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。
Today, both companies are using sub-pixel rendering to coax sharper-looking fonts out of typical low resolution screens.
目前,这两家公司都使用次像素渲染(subpixel rendering)技术,使得字体在低分辨率的屏幕上,也能显得很清晰。
Rendering the frames at each pixel and animating the frames.
呈现帧的各像素并以动画形式显示帧。
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,抗锯齿和越来越复杂的Primitive渲染中不同像素深度格式,AlphaBlend的支持。
Actually rendering the pixels to the drawable surface is simple once the precise pixel values have been determined.
实际上一旦确定了精确的像素值,就可以很容易地在绘图表面上呈现像素。
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的开发,针对像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。
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,如果在正向渲染路径下使用很多像素光照,有一些情况下合并物体并没有效果,下面解释。
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.
chunksize取1将得到失真算法的逐像素矫正呈现。增大chunkSize将大大减少SDL_BlitSurface的调用次数。
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.
渲染的时候,照射到合并物体任一部位的所有的像素光都会被计算,所以,需要渲染通道数量会增加。
Per-pixel dynamic lighting will add significant rendering overhead to every affected pixel and can lead to objects being rendered in multiple passes.
逐像素的动态光照将对每个受影响的像素增加显著的计算开销,并可能导致物体会被渲染多次。
In Forward Rendering, some number of brightest lights that affect each object are rendered in fully per-pixel lit mode.
在正向渲染中,影响物体的最亮的几个光源使用逐像素光照模式。
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的任何一小部分的所有像素灯都会在渲染过程中计算。因此需要的渲染通道数量就会增加。
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.
提出了一种基于像素光照计算的设计分析方法及相应的光照计算参数的纹理表示模型;
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,当在正向渲染路径下使用一些像素灯,有一些情况会使得合并物体不奏效,下面解释说明。
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.
该算法对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的方法生成新视点下的目标图像。
Per-pixel dynamic lighting will add significant rendering overhead to every affected pixel and can lead to objects being rendered in multiple passes.
对每一个受到影响的像素,逐像素动态光会累加可观的渲染耗费,并且会导致物体在多个通道被渲染。
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.
逐像素光照计算、实时阴影、材质与丝绸材质的渲染及蒙皮网格体的渲染。
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.
逐像素光照计算、实时阴影、材质与丝绸材质的渲染及蒙皮网格体的渲染。
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