应用动画为蒙皮网格花费的时间。
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.
CPU处理太多的顶点——针对CPU处理顶点的情况。这可能是蒙皮网格、衣服模拟、粒子等。
CPU has too many vertices to process, for things that do vertex processing on the CPU. This could be skinned meshes, cloth simulation, particles etc.
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