提出了地形环境下的动态场景绘制流程。
The rendering of dynamic scenes in terrain environment is studied.
空间数据的搜索是影响场景绘制的重要过程。
The search of spatial data is an important course that will affect scene rendering.
MLSE采用层机制集成多元数据,实现场景绘制和交互。
By means of scene layer, MLSE enables multi variates integration, scene rendering and user interaction.
在这个视频教程中我们经历整个过程的3d场景绘制工作流程。
In this video tutorial we go through the entire process of the 3d matte painting workflow.
这会大大的改善您的画,包括风景,生活场景绘制和数字绘画。
It will dramatically improve your painting, whether you paint landscapes, still-lifes or figures.
给出了三维场景绘制、双缓存技术的运用、坐标转换等过程及部分实现代码。
The paper provides process and parts of program including drawing 3D scene, application of double buffer technique, transformation of coordination etc.
课程包括舞台艺术、服装设计、灯光、音响制作、舞台化妆、场景绘制和其他技能。
Coursework includes stagecraft, costume design, lighting, audio production, stage make-up, scenic painting, and other skills.
纹理映射技术的应用能增强三维场景绘制的真实感,并能提高三维场景的渲染速度。
The application of texture mapping technology can strengthen the reality and increase the rendering speed of the 3d scene.
计算机虚拟三维场景绘制作为虚拟现实系统中的重要组成部分,是当前计算机图形学方面的热门领域之一。
Virtual environment is an important part of virtual reality system and there are many people who concentrate on this area.
实验结果表明,该算法有效地减少了送入图形流水线的几何数据,并在贴地漫游的情况下,显著提高了场景绘制速度。
The experimental results demonstrate that the method reduces the geometry sent to the graphics pipeline and improves the rendering frame rate significantly when navigating at ground level.
多分辨率模型表面简化算法用一简单的模型来近似表示原始的高分辨率模型,减少模型表示的多边形数,从而加速场景绘制。
Many resolution ratio model surface simplify algorithm come with one simple model approximate to say the primitive high-resolution model, reduce polygon that model show count, accelerate scene draw.
本文研究了大量复杂场景绘制的经典算法,并在前人研究成果的基础上,提出改进的体纹理算法,实现了大规模草地的实时绘制。
We study a lot of classic algorithm about the large-scale complex scenery. In this case, we bring about an advanced volumetric rendering algorithm to render the scene.
第四个方法,也就是最后一个方法是先用电脑创造一个数字背景,然后把一幅数字绘制的图片加到场景里。
And the fourth and final way is to use the computer to create a digital background and add a digitally drawn picture to the scene.
绘制质量和场景的复杂性常常因为实时要求而受到限制。
Rendering quality and scene complexity are often limited because of the real-time constraint.
纹理模式-尽可能的尝试绘制一切内容。注意,如果场景中没有布置灯光,渲染结果将仍然为黑色。
Textured - Attempts to draw everything as completely as possible. Note that if you have no lighting in your scene, everything will remain black.
另外一个使物体渲染看起来正常的是深度测试。深度测试确定在场景中只绘制物体离观察者最近的表面。
The other feature that makes rendering looks correct is Depth testing. Depth testing makes sure that only the closest surfaces objects are drawn in a scene.
为了可视化的目的在场景视图中绘制小图标。
OnDrawGizmos Used for drawing Gizmos in the scene view for visualisation purposes.
在拣选和绘制遍历中修改场景,经常会导致这样的崩溃。
Such crashes are almost always caused by modifying the scene graph during the cull or draw traversals.
了解遮挡剔除的好处,在复杂的静态场景的情况下,有很多遮挡,用它来减少可见几何体的数量和绘制调用。
Learn benefits of occlusion culling and use it to reduce amount of visible geometry and draw-calls in case of complex static scenes with lots of occlusion.
一方面以地狱、火宅、“无物之阵”等作为主要意象,绘制了一幅多灾多难、鬼魅横行的生存场景;
The author had drawn a existence scene that calamitous , ghosts and goblins run wild as the main image with hell, fire residence, "the lines of nothingness", etc.
我们将学习如何从数字照片来获取,表示,并绘制场景。
We will learn how to acquire, represent, and render scenes from digitized photographs.
佩雷格的脸部画作不仅仅绘制动物,还会再现经典电影场景和名画。
Peleg's face-paintings don't just feature animals, but also recreate iconic movie scenes and paintings.
本文主要研究大规模虚拟战场环境中海洋场景的建模和实时绘制关键技术。
This paper mostly studies the key modeling and real-time rendering technology of ocean scene in large-scale virtual battlefield environment.
采用基于视截体分层的方法进行大规模场景阴影绘制时,需要考虑分层的合理性与阴影的图像质量。
It is necessary to consider the reasonableness of split and the quality of shadow image when drawing shadow based on the view frustum split in a large scale scenes.
实验结果证明,该算法在基本保持视觉效果不变的情况下,极大地提高了虚拟地形场景的绘制速度。
The experiment results indicate that this scheme may attain a much higher frame rate in rendering the virtual terrain scene, as well as maintain the visual quality.
提出一种新的大规模城市场景高效建模及实时绘制方法。
This paper proposes a new efficient modeling and real-time rendering approach for large-scale urban scenes.
它可用在复杂3d场景快速绘制、飞行模拟器、3d动画、交互式可视化和虚拟现实等应用系统中。
Models at multiple level of detail are widely used in real time rendering of complex 3d scene, flight simulator, 3d animation, interactive visualization, and virtual reality.
实验结果表明该模型能实现地形场景的实时浏览,提高地形场景的绘制效率。
The experiments show that and the real time dynamic browsing is achieved , thus the performance of terrain rendering is improved greatly.
实验结果表明该模型能实现地形场景的实时浏览,提高地形场景的绘制效率。
The experiments show that and the real time dynamic browsing is achieved , thus the performance of terrain rendering is improved greatly.
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