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Chinese translation for "global illumination"

全局光效
全局光照
全局照亮
是一个和


Related Translations:
threshold illumination:  临界照度临界照明度阈照度
global marketers:  全球性卖主
global networking:  全球网络化
global memory:  整体存储器
global telecommunication:  全球电传通信
global migration:  地表迁移地表转移
global namespace:  全局名字空间
global marketing:  全球销售全球营销
global conventions:  全球性公约
global coverage:  全球覆盖范围全球涵盖范围全球摄影范围
Example Sentences:
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。
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