• As the rendering of a scene is completed, the shape "primitives" that are part of the scene are sent to an actor for a display subsystem.

    在场景渲染完成之后,场景中的元图形会被发送到一个执行者中由显示子系统处理。

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  • To make sure the rendering will have the same dimensions as our piece, on the right side go to Shader Tree > Render and set the width/height of the scene to 3613/5000.

    为了确保渲染的效果图和我们的图像尺寸相同,执行窗口右侧的 渲染树>渲染 ,并设置高度和宽度为3613和5000 。

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  • After all, the essence of the photographic art is the process of capturing light from the scene in order to create an artistic rendering.

    毕竟,摄影艺术的本质就是通过捕捉某个场景的光线来创造一种艺术的演绎。

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  • Rendering quality and scene complexity are often limited because of the real-time constraint.

    绘制质量和场景的复杂性常常因为实时要求而受到限制。

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  • Before we start lighting and rendering the scene, we should have a little introduction to the actual shading of the scene and about a few of the technical aspects of things such as color Spaces.

    在开始对场景设置灯光和渲染之前,我们应该稍微介绍一下关于实际生活中场景的明暗关系和色彩空间范围方面的技术性知识。

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  • The other feature that makes rendering looks correct is Depth testing. Depth testing makes sure that only the closest surfaces objects are drawn in a scene.

    另外一个使物体渲染看起来正常的是深度测试。深度测试确定在场景中只绘制物体离观察者最近的表面。

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  • OnPostRender: Called after a camera finishes rendering the scene.

    在相机完成场景的渲染后被调用。

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  • The new interface is built with Clutter, an open source scene graph framework that supports hardware-accelerated rendering.

    新的界面基于Clutter(一个开源SceneGraph架构,支持硬件加速渲染)。

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  • In essence, this tutorial takes your typical daytime rendering and turns it into a snowy winter scene, which is easier than you might think.

    实际上,这个教程将典型的白天渲染变成一个下雪的冬天图景,这比你想象中容易的多。

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  • It is now time for our first rendering of the scene.

    到了为我们的场景第一次渲染的时候了。

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  • This article presents a two-pass algorithm to render the scene including participating media, and this algorithm is an expansion of the rendering to solid objects with photon mapping.

    本文依据光子映射对实体物体的渲染,将其扩展到对包含参与介质的场景的渲染,为此提出了一个两路的渲染算法。

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  • This feature increases rendering efficiency when you have a complex scene with a lot of textures that cannot all fit into memory at the same time.

    当你拥有一个带有很多贴图的复杂的场景,不能再同一时间内读入内存,这个功能增强渲染的效率。

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  • This paper mostly studies the key modeling and real-time rendering technology of ocean scene in large-scale virtual battlefield environment.

    本文主要研究大规模虚拟战场环境中海洋场景的建模和实时绘制关键技术。

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  • On this foundation realistic rendering and optimized rendering algorithms of virtual forest scene are discussed.

    在此基础上,讨论了虚拟森林场景的真实感绘制和优化绘制算法。

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  • The experiment results indicate that this scheme may attain a much higher frame rate in rendering the virtual terrain scene, as well as maintain the visual quality.

    实验结果证明,该算法在基本保持视觉效果不变的情况下,极大地提高了虚拟地形场景的绘制速度。

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  • The search of spatial data is an important course that will affect scene rendering.

    空间数据的搜索是影响场景绘制的重要过程。

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  • In the graphics rendering, we have at least 3 goals: more frames in one second, higher screen resolution and more scene objects with good third dimension effect.

    在实时绘制中,在性能上至少有3个目标:每秒有更多的帧、更高的分辨率、更多(比较好的真实感效果)的场景物体。

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  • The compression method of image-based rendering (IBR) is that light-fields and concentric mosaics means were used to complete data acquisition of actual scene.

    基于图像绘制场景的压缩方法先采用光场方法、同心拼图完成真实场景数据的采集。

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  • Rendering event is raised each time the application's scene is drawn.

    呈现画面播放速率就是每秒绘制场景的次数。

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  • OnPostRender is called after a camera finished rendering the scene.

    在相机完成场景渲染之后被调用。

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  • The rendering picture quality and scene complexity is often restricted due to real-time constraint.

    图形绘制的质量和复杂性常受到实时性要求的限制。

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  • With the High Dynamic Range (HDR) rendering, we can render synthesized scene objects into real environments, with out method.

    利用高动态范围(HDR)渲染,采用本文提出的方法可以将合成的场景实时渲染到真实的环境中去。

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  • It is significant to construct a suitable terrain model for real-time rendering terrain scene, simulating terrain environment in reality and achieving analysis functionality in VTE.

    建立合理的三维地形模型,对于实现实时绘制虚拟地形场景,逼真模拟地形环境,实现虚拟地形环境中的分析功能及其它相关控制有着重要的意义。

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  • We focus on the building of the grass volumetric texture, and the rapid rendering of the scene based on the GPU programming.

    本文的主要工作包括草地体纹理的生成和基于图形硬件(GPU)编程的场景快速绘制。

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  • The application of texture mapping technology can strengthen the reality and increase the rendering speed of the 3d scene.

    纹理映射技术的应用能增强三维场景绘制的真实感,并能提高三维场景的渲染速度。

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  • The application of texture mapping technology can strengthen the reality and increase the rendering speed of the 3d scene.

    纹理映射技术的应用能增强三维场景绘制的真实感,并能提高三维场景的渲染速度。

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