在相机完成场景的渲染后被调用。
OnPostRender: Called after a camera finishes rendering the scene.
这就需要一些方法加速对大规模场景的渲染,如可见性裁减等。
Some visibility culling algorithms like the one based on cell and portal can be used to accelerate it.
建模是本卷的一部分,而不是我们专心3d场景的渲染和物质方面的。
Modelling is not part of this volume, instead we concentrate solely on the rendering and material aspects of the 3d scene.
在本教程的第二部分,我告诉你如何为场景的渲染准备设置灯光和纹理。
In part two of this tutorial, I show you how to set up the textures and the lights in this scene to prepare it for render.
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。
The application of texture mapping technology can strengthen the reality and increase the rendering speed of the 3d scene.
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。
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.
渲染程序的每一个实例都取得一部分场景并构建出一个完成的帧。
Each instance of the renderer program fetches a partial scene and builds a finished frame.
假设你刚刚更新了第十次的游戏状态,如今你需要渲染这个场景。
Let's say you have just updated your gamestate for the 10Th time, and now you are going to render the scene.
电影中这些场景,包括对夺去约24万人生命的地震的特效渲染,都迅速的带过。
These scenes, including a highly effective rendering of the earthquake, which killed an estimated 240,000 people, are dispatched quickly.
然后计算机通过数字化技术渲染出3维环境和建筑以此来代替实际场景的四壁地板和天花板。
Later, a computer replaces the studio walls, floor and ceiling with digitally rendered three-dimensional environments and structures.
毕竟我们喜欢黄昏后的照片主要是因为照片里的光线具有让人出乎意料而又难以忘怀的特性,它所渲染出的沉静的场景仿佛透露了一整个世界。
After all, most of what we like about those after-dark pictures is the haunting, unexpected character of the light creating brooding scenes that seem to reveal the world.
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。
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.
虽然实现了不少像GetDC这样的帮助桥接特性,但是在大量交叉渲染的场景下它们总是存在着或这或那的一些问题。
Features like GetDC were implemented, which helped to bridge the gap, but there were always some frustrations with scenarios where a lot of interleaved rendering was needed.
纹理模式-尽可能的尝试绘制一切内容。注意,如果场景中没有布置灯光,渲染结果将仍然为黑色。
Textured - Attempts to draw everything as completely as possible. Note that if you have no lighting in your scene, everything will remain black.
InfinityWard以自主开发的IW4游戏引擎为基础开发了一款尚未定名的新引擎,这款新引擎能够承载更大的游戏场景,支持增强的图形细节和更有效的渲染速度。
Using a proprietary IW4 game engine, Infinity Ward based it on an unspecified id Tech engine. The new engine can accommodate larger worlds, enhanced graphic detail and more efficient rendering.
在这种情况下,场景将直接渲染到不支持HDR的后备缓冲区。
In this situation the scene will be rendered directly to the backbuffer where HDR is not supported.
这个渲染模式把UI元素放置屏幕上在场景的最上方。
This render mode places UI elements on the screen rendered on top of the 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。
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.
因为我们准备好了有基本材质的场景,现在可以开始灯光和渲染设置,这总是工作中最棒的一部分。
Since we have the scene ready with basic materials we can now start working with lighting and render setup, which is always the best part of work.
所以现在我想以不同的条件(天气、一天不同时段等)渲染出各种室外场景。
So by now I know I want to render various exterior shots in different conditions (weather, time of day etc. ).
“波泽8揭晓”助您解决所有的基本技能,你需要创建,渲染,并使用简单而复杂的工具集由波泽8提供动画场景。
"Poser 8 Revealed" helps you tackle all the essential skills you need to create, render, and animate scenes using the simple yet sophisticated toolset offered by Poser 8.
当场景中的任何特定相机进行渲染时,你可以设定清除标记以清除缓冲区信息的不同集合。
As any particular Camera in your scene renders its view, you can set the clear Flags to clear different collections of the buffer information.
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。
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.
现在如果我们将场景的环境背景设置为白色并渲染出,你发现你只得到了小车物体和它投下的阴影。
Now if we set the environment background to white and render out a shot you'll see you only get the object and the shadows it casts.
下面你可以看到HDRI的设置和相机设置(几乎默认)用于游泳池和椅子的渲染场景。
Below you can see both HDRI Settings and camera Settings (almost default) used for the shoot where we see the swimming pool + chair.
下面你可以看到HDRI的设置和相机设置(几乎默认)用于游泳池和椅子的渲染场景。
Below you can see both HDRI Settings and camera Settings (almost default) used for the shoot where we see the swimming pool + chair.
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