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- The paper introduces a new algorithm of bump mapping. 本文介绍一种新的凹凸贴图方法。
- A 3D Granite texture is also used to produce a simple bump map on the material. 一个3D的花岗岩纹理也是用于在这个材质上产生一个简单的凹凸贴图。
- For this reason, the expression values are also passed though a bump map to perturb the surface normals. 因为这个原因,表达式数值也能传递给一个凹凸贴图,去扰乱表面法线。
- For improving efficiency, bump mapping is used to render terrain in Cg language. 在鸟瞰图绘制中;对地形采用了基于Cg语言的凹凸纹理效果;进一步提高了系统的绘制效率.
- The language basics and compilation are discussed,then an example about bump mapping effect is given. 论述了HLSL语言基础及编译,并给出了一个实现凹凸映射效果的实例。
- This modification of the direction is referred to as perturbing the surface normals and is the basis of bump mapping. 方向的修改是参考去当作一个搅动的表面法线和基本的凹凸贴图。
- The left side of this image shows what the results would look like if a bump map was not used. 图像左侧显示的结果看来象是凹凸贴图没有使用。
- First of all, the common color texture mapping, anti-aliasing technology and multitexture mapping which are the foundation of realizing bump mapping are introduced. 本文首先介绍了普通的颜色纹理映射技术,反走样技术和多重纹理映射技术,它们是实现凹凸纹理映射技术的基础。
- Now for the bump map, take the original petal, desaturate it and take the levels down to something like this. (现在开始凹凸贴图的制作,打开原始图像,去色,调整色阶直到变成下面的样子。
- I use a specular map, reflexion map, and bump map(pictures below from left to right) for her skin, too. 我还使用了一张高光贴图、反射贴图和凹凸贴图赋予皮肤。
- Note, the clouds, color, and bump map File textures were originally soild fractals. 注意:云,颜色,和文件纹理的凹凸贴图是最初的单一分形节点。
- I did texture only for head and ribbons, for head I used color, specular and bump map. 我只为头部和领带制作了贴图。为头部制作了颜色,高光和凹凸贴图。
- In total, to have mipmapping + bump mapping + 10 or more layers + morphing + UVs at all altitudes, the shader only needs 12 texture samples. 总之,要在所有的海拔视角下都能完成MIP贴图+凹凸贴图+10层或更多的样式+多边形变换+UV贴图,着色器只需要做12次材质采样。
- If set to a value greater than 1.0, the parts of the texture that scale out of range are clipped. On a bump map, they display as plateau regions. 如果值调整到大于1.;0;超过尺寸范围的部分纹理将会被修剪。打开凹凸贴图;它们象平坦区一样显示。
- Detail is commonly represented by two-dimensional textures, bump mapping, or displacement mapping applied to objects, polygonal meshes or higher-level primitives. 以往模型表面的细节特征都是将二维纹理,凹凸映射和位移映射等技术应用于三角网格模型或细分曲面。
- Without the bump map, the surface would be displaced during the render, but the shading information would be unaffected. 没有凹凸贴图,表面将在渲染时被置换,但着色信息将不产生影响。
- The Bump Vs Distance shading network is designed to decrease the intensity of a bump map as the surface's distance from the camera increases. 相对于距离的凹凸着色网络是设计为,当在摄像机里表面距离增加时,表面相应地减少凹凸贴图的密度值。
- Surface texture mapping algorithm based B-splint parameter surface, and bump mapping algorithm based surface voter twist to produce real objects sense are suggested. Solid mapping method is also introduced in the paper. 给出了基于双三次B样条参数曲线面的表面纹理映射算法,和通过表面法向量扰动产生凹凸不平视觉效果的凸包纹理映射算法,并给出了立体纹理映射的实现方法。
- Based on Cg and OpenGL,some technologies including P-buffers,Bump Mapping,Projective Texture Mapping and Dynamic Texture Mapping were used synthetically to simulate a real-time water surface. 基于Cg图形硬件开发语言以及OpenGL,综合利用P-buffers技术、凹凸纹理技术、投影纹理技术以及动态纹理技术模拟了一个实时的、包括反射、折射、水面波动、太阳波光以及Caustics等效果的水面环境。
- In this paper, the Bump Mapping which was created by Blinn in 1978 is introduced. Through the comparison of the Phong Shading with the Gouraud shading, this paper shows that the Bump Mapping is also the expansion of the shading technology. 介绍了Blinn于1978年提出的几何凹凸纹理映射技术(Bump Mapping)的实现原理,通过比较Phong shading(法向量插值明暗处理)和Gouraud shading(光亮度插值明暗处理)方法的不同,说明了Bump Mapping是法向量光亮度插值方法的一种扩展。