• 纹理缓存技术是把前面绘制结果存成容易绘制的图像表示,后续替代费时的坐标转换和光照计算。

    Image caching technique stores the result of time-consuming rendering in previous frames, then simply wrap this cached result in subsequent frames.

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  • 为了它们正常工作显卡必须支持深度缓存(INTZ格式)浮点型的渲染纹理

    Graphics card must support either native depth buffer (INTZ format) or floating point render textures in order for them to work.

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  • 唯一区别深度缓存深度值比较不是来自矩形的深度,而是来自矩形的深度加上粒子纹理储存的深度。

    The only difference is that the depth compared with the depth buffer is not the depth from the quad, but the depth from the quad augmented by the depth stored in the particle texture.

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  • 另外一个办法多遍渲染中使用模板缓存算法控制场景那些部分投影纹理更新。

    Another way is to use the stencil buffer in a multipass algorithm to control what parts of the scene are updated by a projected texture.

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  • 或者如果仅仅关于材质只需添加每个纹理数组队列缓存

    Or, if this is only concerning textures, you could simply add each texture to an array and queue them for caching.

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  • 硬件纹理加速体重建算法基础提出两种模拟三维数据切割方法:利用深度缓存实现利用离散距离实现。

    Based on hardware-accelerated texture-based volume rendering algorithm, this paper proposed two methods for volume cutting, which are based on either depth buffer or discrete distance field.

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  • 下面幅图显示了帧缓存对象纹理对象和渲染缓存对象之间的联系。

    The following diagram shows the connectivity among the framebuffer object, texture object and renderbuffer object.

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  • 然后将这些矢量纹理作为IBFV算法中的背景图像代替原来噪声纹理缓存中的纹理进行图像混合生成新图。

    Then the vector textures are performed image blending with texture of frame-buffer to generate rendering images, which are treated as the background images of IBFV algorithm instead of noise textures.

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  • 然后将这些矢量纹理作为IBFV算法中的背景图像代替原来噪声纹理缓存中的纹理进行图像混合生成新图。

    Then the vector textures are performed image blending with texture of frame-buffer to generate rendering images, which are treated as the background images of IBFV algorithm instead of noise textures.

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