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real-time rendering
In this paper we concentrate on NPR video effects that can be used in real-time rendering of a 3D scene.
      
In real-time rendering systems, support for user programmability has evolved with the underlying graphics hardware.
      
In essence, a demo is a real-time rendering of motion along a pre-calculated path within the 3D environment.
      
Needless to say, real-time rendering in convincing quality is a difficult problem into which a lot of effort is being invested.
      
On the other hand, rendering algorithms to obtain photorealistic quality are computationally complex and thus far from real-time rendering.
      
Olano and Lastra described pfman, the first shading language that targets graphics hardware for real-time rendering12.
      
Our contribution is a method which solves stability issues of implicit triangulation, in the scope of real-time rendering.
      
Our model maps well to graphics hardware, enabling the real-time rendering of animated cloud skies over landscapes.
      
Our method is a simple approximation of their work, which is fast enough to achieve real-time rendering without losing too much visual quality.
      
Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments.
      
Real-time rendering is achieved while combining up to three viewpoints at a time, using pixel shaders.
      
Still, we were able to achieve real-time rendering on detailed scenes while reproducing the main features of clouds aspect.
      
Silva, Member, IEEE We describe a new progressive technique that allows real-time rendering of extremely large tetrahedral meshes.
      
Since leaf objects are small in size, occlusion-based culling is unrealistic for the purpose of real-time rendering.
      
This decoupling allows us to use conventional graphics rendering pipelines e ectively to achieve real-time rendering.
      
This decoupling allows us to use conventional graphics rendering pipelines effectively to achieve real-time rendering.
      
This paper presents a method for realistic real-time rendering of clouds for flight simulators and games.
      
This paper presents a method for realistic real-time rendering of clouds suitable for flight simulation and games.
      
This will enable lighting effects such as color bleeding, caustics, and shadows in real-time rendering.
      
This paper demonstrates that direct real-time rendering of trimmed NURBS patches has become possible with current graphics hardware.
      
 

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