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real-time rendering
A texture mapping method we developed as part of the real-time rendering system is described in section V.
      
A new pre-computation method based on superposition principle was developed for real-time rendering of nodal displacements and interaction forces.
      
A recent review of the texture pipeline in real-time rendering systems can be found in 13.
      
But today's state-of-the-art rendering imposes 3D surfaces at high resolution, even for real-time rendering.
      
Besides real-time rendering, an important feature of VR is that users can manipulate objects by interacting within the virtual environment.
      
Current techniques require the use of ray-tracing, which precludes the possibility of real-time rendering using state-of-the-art hardware.
      
Computer game industry, which is the leading power in the development of real-time rendering techniques, simplifies this complicated issue.
      
Compression and real-time rendering of measured BTFs using local PCA.
      
During real-time rendering, PRM is taken advantage of to speed up the global illumination calculation.
      
Furthermore, the implementation of efficient real-time rendering algorithms should be facilitated.
      
Fortunately, recent hardware allows to define pixels shaders, making this approach amenable to real-time rendering.
      
First experiments with our implementation show that real-time rendering of medium complex scenes is possible on current graphics hardware.
      
For real-time rendering of large video volumes, GPU methods are employed to achieve high frame rates.
      
For real-time rendering, it seems that it is impossible without special measures to improve rendering speed.
      
However, several design choices must be made in order to have a realistic simulation while maintaining real-time rendering times.
      
It enables the real-time rendering of animated cloudy layers over a landscape.
      
It means light too, but calculating every bit of light from every possible source is not practical for real-time rendering.
      
It is difficult to implement the real-time rendering of the large scene.
      
It only involves a simple and fast computation, thus fitting the requirement for real-time rendering.
      
It supports rigid-body dynamics, realistic 3D environments, client/server architecture and real-time rendering.
      
 

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