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.
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。
Fixed water mesh in buckets being on an incorrect rendering layer.
固定的水网格,在桶上的不正确的渲染层。
In this paper, the mesh simplification of multiple level of detail, one of real-time rendering techniques, is studied and implemented.
本文就多细节层次模型的网格简化算法这一实时绘制技术作了初步探讨与实践。
This paper proposes a dynamic simplification algorithm for the terrain model based on the Triangle Subdivision Bi tree to realize continuous view dependent multi resolution rendering of terrain mesh.
为实现地形漫游,提出基于三角形二叉树的地形网格模型动态简化算法,实现了与视点相关的连续多分辨率简化及快速动态绘制。
Because 3D surface model contains huge number of triangles, a mesh simplification algorithm based on triangle edges shrinkages is presented in this paper to speed up the rendering in real time.
并对其生成的表面几何模型所包含三角面片数量巨大的问题,提出一种快速有效的三角形边收缩算法进行网格简化,提高了表面模型的绘制速度。
During rendering, Unity finds all lights surrounding a mesh and calculates which of those lights affect it most.
渲染网格时,Unity找到网格周围的所有灯光。然后计算出哪些灯光影响网格最大。
The mesh, along with the corresponding materials and textures are loaded. The mesh is ready to be rendered to the display, as described in Step 2: Rendering a Mesh Object.
模型连同相应的材质和纹理都已载入,模型已经准备好用于显示渲染,接下来我们看看第二步:渲染一个模型对象。
The mesh, along with the corresponding materials and textures are loaded. The mesh is ready to be rendered to the display, as described in Step 2: Rendering a Mesh Object.
模型连同相应的材质和纹理都已载入,模型已经准备好用于显示渲染,接下来我们看看第二步:渲染一个模型对象。
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