初始化后,您就可以将场景渲染到屏幕上。
After the initialization, you render the scene to the screen.
现在我要为整个场景渲染出阴影。
So now we want to render out out shadows for the whole sequence.
在相机完成场景渲染之后被调用。
OnPostRender is called after a camera finished rendering the scene.
我们想从一个场景渲染器中获得什么?
最后,一个冬季场景渲染图没有飘落的雪的话是不能算完成了。
Finally, a winter scene would not be complete without some falling snow.
遮挡裁剪和应用层次细节模型是两种有效的三维复杂场景渲染加速算法。
Occlusion culling and LOD (Level of Details) both are effective techniques in accelerating the rendering process of 3d large scene.
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.
该例子的场景渲染使用了像素着色器来控制环境光,漫反射,镜面反射作用于每个像素上的各个光照。
The scene in this sample is rendered using a pixel shader to control the ambient, diffuse, and specular contribution of each light at every pixel.
实验表明,在动态光照条件下,该方法在增强对象真实感的同时,能够获得较为理想的场景渲染实时性。
The arithmetic performance is analyzed, and scene realistic and real-time rendering with dynamic light are obtained by successive experiments.
因为我渲染灯光在场景渲染,我需要一种方法来剔除照明计算如果有一个物体,如一棵树,阻碍地区被点燃。
Since I'm rendering the lights after the scene is rendered, I need a way to cull lighting calculations if there is an object, such as a tree, obstructing the area being lit.
将光线折射加入到场景渲染中,采用纹理坐标扰动方法实现湖面光线的折射,同时,利用掩码标识,克服了折射走样现象。
We add refraction to scene rendering and adopt the approach of perturbing the texture coordinate to carry out refraction on the lake. We get over deformation of refraction through masked identifier.
重点讨论了三维引擎总体结构框架设计、引擎内部模型数据管理、三维场景渲染、随机地形生成的算法、弹道仿真等技术的应用。
Special attention is given to the design of 3D engine, rendering of 3D scene, the algorithm of generating random fractal terrain, application of trajectory simulation.
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.
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.
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.
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.
想象这样一个场景:一个渲染集群在为动画生成场景。
Imagine a scenario where a rendering "farm" generates scenes in an animation.
但在打斗场景里,我们需要突出渲染那些碎裂和砍杀的声音。
But in a fight scene, we want our crunches and slashes to command attention.
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.
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.
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.
你会提出的波塞尔8权力工作作为你学习如何构成和位置的数字,模拟布,创建动态的发型,包括道具,人物动画,渲染场景,等等等等。
You'll put the power of Poser 8 to work as you learn how to pose and position figures, simulate cloth, create dynamic hair styles, incorporate props, animate figures, render scenes, and so much more.
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.
我真的很享受我在建这个场景、纹理贴图及渲染的过程。
I really enjoy when I doing this scene, texturing and rendering.
获得强大的新功能,如实时3d管线带来CINEMA4d的场景作为层-没有中间渲染。
Get powerful new features like a Live 3d Pipeline that brings CINEMA 4d scenes in as layers - without intermediate 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.
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.
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.
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