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real-time rendering
Edge-preserving texture filtering for real-time rendering
      
Texture filtering is essential in enhancing the visual quality of real-time rendering.
      
We present and evaluate a three pass implementation of the restructured algorithm for near real-time rendering of soft shadows on a computer with a commodity graphics accelerator.
      
Geocube - GPU accelerated real-time rendering of transparency and translucency
      
One of the main challenges in real-time rendering is to enable more and more effects that were previously available in offline rendering only.
      
However, this method uses the same number of sample points on all shells, and cannot achieve real-time rendering due to the rendering computation rely on CPU rather than graphics hardware.
      
This paper addresses the problem of real-time rendering for objects with complex materials under varying all-frequency illumination and changing view.
      
Anti-aliased and real-time rendering of scenes with light scattering effects
      
In this paper, we propose a real-time rendering method for scenes containing volumetric objects that does not generate aliasing in the rendered images.
      
Our method achieves the real-time rendering of realistic clouds illuminated by lightning.
      
We present a real-time rendering method for the results of particle-based simulations of water.
      
In this paper we introduce an approximate image-space approach for real-time rendering of deformable translucent models by flattening the geometry and lighting information of objects into textures to calculate multi-scattering in texture spaces.
      
A real-time rendering system, VIRIM (Vitec: Visualization Technology GmbH, Mannheim, Germany), cuts down rendering times of minutes on normal workstations to an interactive rate of 1 second or less.
      
Here, we describe the technology that implements the interaction between geographical information systems and real-time rendering needed to achieve real-time visualisation of landscape changes.
      
Occlusion culling techniques are responsible for reducing the polygons rendered by the graphics hardware with the target of achieving real-time rendering.
      
We present algorithms that allow for real-time rendering of 3D-scenes with a watercolor painting appearance.
      
This allows for the real-time rendering of 3D-scenes.
      
In this paper, based on the concept of virtual objects, a novel method of real-time rendering is presented for reflection and refraction on implicit surface.
      
Avenues for future research include compression, real-time rendering, and improved scanning hardware.
      
Advances in computer graphics, particularly in real-time rendering, have increased the complexity and fidelity of these environments.
      
 

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