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。
Today, both companies are using sub-pixel rendering to coax sharper-looking fonts out of typical low resolution screens.
现在我们可以开始来查看样例代码了,它包含了前面介绍的初始化工作,以及处理单个像素、填充矩形和渲染文本的函数。
At this point you can take a look at the sample code which includes the initialization I described earlier, as well as functions to plot single pixels, draw filled rectangles, and render text.
像素响应时间也是等离子电视的一项主要优势:画面渲染快,降低了快速移动画面的模糊效果,提供了更清晰的画质。
Pixel response is also a key benefit to plasma televisions; their images are rendered quickly, countering image blurring effects of fast-moving images on screen, providing clear pictures.
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。
Core Layer – XNA-based development for high-end graphics such as 3D animation or rendering with custom pixel shaders.
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。
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.
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。
However, when using many pixel lights in the Forward rendering path, there are situations where combining objects may not make sense, as explained below.
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。
Per-pixel dynamic lighting will add significant rendering overhead to every affected pixel and can lead to objects being rendered in multiple passes.
基于平铺延迟的:在单元里渲染所有东西,只对可见的像素着色。
ImgTec PowerVR SGX. Tile based, deferred: render everything in tiles, shade only visible pixels.
我的渲染图像通常都不超过750像素宽。如果你正以任何更大的尺寸进行工作,那么结果会稍有不同。
My renderings are usually no larger than 750 pixels wide. If you're working with anything considerably larger then your results will differ slightly.
基础通道用一个逐像素方向光和所有球面调和光渲染物体。
Base pass renders object with one per-pixel directional light and all SH lights.
注意不同的光照组间有重叠,如,最后一个逐像素光源也以逐顶点光照模式的方式渲染,这样能减少当物体和灯光移动时可能出现的“光照跳跃”现象。
Note that light groups overlap; for example last per-pixel light blends into per-vertex lit mode so there are less "light popping" as objects and lights move around.
像素灯光提前渲染的代价是昂贵的。
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。
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.
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。
In Forward Rendering, some number of brightest lights that affect each object are rendered in fully per-pixel lit mode.
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。
However, when using many pixel lights in the Forward rendering path, there are situations where combining objects may not make sense, as explained below.
可以创建一种渲染纹理,其中每个像素都包含一个高精度的“深度”值见rendertextureformat。
It is possible to create Render Textures where each pixel contains a high precision "depth" value see RenderTextureFormat.
渲染利用率:GPU在绘制像素上花费的时间。
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。
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.
的高度和宽度的形象代表的像素数量,将填补渲染窗口。
The height and width of the image represent the number of pixels that will fill the rendering window.
该例子的场景渲染使用了像素着色器来控制环境光,漫反射,镜面反射作用于每个像素上的各个光照。
The scene in this sample is rendered using a pixel shader to control the ambient, diffuse, and specular contribution of each light at every pixel.
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。
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。
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.
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