deferred shading造句
例句與造句
- There are also some new technologies in forums such as Deferred shading or Shadow mapping.
- Deferred shading is a per-pixel shading technique that has recently become feasible for games.
- The game was noted for being one of the first commercial titles to make use of deferred shading.
- Screen space directional occlusion can be made part of the deferred shading pipeline to give directionality to shadows and interreflections.
- Deferred shading is a recent development in per-pixel lighting notable for its use in the Frostbite Engine and Battlefield 3.
- It's difficult to find deferred shading in a sentence. 用deferred shading造句挺難的
- In the field of 3D computer graphics, "'deferred shading "'is a screen-space shading technique.
- With deferred shading, a " g-buffer " is used to store all terms needed to shade a final scene on the pixel level.
- Due to reduction of the size of the G-buffer this technique can partially overcome one serious disadvantage of the deferred shading-multiple materials.
- A common use of MRT is deferred shading, a shading process which, unlike forward shading, performs lighting calculations on an entire 3D scene at once instead of on each individual object.
- He is the inventor of deferred shading, inventor of Geometry compression, co-inventor of 3D-RAM, and the chief architect for a number of Sun's 3D graphics hardware accelerators.
- Deferred shading techniques are capable of rendering potentially large numbers of small lights inexpensively ( other per-pixel lighting approaches require full-screen calculations for each light in a scene, regardless of size ).
- DirectX 10 introduced features allowing shaders to access individual samples in multisampled render targets ( and depth buffers in version 10.1 ), giving users of this API access to hardware anti-aliasing in deferred shading.
- To reflect the nature of change of the city as the player interacts with it either restoring power or taking it away the developers created a " deferred shading " rendering engine that would render the effects of moving and damaged light sources.
- The engine can utilise a deferred shading pipeline, and uses tesselation for greater performance, and also has HDR ( complete with blue shift ), real-time reflections, colour correction, film grain and noise, and the engine also supports multi-core rendering.