• Per-pixel dynamic lighting will add significant rendering overhead to every affected pixel and can lead to objects being rendered in multiple passes.

    逐像素的动态光照将对每个受影响的像素增加显著的计算开销,并可能导致物体会被渲染多次。

    youdao

  • In per-pixel lighting, each pixel color is computed individually (as on the left. ) You can see that even when I use low-poly sphere for this example, the lighting still makes it look round.

    在逐像素过程中,每个像素的颜色值都是单独计算的(如左图所示)。 就算我们对左图的轮廓使用低模效果,中央光照效果依然看起来非常圆润。

    youdao

  • Per-pixel dynamic lighting will add significant rendering overhead to every affected pixel and can lead to objects being rendered in multiple passes.

    对每一个受到影响的像素,逐像素动态光会累加可观的渲染耗费,并且会导致物体在多个通道被渲染。

    youdao

  • 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。

    youdao

  • 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。

    youdao

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