在这个场景中我用高分辨率的贴图来弥补低模的不足,我展开了主要物件的UV,对于那些小物件我用了简单的UV贴图。
I compensated for the low poly objects in the scene with high resolution textures; I unwrapped the main object and for the small objects only I used simple UV mapping.
在逐像素过程中,每个像素的颜色值都是单独计算的(如左图所示)。 就算我们对左图的轮廓使用低模效果,中央光照效果依然看起来非常圆润。
In per-pixel lighting, each pixel color is computed individually (as on the left. ) You can see that even when I use low-poly sphere for this example, the lighting still makes it look round.
有低的差动输出阻抗绝大多数的线路驱动器,同时也固有地有低的共模输出阻抗,这样,低阻抗桥臂几乎无一例外地位于驱动器一侧。
Most line drivers with low differential output impedance will also have inherently low common-mode output impedances, so the low impedance arms of the bridge are almost always at the driver.
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