We study a lot of classic algorithm about the large-scale complex scenery. In this case, we bring about an advanced volumetric rendering algorithm to render the scene.
本文研究了大量复杂场景绘制的经典算法,并在前人研究成果的基础上,提出改进的体纹理算法,实现了大规模草地的实时绘制。
And we have realized the algorithm whose rendering speed is independent of the complexity but only deponds on the resolution and other parameters of the volumetric texture.
本文算法的绘制速度只与体纹理分辨率等参数有关而与模型的几何复杂度无关。
Objective To describe a spatial data structure called sorted volumetric data structure which speeds up the volume rendering and will not affect image quality.
本文提出一种称为有序体数据的空间数据结构,它可以有效地加速体绘制而对图像质量没有影响。
This paper presents the principle of volume visualization technology, the generation, manipulation and rendering of volumetric data.
该文介绍立体可视化技术的原理、立体数据的生成、处理及演示。
We focus on the building of the grass volumetric texture, and the rapid rendering of the scene based on the GPU programming.
本文的主要工作包括草地体纹理的生成和基于图形硬件(GPU)编程的场景快速绘制。
By combining shadow map, shadow volume and ray marching techniques, a new hybrid method is proposed for rendering of volumetric shadows under participating media.
该算法将阴影图和阴影体算法相结合,先通过阴影图绘制出阴影的轮廓,再利用阴影体算法更新轮廓处象素的模板缓冲值。
Volume rendering is often used for 3d volumetric datasets visualization. It can generate high quality images, but can not render volumes and polygons combined scenes.
体绘制技术常用于3维体数据场的可视化,其虽然可以生成高质量的投影图像,但通常不能绘制由体数据与点、线、面图形组成的混合场景。
The volumetric texture algorithm makes a compromise between the realistic and rendering speed. In the case of keeping a good visual effect, we can obviousely increase the rendering speed.
体纹理算法是对场景的真实感与实时性的折衷,在保持一定真实感的前提下,可以大大提高场景的绘制速度。
The volumetric texture algorithm makes a compromise between the realistic and rendering speed. In the case of keeping a good visual effect, we can obviousely increase the rendering speed.
体纹理算法是对场景的真实感与实时性的折衷,在保持一定真实感的前提下,可以大大提高场景的绘制速度。
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