shaders
- 网络着色器;着色;明暗器
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Management and control of shaders based on real-time rendering
实时渲染应用程序中着色器的管理和控制
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This includes the ability to define and use vertex and fragment shaders using the GLSL language .
这包括定义和使用顶点和碎片着色器使用GLSL语言的能力。
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New shaders have been introduced as well as a huge upgrade to how well the game runs in general .
新的图形更新已经被介绍就像这次升级幅度这么大一样。
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It is used to draw a very simple triangle with the help of a vertex and fragment shaders .
它是用来画一个非常简单的三角形在一个顶点和碎片着色器的帮助下。
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The scene makes use of various CPU-intensive features such as reflection , ambient occlusion , area lights and procedural shaders .
现场使各种CPU的使用,如反射密集型功能,环境闭塞,区域灯光和程序着色。
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The spotlight and physical light shaders have a button to easily match the cone angle to the maya setting .
聚光灯的灯光的锥形角度(照射范围角度)和物理灯光材质通过一个按钮可以轻易的匹配。
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Till now we have only talked about vertex shaders and lighting models . let 's take a look at how they actually work .
迄今我们还一直在谈论着顶点着色及光照模型的理论知识。现在让我们来看看它们实际是如何工作的。
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Core Layer – XNA-based development for high-end graphics such as3D animation or rendering with custom pixel shaders .
核心层&基于XNA的开发,针对像3D动画一样的高端图像,或者使用自定义像素着色器进行渲染。
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API Enhancements Game developers can now more easily write high-performance hardware shading plug-ins for Maya using the new API for hardware shaders .
API改进游戏开发人员现在可以使用新的硬件材质API,更轻松地为Maya编写高性能的硬件着色插件。
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Improved terrain normal mapping , greater usage of pixel shaders , an advanced tile system using natural erosion data all mean the battles feel more natural and epic .
改进后的地形标准地图,大量使用的像素着色器,先进的采用自然侵蚀数据的砖瓦系统,所有这些都意味着我们能够感受到更加自然、更加史诗的战斗。
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As somebody who is mostly interested in game development , I 'm especially looking forward to the new3D effects , the shaders and the enhanced sound API .
就像有些人热衷于游戏开发一样,我特别期盼新的实现3D效果、渐变和增强的声音API的出现。
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Each class offers further substantial benefits to your skill set including modelling , shaders , textures , expressions , animation , baking , lighting and rendering .
每一章节提供了更多的实质性好处提高你的技能,包括建模、材质、纹理、表达、动画、贴图烘焙、灯光和渲染等。
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But , forget the fancy words * these new shaders give you the power and control you need to create realistic skin and other shading effects to get the perfect end result .
我们暂且不说这些复杂的东西,这些新的材质就是为了让您更具能力的去控制真实的皮肤质感与其它材质效果,并且可以很有效率的得到最好的结果。
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The C + + programming rendering platform system takes use of Maya API to export necessary attributes into shaders , so that these shaders can directly support Maya users ' setting .
以C++编程的渲染平台系统借助MayaAPI导出必须的参数到着色器,使得着色器可以直接支持Maya的用户设置。
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The programmable GPU permits developers to write vertex shaders and fragment shaders running on it , to replace the fixed function pipeline , and to employ custom rendering algorithms .
可编程图形处理器允许用户编写运行在其上的顶点着色程序与片断着色程序,取代内置的固定功能渲染流水线,实现定制的渲染算法。
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The specific method is : pass the bone matrix in the form of texture data to the GPU vertex shaders and use the vertex shader to complete the deformation operators of skeletal animation mesh .
具体方法是将骨骼矩阵以纹理数据的方式传入到GPU的顶点着色器(vertexshader)中,利用顶点着色器完成骨骼动画中网格模型的变形运算。
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Control shader simplifications : Effective controls of simplification processes are very important . How to reduce the rendering time and guarantee the quality of rendering results after simplify shaders is a main focus of this paper . 3 .
着色器简化控制:有效的控制着色器简化过程对着色器简化非常重要,如何在保证渲染结果的质量下简化着色器并减少渲染时间是本文研究的一项重点内容。
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As we are currently overhauling our tools , systems , shaders and textures to new lighting formulas , the artists are a bit worried ( as always ) about posting screenshots from the game .
由于我们正在检修的工具,系统,材质和纹理新的照明公式,艺术家们都有点担心(总是)关于发布从游戏的截图。