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

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

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  • 现在我们可以开始来查看样例代码了,包含前面介绍的初始化工作以及处理单个像素填充矩形渲染文本函数

    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.

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  • 像素响应时间也是等离子电视一项主要优势画面渲染,降低了快速移动画面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.

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  • 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

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

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  • 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

    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.

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  • 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

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

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  • 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

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

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  • 基于平铺延迟的:单元里渲染所有东西可见像素着色。

    ImgTec PowerVR SGX. Tile based, deferred: render everything in tiles, shade only visible pixels.

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  • 渲染图像通常超过750像素如果任何更大的尺寸进行工作,那么结果稍有不同。

    My renderings are usually no larger than 750 pixels wide. If you're working with anything considerably larger then your results will differ slightly.

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  • 基础通道一个像素方向所有球面调和渲染物体

    Base pass renders object with one per-pixel directional light and all SH lights.

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  • 注意不同的光照组间有重叠最后一个像素光源也以顶点光照模式的方式渲染这样减少物体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.

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  • 像素灯光提前渲染的代价昂贵的

    Forward rendered pixel lights are expensive.

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  • 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

    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.

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  • 正向渲染影响物体最亮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.

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  • 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。

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

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  • 可以创建渲染纹理其中每个像素都包含一个高精度的“深度rendertextureformat

    It is possible to create Render Textures where each pixel contains a high precision "depth" value see RenderTextureFormat.

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  • 渲染利用率GPU在绘制像素上花费时间

    'Renderer Utilization %' - GPU time spent drawing pixels.

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  • 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.

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  • 高度宽度形象代表像素数量填补渲染窗口

    The height and width of the image represent the number of pixels that will fill the rendering window.

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  • 例子场景渲染使用像素着色器控制环境光漫反射镜面反射作用每个像素各个光照

    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.

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  • 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

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

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  • 像素光照计算、实时阴影、材质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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  • 像素光照计算、实时阴影、材质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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