For the smoke rendering, we take the approach of ray-tracing twice and achieve satisfactory results.
对于烟雾的渲染,利用两次光线投射的方法,得到了很好的烟雾效果。
It shows how to abstract static and dynamic structures of the smoke skeleton from hand drawn series and, based on those structures, reproduce smoke skein and smoke puffs with proper rendering models.
首先介绍如何从手工绘制的卡通烟雾画面中提取烟雾骨架的静态结构与动态结构,然后沿骨架进行不同的形状绘制来生成卡通烟缕和烟团。
Finally we use scene synthesis technique to realize the real-time simulation and rendering of smoke and cloud and satisfy the task.
通过场景的合成,实现了烟雾和云的实时模拟,得到了较好的模拟效果,满足了实际课题的要求。
Finally we use scene synthesis technique to realize the real-time simulation and rendering of smoke and cloud and satisfy the task.
通过场景的合成,实现了烟雾和云的实时模拟,得到了较好的模拟效果,满足了实际课题的要求。
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