应用动画为蒙皮网格花费的时间。
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.
CPU处理太多的顶点——针对CPU处理顶点的情况。这可能是蒙皮网格、衣服模拟、粒子等。
CPU has too many vertices to process, for things that do vertex processing on the CPU. This could be skinned meshes, cloth simulation, particles etc.
这个链接骨架和网格的过程就是蒙皮。
The process of connecting the skeleton to the mesh is known as skinning.
蒙皮过程包括在你的网格中绑定顶点到骨骼,还有直接指定(硬绑定)或者混合多块骨骼的影响(软绑定)。
Skinning involves binding vertices in your mesh to bones, either directly (rigid bind) or with blended influence to a number of bones (soft bind).
因此,将一些工作从GPU里拉出来,放到CPU里进行(Unity做了这些所有的事情)通常是明智的:网格蒙皮,小对象的批处理,粒子几何体更新。
So it is often sensible to pull some work off the GPU and put it onto the CPU instead (Unity does all of these) : mesh skinning, batching of small objects, particle geometry updates.
沿车体纵、横及水平方向组成一定数量的封闭框架,并由网格梁配合承载蒙皮实现了这一承载方式。
This bearing way has been realized by a certain number of closed frames in the longitudinal, lateral and horizontal directions of body and grid beams together with bearing cover.
沿车体纵、横及水平方向组成一定数量的封闭框架,并由网格梁配合承载蒙皮实现了这一承载方式。
This bearing way has been realized by a certain number of closed frames in the longitudinal, lateral and horizontal directions of body and grid beams together with bearing cover.
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