逐像素的动态光照将对顶点变换增加显著的开销。
Per-vertex dynamic lighting can add significant cost to vertex transformations.
逐顶点的动态照明显着增加顶点变换的开销。尽量避免多个灯照亮任何给定的物体的情况,对于静态对象,烘焙静态物体的照明。
Per-vertex dynamic lighting can add significant cost to vertex transformations. Avoid multiple lights affecting single objects. Bake lighting for static objects.
经过视角除法和视口变换两步,顶点的位置就从裁剪空间变换到了窗口空间。
The vertex positions are transformed from clip-space to window space via the Perspective Divide and the Viewport Transform.
首先,让我们将经过变换处理的平面顶点放入到裁剪空间里,然后设置其的纹理坐标。
First, let's start off by just transforming the plane vertices into clip space and setting their texture co-ordinates.
最后,进行小波逆变换,得到含有水印信息的虚拟图像,根据虚拟图像中的象素值就可以得到一组新的控制顶点坐标。
Finally, the marked virtual images are gotten with inverse wavelet transform and a new group of control points is obtained based on the pixel value of the virtual image.
首先通过一个变换,将模型转换成一个顶点设计问题,从而构造一个简化了的方差矩阵,求得方差函数。
First, the model is transformed into a vertex design by means of a transformation, and a simple variable matrix and a variable function are given.
变形的过程中显示这个文件是一个专家系统,利用线性变换的顶点。
The deformation procedure shown in this paper is an expert system that makes use of linear transformation of vertices.
3dvertex需要使用到变换及照明顶点数据。
首先,让我们将经过变换处理的平面顶点放入到裁剪空间里,然后设置其的纹理坐标。
The Assumption of Using Lorentz Transform to Establish the Two Signs Space and Time Coordinate;
首先,让我们将经过变换处理的平面顶点放入到裁剪空间里,然后设置其的纹理坐标。
The Assumption of Using Lorentz Transform to Establish the Two Signs Space and Time Coordinate;
应用推荐