为了解决这个难题,根据植物的自身特点,分别采用多边形、纹元(texel)和体纹理(volumetric texture)作为工具来构造不同的植物,并且分别给出了不同植物场景的简单构造方法.绘制的结果证明了这些构造和绘制方法是有效可行的.
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We focus on the building of the grass volumetric texture, and the rapid rendering of the scene based on the GPU programming.
本文的主要工作包括草地体纹理的生成和基于图形硬件(GPU)编程的场景快速绘制。
And we have realized the algorithm whose rendering speed is independent of the complexity but only deponds on the resolution and other parameters of the volumetric texture.
本文算法的绘制速度只与体纹理分辨率等参数有关而与模型的几何复杂度无关。
The volumetric texture algorithm makes a compromise between the realistic and rendering speed. In the case of keeping a good visual effect, we can obviousely increase the rendering speed.
体纹理算法是对场景的真实感与实时性的折衷,在保持一定真实感的前提下,可以大大提高场景的绘制速度。
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