chunkSize will drastically reduce the number of SDL_BlitSurface calls required.

    chunksize1得到失真算法像素矫正呈现增大chunkSize将大大减少SDL_BlitSurface的调用次数。

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  • All pixel lights that illuminate any part of this combined object will be taken into account during rendering, so the number of rendering passes that need to be made could be increased.

    渲染时候,照射到合并物体任一部位所有像素都会计算所以需要渲染通道数量增加

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  • Per-pixel dynamic lighting will add significant rendering overhead to every affected pixel and can lead to objects being rendered in multiple passes.

    像素动态光照每个受影响像素增加显著的计算开销可能导致物体会被渲染多次

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  • In Forward Rendering, some number of brightest lights that affect each object are rendered in fully per-pixel lit mode.

    正向渲染中影响物体最亮几个光源使用逐像素光照模式

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  • All pixel lights that illuminate any part of this combined object will be taken into account during rendering, so the number of rendering passes that need to be made could be increased.

    照亮这个合并后物体任何一小部分所有像素都会渲染过程计算因此需要的渲染通道数量就会增加

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  • Secondly, a technique on how to analyze and solve rendering problems with pixel shading is proposed, along with the methods on how to construct texture representation of lighting parameters.

    提出一种基于像素光照计算设计分析方法相应光照计算参数纹理表示模型

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  • However, when using many pixel lights in the Forward rendering path, there are situations where combining objects may not make sense, as explained below.

    然而正向渲染路径下使用一些像素一些情况使得合并物体奏效,下面解释说明。

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  • The new algorithm adds a direction vector to every depth pixel in LDI , and creates images from new vantage points by adopting a weighted rendering method for pixels with the same depth.

    算法对LDI的每个深度像素增加一个方向向量,对位于同一深度的像素采用加权平均方法生成视点下的目标图像

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  • Per-pixel dynamic lighting will add significant rendering overhead to every affected pixel and can lead to objects being rendered in multiple passes.

    每一个受到影响像素,逐像素动态累加可观的渲染耗费,并且导致物体多个通道渲染

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  • The paper focuses the GPU based real-time rendering technologies. It involves the following parts: per-pixel lighting, real-time shadow, glass and velvet texture rendering, and skinned mesh rendering.

    像素光照计算、实时阴影材质丝绸材质的渲染蒙皮网格体的渲染。

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  • The paper focuses the GPU based real-time rendering technologies. It involves the following parts: per-pixel lighting, real-time shadow, glass and velvet texture rendering, and skinned mesh rendering.

    像素光照计算、实时阴影材质丝绸材质的渲染蒙皮网格体的渲染。

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