在硬件纹理加速体重建算法的基础上,提出了两种模拟三维数据切割的方法:利用深度缓存实现和利用离散距离场实现。
Based on hardware-accelerated texture-based volume rendering algorithm, this paper proposed two methods for volume cutting, which are based on either depth buffer or discrete distance field.
如果你想生成一个应用程序包(. apk文件)针对一个特定的硬件架构,可以使用纹理压缩来覆盖默认的行为。
If you want to build an application archive (. Apk file) targeting a specific hardware architecture, you can use the Texture Compression option to override this default behavior.
未压缩与压缩纹理性能的比较,可以在iOS硬件指南找到。
A comparison of uncompressed vs compressed texture performance can be found in the iOS Hardware Guide.
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