渲染紋理 的英文怎麼說

中文拼音 [xuànrǎnwén]
渲染紋理 英文
rendering_render to texture
  • : 動詞[書面語] (渲染, 中國畫的一種畫法) wash (a piece of drawing paper) with watercolours
  • : Ⅰ動詞1 (用染料著色)dye 2 (感染) catch [contract] (a disease) 3 (沾染) acquire (a bad hab...
  • : 名詞(花紋; 紋縷兒) lines; veins; grain
  • : Ⅰ名詞1 (物質組織的條紋) texture; grain (in wood skin etc ) 2 (道理;事理) reason; logic; tru...
  • 渲染 : 1. (國畫的一種畫法) apply colours to a drawing2. (比喻誇大的形容) play up; exaggerate; pile it on
  • 紋理 : vein; lines; stripes; grain; graining; varvity; texture紋理方向 grain direction
  1. In the render on the right, the same texture was mapped to just the incandescence channel

    在右側的中,同樣的只在白熾通道上貼圖。
  2. In this engine, we loaded some 3d data models, established 3d terrain, the construction on the ground, the numen of the secene ; made the use of shading model we realized the lighting of the scene, and made the use of the environment texturing mapping we realized the sky box, and mip - maping we realized the rendering of the 3d terrain, which gave us the ideal effect

    系統中實現了載入三維模型文件,建立了三維地形、地面建築物、場景中的精靈;使用光照明模型實現三維場景的照明效果;使用環境映射技術實現大環境天空的,使用mip - map映射技術實現三維地形的表面;得到了比較想的效果,實現了對三維場景的漫遊。
  3. Furthermore, by using the database with increased quantity and details need to handle the datasets which do not fit in ram ( out - of - core datasets ). meanwhile, advances in shading and image quality in general have raised the bar for image quality we would like to achieve in terrain rendering a in this thesis, we propose an efficient hardware - friendly framework - chunked lod, for large - scale terrain real - time rendering. within this framework, the approach for integrating multi - resolution representations of terrain geometry and terrain texture data is presented

    變換和光照( transform & lighting ) 、立方環境材質貼圖( cubicenvironmentmaps ) 、頂點混合( vertexblending ) 、壓縮( texturecompression )和凹凸映射貼圖( bumpmapping ) 、雙重( dualtexture )四像素256位等均可以在gpu中完成,大大減輕了cpu的壓力,對實時圖形產生了深遠的影響,這其中包括實時地形
  4. First, the system builds the model of the bank and bottom of river, according to the river ’ s information and the information of the scene on the two side of the river. second, i read and preprocess the model file data and implement the organization and encapsulation about the space data of the virtual river. in the end, adopting to use these rending technology, such as show list, priority texture, and level of detail, i realize the real - time and vivid showing of the three dimension river ’ s virtual scene and provide abundant ways of people ’ s interacting with the virtual scene, on base of sufficiently making use of the memory of vision card and the cpu of the computer

    它主要融合虛擬現實技術、三維數據可視化技術、面向對象的設計和編程技術,在vc + +平臺上,利用opengl三維圖形開發庫,以真實的城市河道現狀信息和周邊景物信息為依據,對河道、河底的三維空間數據進行三維幾何建模;然後通過讀取和預處模型文件數據,實現虛擬場景空間數據的組織和封裝操作,並對空間數據進行優化;最後採用顯示列表、優先級、細節層級模型( lod )等技術,利用opengl的特性,在充分發揮顯卡內存、處器等各種軟硬體資源的基礎上,實現三維河流實時逼真的真實感虛擬場景顯示,並提供豐富的人機交互手段。
  5. Not an awful lot changes - but the code gains the ability to texture the tiles it renders, as opposed to the demonstrative ( but painfully retro ) wireframe graphics of demo1

    與demo1相比,代碼並沒有很大的改動,但是已經能夠實現對的圖素貼上
  6. Allows hardware to auto - generate mipmap levels of the render texture whenever the base level 0 is updated

    允許硬體自動產生渲染紋理細化層,每逢基層為零是就會更新。
  7. Now that you have the impostor texture ready for use, rendering it is simply a matter of placing a viewport - aligned sprite where your 3d object used to be

    既然你已為使用視點替用特效做了必要的準備,在你3d對象的位置一個對齊視窗的精靈應是件很簡單的事。
  8. Next to each non - empty texture channel a check button allows you to select or de - select a given channel. de - selected channels are simply removed from the pipeline

    每個非空的通道都有一個復選按鈕,允許你選擇或者取消選擇該通道。不選擇的通道都簡單的從管道中移除。
  9. The rendering algorithms based on the use of texture maps and piecewise approximate fresnel formula of reflection is proposed after analyzing the fresnel formula

    同時分析了fresnel函數的特點,給出基於映射和分段近似fresnel函數的水流演算法。
  10. Parallex bump mapping is a new technology to archive the target that renders wrinkle surface of high quality with a relatively low cost. it uses a much smart way that offsets the surface ' s texture coordinates than the ordinary displacement bump mapping technology that offsets the surface ' s geometry vertex instead. we will propose a bulk of idea to improve this technology ' s performance and quality

    視差映射技術是新近提出的實現物體表面粗糙感的一種凹凸映射技術,它是對目前因計算量過大而無法應用於實時系統中的位移映射技術的改進,這種技術不是對物體表面的頂點進行偏移,而是藉助于高度圖對坐標進行偏移,從而近似達到位移映射技術的效果。
  11. One render pass builds entire mipmap pyramid

    一次總會建立一個完整的細化金子塔。
  12. The algorithm of lod is summarized. model and texture lod base on viewpoint is used to accelerate the rendering of 3d scene and improve the quality of visualization. the experiment result is stat to explain the efficiency of lod algorithm

    在對層次細節技術( lod )進行簡要小結的基礎上,使用了基於視相關的模型和lod演算法,加快大范圍場景的三維速度,改善了三維景觀可視化效果,並對演算法的效率進行了統計和分析。
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