...渲染功能: 基于高性能GPU系统的光线跟踪(Ray tracing)渲染 传递函数(Transfer functions) 逐像素光照(Per pixel lighting) 孤立表面(Iso-surface)渲染 最大密度投影(MIP,maximum intensity projection)渲染 非二次幂的3D纹理,以及3D压缩纹理 DICO...
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在正向渲染中,影响物体的最亮的几个光源使用逐像素光照模式。
In Forward Rendering, some number of brightest lights that affect each object are rendered in fully per-pixel lit mode.
逐像素光照计算、实时阴影、材质与丝绸材质的渲染及蒙皮网格体的渲染。
The paper focuses the GPU based real-time rendering technologies. It involves the following parts: per-pixel lighting, real-time shadow, glass and velvet texture rendering, and skinned mesh rendering.
这篇文章中描述的任何命令都不会用来操作逐像素光照,你可以通过自己定义的顶点和片段编程来实现这个效果。
For these you don't use any of the commands described here, instead you define your own vertex and fragment programs where you do all lighting, texturing and anything else yourself.
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