貼圖渲染 的英文怎麼說

中文拼音 [tiēxuànrǎn]
貼圖渲染 英文
render to texture
  • : Ⅰ動詞1 (粘貼) stick; paste; glue 2 (緊挨) nestle up to; snuggle up to 3 (貼補) subsidize; h...
  • : Ⅰ名詞1 (繪畫表現出的形象; 圖畫) picture; chart; drawing; map 2 (計劃) plan; scheme; attempt 3...
  • : 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...
  • 貼圖 : chart block
  • 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
  1. In the render on the right, the same texture was mapped to just the incandescence channel

    在右側的中,同樣的紋理只在白熾通道上
  2. You should always use the exposure control offered by 3ds max when you intend to handle render elements or render to texture outputs, and want to see the color mapping effects offered by finalrender

    建議你把這種調節方式作為一種常規的曝光控制,尤其是在輸出元素的控制時,請看實例。
  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( cubicenvironmentmaps ) 、頂點混合( vertexblending ) 、紋理壓縮( texturecompression )和凹凸映射( bumpmapping ) 、雙重紋理( dualtexture )四像素256位等均可以在gpu中完成,大大減輕了cpu的壓力,對實時產生了深遠的影響,這其中包括實時地形
  4. 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上紋理。
  5. A synthetic approach was proposed for rendering diffuse and glossy reflections in real - time by using environment map, which solved the real - time computation of diffuse and glossy reflections under globally incident lighting

    摘要為了解決全局光照下漫反射和高光反射的實時計算,提出了一種利用環境實現漫反射和高光反射實時的綜合演算法。
  6. The bump vs distance shader is a good example of how easy it is to add subtle and realistic shading effects to your renders by accessing information such as camera position in world space, and the distance from one point in space to another, and then using that information to drive bump map intensity

    這個相對于距離凹凸的著色網路是一個好例子,通過在世界坐標里訪問如攝像機位置的信息,和在空間里從一個點到另一個點的距離,它是如此容易地加一個微妙地和現實的著色效果到你的中,並用這個信息去驅動凹凸的強度。
  7. Since displacement mapping is applied to the geometry of a surface, rather than to its shading, the normals of a displaced surface must be perturbed in tandem with the actual displacement in order for things to look correct in the render

    因為置換是賦予到一個表面的幾何體上,強于賦到它的材質上,顯示表面的法線必須用實際的置換來擾亂,為了在時校正正確的外觀。
  8. In order to simulate ray trace reflection effect, the mirror reflection and curving reflection have been distinguished, giving an predigest method simulating approximate the ray trace effect by use of mirror geometry and the middle curving surface texture mapping

    為了提高實時像的質量,模擬光線追蹤反射效果,本文將反射分成鏡面反射和曲面反射兩種類型進行了討論,利用鏡面幾何和中間曲面映射方法給出了近似模擬光線追蹤反射的簡化技術。
  9. Without the bump map, the surface would be displaced during the render, but the shading information would be unaffected

    沒有凹凸,表面將在時被置換,但著色信息將不產生影響。
  10. Which means you have to generate a normal map, this is done in several ways, you can bake it, render it or convert a height / bump map

    這意味著你不得不生成一張法線,有好幾種方法可以做到,你可以烘培它,它,或是從一張凹凸轉換而來。 )
  11. It looks very similar but it took 2. 6 times longer to render than the attenuated dmap image

    它看起來非常象但它的時間是削弱的它深度方法像的2 . 6倍。
  12. The attenuated dmap shadow network demonstrates that a relatively simple network can save a tremendous amount of render time, in many situations, by eliminating the need for raytraced shadows

    削弱的深度陰影網路證明了一個相對簡單的材質網路能節省極大量的時間,在多個位置,通過它消除必需的光線追蹤陰影。
  13. Also, when using bitmap textures that are 15k or higher in resolution, you must turn off the image filter, or you will get black renderings

    而且,在使用尺寸超過15k時,你必須關閉像濾鏡,否則會導致黑塊的錯誤。
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