| 1. | This is usually referred to as " global illumination " 我们通常称之为“全局照明” 。 |
| 2. | Optimizing a global illumination calculaion 优化全局光照计算 |
| 3. | Why global illumination 为什么用全局光照 |
| 4. | So far only ray tracers have been able to arrive at near - perfect solutions to the problem of global illumination 目前,只有光迹追踪器能近乎完美地解决全域照明问题。 |
| 5. | For real - time global illumination rendering , the pre - computing techniques for radiance transfer function are described in this paper 在全局光照模型的绘制方面,本文主要介绍预计算的光辐射传输函数技术。 |
| 6. | This global illumination technique effectively substitutes , at a very high computational cost , the hemi for the above outdoor setting 依赖很高的计算代价,这个全局照明技巧可以有效地替代前面提到的室外设置中的半光。 |
| 7. | Let ' s prepare a setup , comprising a plane and some solids , as in global illumination scene . . we will use simple shapes to better appreciate the results 让我们准备一个场景,包括一个平面,一些实体,如全局照明场景。 。我们将使用简单的形状来实现更逼真的效果。 |
| 8. | The result is a very soft directional light together with a global illumination sky dome or , briefly , an anisotropic sky dome ( anisotropic skydome render . ) 结果是一束很平滑的方向广伴随一个全局照明的天空顶,或者简单地说,一个各向异性的天空顶(各向异性天空顶渲染。 ) 。 |
| 9. | Inclusion of our special adaptive multiple ray sampler code to enhance rendering speed on scenes that use multiple “ blurry ” rendering effects like blurry tracing , area shadows or quasi monte carlo global illumination 整合了我们特殊的自适应多重光线采样代码,对于那些使用了多重模糊渲染效果* *的场景(比如模糊追踪* * 、区域阴影、半蒙特卡洛全局光照等) ,可以提高渲染的速度。 |
| 10. | These methods pre - compute the information needed for global illumination rendering , and access the pre - computed results in real - time rendering . the advantage is to transfer the major computation load of traditional rendering methods into preprocess 这一方法将全局光照绘制过程中所需的几何体的遮挡,相互反射等信息在预计算中获取,在实时绘制时利用预计算的数据进行渲染计算,将绘制时主要的计算量转移到预处理过程中。 |