Per-pixel lighting is implemented by using projective texture mapping technology and simulated the train headlights successfully.
采用投影纹理映射技术实现了像素级光照效果,并成功地用来模拟列车头灯。
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。
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。
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。
Secondly, a technique on how to analyze and solve rendering problems with pixel shading is proposed, along with the methods on how to construct texture representation of lighting parameters.
提出了一种基于像素光照计算的设计分析方法及相应的光照计算参数的纹理表示模型;
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。
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。
应用推荐