渲染管线

  • 网络pipeline;Render Pipeline;OpenGL
渲染管线渲染管线
  1. 场景着色程序实现了对平面模型和NURBS模型的兼容,为了防止NURBS模型因预处理耗时而导致的渲染管线闲置,采用多线程方法对场景进行着色。

    To avoid pipeline leaving unused in the course of NURBS models ' pretreatment , multithreading application is created for rendering .

  2. 之后介绍了GPU编程基础知识,包括GPU的发展史,渲染管线和渲染语言等。其次,论文分析重要的阴影算法。

    At last the thesis introduces the basic knowledge of GPU programming , including GPU development history , rending pipeline and shading language . Secondly , the paper analyzes important shadow algorithms .

  3. 从渲染管线和并行计算两个方面研究了三维实时渲染的优化。

    Secondly , parallel computing and rendering pipeline in 3-D real-time rendering optimization are studied .

  4. 随着可编程图形硬件时代的到来,着色器替代了传统的固定渲染管线以实现更加逼真的图像效果。

    With the era of programmable graphics hardware , shader replaces the traditional fixed rendering pipeline to achieve more realistic effects .

  5. 在渲染管线方面,分别对渲染管线中常易出现瓶颈的阶段进行了分析,并相应地提出了各个阶段的优化方法。

    For the rendering pipeline , all the bottleneck stages that often occur in pipelines are analyzed and the optimization methods for all the stages are put forward accordingly .

  6. 然后介绍了目前用来渲染的基本方法。从追求渲染效果的离线光线跟踪渲染,到追求渲染速度的传统光栅化渲染管线。

    Then we introduced the basic methods currently used for rendering : from in pursuit of quality , the off-line ray tracing methods , to in pursuit of speed , the traditional rasterization pipeline .