In the fifth section, we will study the two critical techniques: motive functions and Hardware Acceleration. And in the last section, it is the consult and some expectations of the virtual fish.
本文绪论部分讨论了计算机动画的研究意义及研究现状,然后研究了本文的理论依据——鱼的生物物理模型;第三章简单介绍了开发本虚拟鱼的Direct3D平台;第四章从整体上分析了虚拟鱼的实现过程;第五章讨论了两个关键的技术:模拟运动函数和硬件加速(HLSL);最后是结论和一点展望。
参考来源 - 基于生物物理模型和硬件加速的鱼类运动仿真·2,447,543篇论文数据,部分数据来源于NoteExpress
当虚拟鱼游得太靠近头部的时候,连那位富士通的仁兄也会吓得蹲下躲避。
Even the Fujitsu guy ducked once when the virtual fish swam too close to his head.
本文所研究的虚拟鱼的目标是在硬件配置较低的微机上运行真实而又流畅的计算机动画。
The aim of the research of this paper is how to realize the real and fluent Computer Animation on PC with lower configuration.
在这个虚拟捕鱼体验,用户可以创建和成长的鱼,也是捕鱼。种组合,饵料和环境教食物链,栖息地和渔业的孩子。
In this virtual fishing experience, users can create and grow fish, and also catch fish. Combinations of species, baits and environments teach kids about food chains, habitats, and fishing.
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