Look out, Harry Potter: researchers have advanced the study of cloaking-rendering objects invisible by forcing light waves to act as if the objects weren't there.
哈利·波特,请注意:研究者们在隐身衣(隐身衣通过对光波的作用,使得物体看起好像来并不存在)方面的研究又有了进展。
Drawing API calls are particularly expensive because they usually create objects, such as the scroll bar, dynamically on the Stage before rendering them via the rasterizer.
绘图api的调用特别昂贵,因为它们通常会创建对象,如滚动条,在通过光栅渲染他们之前动态加载到舞台上。
In FSX, the 'rendering' or 'drawing' of this objects, occurs, on a per 'frame' basis..
在FSX,渲染和绘制物件,都是以帧为基础. .。
These files, which are in a proprietary format, contain a series of information that links the object definitions and physical objects into the content framework for rendering content.
这些文件具有一种专用的格式,包含一系列信息,这些信息将对象定义和物理对象链接到内容框架中,以呈现内容。
Our code wizards have added a great many optimizations to rendering, especially when standing near large walls or when many objects are hidden from view.
我们的代码向导添加了大量的优化效果来渲染,尤其是当站在大的墙壁或当许多对象被隐藏的视图。
However, when using many pixel lights in the Forward rendering path, there are situations where combining objects may not make sense, as explained below.
然而,如果在正向渲染路径下使用很多像素光照,有一些情况下合并物体并没有效果,下面解释。
The Culling Mask is used for selectively rendering groups of objects using layers. More information on using layers can be found here.
剔除遮罩使用层有选择地渲染一组对象。有关使用层的信息可以在这里找到。
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。
With the help of volume visualisation, it is not only easy to realize the "Virtual reality"of graphics rendering, but also capable of allowing visual insight into opague complex objects.
用立体可视化技术,不仅容易实现图形演示的虚拟真实性(灵境),而且可以将视野深入至复杂物体的内部世界。
This option can be used when no depth textures are available or they are too expensive to calculate (eg, in forward rendering with a large number of objects).
这个选项在没有深度纹理可用或计算深度纹理非常昂贵时使用(比如,在前向渲染中,使用大量物体模型)。
Time spent rendering visible objects.
渲染可视化对象花费的时间。
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。
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。
Standard material has a diffuse shading model that does an excellent job of rendering solid, non reflective objects such as plastic, ceramic, and so on.
标准材质有一种漫反射着色模式,这对于渲染固体、以及非反射对象,例如塑料、陶瓷等等的效果是极好的。
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。
The method applied space objects bounding box tracking algorithm to reduce the amount of light, and improved ray casting algorithm to speed up the rendering speed.
该方法利用物体空间的包围体算法来减少追踪光线的数量,加快了绘制速度。
However, when using many pixel lights in the Forward rendering path, there are situations where combining objects may not make sense, as explained below.
然而,当在正向渲染路径下使用一些像素灯,有一些情况会使得合并物体不奏效,下面解释说明。
The paper presents a scanner color management model based on BP neural network and the analysis of color rendering principle of scanning objects.
本文在分析扫描物呈色原理的基础上,提出了一种基于BP神经网络的扫描仪色彩管理模型。
First of all, deferred rendering does not allow us to render semi-transparent objects.
首先,递延渲染不可用于渲染半透明物体。
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。
This thesis discusses and studies on hardware based irregular objects modeling and rendering, it mainly studied hardware accelerated real-time volume rendering and hardware based particle system.
本文围绕基于硬件的不规则物体的绘制与建模展开讨论与研究,主要研究了基于硬件加速的实时体绘制技术以及基于硬件的粒子系统。
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。
The depiction of various structural relationships between objects in rendering space enhances the understanding of the data set, and extends roles of volume rendering in volume data analysis.
在绘制空间对物体之间的不同关系的描述增强了用户对体数据的理解,并拓展了体绘制在体数据分析中的功能。
New mode for single scattering "Raytraced (refractive)" for rendering transparent objects in VRayFastSSS2;
新模式单一散射“Raytraced (折射) ”渲染透明物体VRayFastSSS2 ;
For a long time force feedback is limited to rigid objects, force rendering of deformable object has more been concerned because of its practicability and realistic meanings.
长期以来的研究都还局限于刚体之间的力反馈,然而,可变形物体的力反馈因其更具有实用性和现实意义而备受关注。
In order to improve the performance of graphics rendering process, we proposed the algorithm based on unified shader core, which sorted objects in their material space.
为了提高图形渲染程序的性能,根据统一脚本核心硬件的特征,提出一种在材质空间进行二次排序的场景组织算法。
Surface rendering algorithms use micro-surfaces to fit the objects' surface, the results of which just show the outer surfaces of tissues, can not display the inner structures in deep levels;
面绘制算法通过生成面片来拟合物体表面,绘制结果只能展现人体组织表面信息,而无法表达数据场中深层次人体组织的三维结构;
Haptic rendering algorithms, whose efficiency depends on the complexity of input models, can not render high complexity objects fairly good.
对模型复杂度敏感的算法都不能很好地实时绘制高度复杂模型。
The models presented in the book provide a rendering method for natural objects which is based on the actual growth process.
在书里提出的模型为基于真实增长过程的自然的物体提供一种提交的方法。
The models presented in the book provide a rendering method for natural objects which is based on the actual growth process.
在书里提出的模型为基于真实增长过程的自然的物体提供一种提交的方法。
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