带有明亮灯光的巨大物体,可以全用像素光照(根据质量设置)。
Huge objects with bright lights could use all the pixel lights (depending on the quality Settings).
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.
质量设置是用来修改最终的灯有多少是像素光照,有多少是顶点光照。
The Quality Settings are used to modify how many of the lights end up as pixel lights and how many as vertex lights.
质量设置是用来修改最终的灯有多少是像素光照,有多少是顶点光照。
Quality Settings are used to modify how many of the lights end up as pixel lights and how many as vertex lights.
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.
提出了一种基于像素光照计算的设计分析方法及相应的光照计算参数的纹理表示模型;
Secondly, a technique on how to analyze and solve rendering problems with pixel shading is proposed, along with the methods on how to construct texture representation of lighting parameters.
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.
这篇文章中描述的任何命令都不会用来操作逐像素光照,你可以通过自己定义的顶点和片段编程来实现这个效果。
For these you don't use any of the commands described here, instead you define your own vertex and fragment programs where you do all lighting, texturing and anything else yourself.
当发射光照到相机的传感器上时,每个像素点抓取一个特定的波长,并对匹配波长的光线进行电子放大。 从仅有几个光子的微弱的原始信号,放大到可见的强度。
That amplifies the original dim signal, composed of just a few photons, until it becomes visible.
这项技术被称为STEAM,即连续时间编码放大照相机。 它用一束红外激光照射物体,变换一系列不同的波长,每一个对应着传感器上的一个像素点。
The technology is dubbed STEAM, short for serial time-encoded amplified microscopy.
当发射光照到相机的传感器上时,每个像素点抓取一个特定的波长,并对匹配波长的光线进行电子放大。
When reflected light hits the camera's sensor, each pixel picks up its dedicated wavelength, and is given an electronic boost of a matching wavelength.
该相机的工作原理是:用一束激光照在物体上,每一个像素点都被不同红外频率的激光照着,以此来优化放大在其他情况下太弱而看不见的信号。
The camera works by illuminating objects with a laser that emits a different infrared frequency for every single pixel, allowing them to custom-amplify a signal that would otherwise be too dim to see.
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.
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.
在此基础上用一个有限维向量量化光照变化,对像素进行补偿,提高对光照变化的适应能力。
And a limited dimension vector quantizing the illumination variations is used to compensate the pixels' color, so as to improve the adaptability to illumination variations.
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.
“它的组件,它的砖,通过挤压和其特殊的楔形面,再通过不同的排列组合在不同光照下可以变化色调,并在表面上创建光动力的像素化”,他说。
"The components of the piece, its bricks, are formed by extrusion with wedged faces, and are specifically composed to vary tone and create a kind of light-powered pixelation on the surface, " he said.
采用投影纹理映射技术实现了像素级光照效果,并成功地用来模拟列车头灯。
Per-pixel lighting is implemented by using projective texture mapping technology and simulated the train headlights successfully.
每世界单位中光照图分辨率的大小。因此当设置分辨率为50的一个10单位乘以10单位的平面将产生一张500*500像素的光照贴图。
The resolution of the lightmaps in texels per world unit, so a value of 50 and a 10unit by 10unit plane will result in the plane occupying 500x500 pixels in the lightmap.
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.
在逐像素过程中,每个像素的颜色值都是单独计算的(如左图所示)。 就算我们对左图的轮廓使用低模效果,中央光照效果依然看起来非常圆润。
In per-pixel lighting, each pixel color is computed individually (as on the left. ) You can see that even when I use low-poly sphere for this example, the lighting still makes it look round.
将聚焦小光点对准某像素的中心,向左作适当的偏移,即可测量光照像素对右侧相邻像素的串音。
By centering the focused spot on the interested pixel then shifting the spot to left for a proper distance, the crosstalk of the irradiated pixel to right adjacent pixel is measured.
将聚焦小光点对准某像素的中心,向左作适当的偏移,即可测量光照像素对右侧相邻像素的串音。
By centering the focused spot on the interested pixel then shifting the spot to left for a proper distance, the crosstalk of the irradiated pixel to right adjacent pixel is measured.
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