研究与实现了真实感场景的实时渲染。
Studying and implementing the real-time rendering of the virtual scenes.
能够看到非常详细的实时渲染结果无论多边形数。
See extremely detailed results at render time regardless of polygon count.
在设置每一个变化,实时渲染显示没有等待,即时反馈。
Every change in the Settings renders the display in realtime - no waiting, instant feedback.
但同时它也会占用的较多的系统资源,降低实时渲染效率。
But it will also take up more system resources and reduce the efficiency of real-time rendering.
虚拟重建的过程主要包括数据获取、场景建模、漫游系统和实时渲染等。
The process of virtual reconstruction consists of data acquiring, modeling, rendering and real-time browsing system designing.
在三维系统中实时渲染二维图层是实现紧密型二三维结合GIS的关键。
Rendering 2d GIS layer in 3d environment is the key problem of realizing compact type of the two and three dimensional integration GIS system.
与视点相关的三维作战地形实时渲染技术一直是作战仿真领域的热点问题之一。
The technique of three-dimensional battle terrain's real-time rendering, which has relation with viewpoint, has long been one of the hotspots in the battle-simulating area.
对利用可编程实时渲染技术改进虚拟展示系统材质真实感表现方面取得了初步的研究成果。
As a result, a progress is made in reality of textures of virtual exhibit system based on the programmable real-time rendering technology.
本文我们将讨论表面的细节结构建模技术和几何细节在局部和全局光照下的实时渲染技术。
In this paper we present an approach for realistic modeling of surface mesostructure and efficient rendering of the associated visual effects under both local and global illumination.
在实时渲染全局光照过程中,利用大规模场景的可见性信息进行自适应的细分,使得绘制效率提高。
According to the information of the visibility for the large-scale scene, the large-scale scene was subdivided by using the method of adaptive subdivision, and the rendering has high efficiency.
利用高动态范围(HDR)渲染,采用本文提出的方法可以将合成的场景实时渲染到真实的环境中去。
With the High Dynamic Range (HDR) rendering, we can render synthesized scene objects into real environments, with out method.
该技术可优化下一代游戏图像品质和实时渲染的速度,在不降低材质贴图质量前提下,大大减小存储空间。
The next-generation technology to optimize image quality and game speed real-time rendering, and without reducing the quality of textures premise, greatly reduce the storage space.
本文以越冬前小麦为研究对象,在研究并建立越冬前期生长机模型的基础上,重点研究小麦生长的可视化模型及实时渲染技术。
Even though a mechanistic-based model has been constructed, it's a real problem rendering a 3D wheat growing process from CG which emphasizes on real-time performance and reality.
不,是先期渲染的但看起来是实时的。这节省处理的时间,说实话看起来和即时演算的没区别。
No, it is pre-done but looks real. This is to save on processing and quite honestly, you would see no difference.
正向渲染路径仅支持一个平行光阴影投射灯。顶点光照渲染路径不支持实时阴影。
Forward rendering path supports only one directional shadow casting light. Vertex Lit rendering path does not support realtime shadows.
它主要用于将模型导入实时的3d引擎,那里模型会以每秒60次的速度被渲染。
This is used mainly to import models to real-time 3d engines where objects have to be rendered at least 60 times per second.
获得强大的新功能,如实时3d管线带来CINEMA4d的场景作为层-没有中间渲染。
Get powerful new features like a Live 3d Pipeline that brings CINEMA 4d scenes in as layers - without intermediate rendering.
进而引出了动态多细节水平地形渲染的实时算法,并给出其实现过程及实验结果。
Then educes the real time algorithm of dynamic level of detail terrain rendering and gives out its realizing process in detail.
文中提出水环境建模的方案,并且总结了在兼顾景观表现和实时显示速度的前提下提高渲染速度的方法。
The paper presents the scheme of water environment model, and has a summary of the method of improving render velocity on the premise of ensuring view exhibition and real-time display velocity.
在三维虚拟会议场景中,使用多重纹理和三角面片渲染的快速算法,保证了交互显示的实时性;
In the three-dimensional virtual conference scene, the use of multi-texture and triangle slice fleet arithmetic guarantees the real-time alternation display.
地形渲染领域主要关心如何把这些美丽的自然景象用一种实时的方法渲染出来。
The terrain rendering field is concerned with how to render all these magnificent natural features in real-time.
提出一种基于硬件加速的算法,在实时图形应用中非侵入式地获得各种风格化渲染特效。
To achieve various stylized visual effects non-invasively in real-time graphic applications, we propose a hardware-accelerated algorithm.
该场景在双重光照贴图模式中烘焙和渲染:阴影距离以外的建筑物完全由光照贴图产生照明,而两个假人由实时灯光产生动态光照,但是不投射阴影;
The scene is baked and rendered in dual lightmaps mode: behind the shadow distance buildings are fully lit only by lightmaps, while the two dummies are dynamically lit but don't cast shadows anymore;
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.
实验表明,在动态光照条件下,该方法在增强对象真实感的同时,能够获得较为理想的场景渲染实时性。
The arithmetic performance is analyzed, and scene realistic and real-time rendering with dynamic light are obtained by successive experiments.
生成的三维地形的渲染速度达到了20~30帧,基本上满足了实时显示的要求。
The rate of creating third-dimension terrain can reach 20~30 frames per second. This rate can satisfy basically the need of displaying quickly.
同时充分利用GPU的渲染功能,提高可视化的真实感和实时漫游的速率,实现了大规模三维地形的实时漫游。
Using the GPU rendering functions, improving the visual realism and real-time roaming rates, a large-scale 3d real-time terrain roaming is performed.
当你希望照片更加真实时,渲染的白色平衡和对比度起到重要作用。
White Balance on the renderings and also the contrast is something I find very important when you are looking photorealism.
当你希望照片更加真实时,渲染的白色平衡和对比度起到重要作用。
White Balance on the renderings and also the contrast is something I find very important when you are looking photorealism.
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