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shadow map

Tradução de "shadow map" em chinês

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阴影图
阴影贴图
This is the basic principle used to create a shadow map.
这就是生成阴影图的最基本的原理。
These bottlenecks are caused by too many draw calls, state changes, and shadow map rendering in the render thread.
以上瓶颈是由于渲染线程中存在太多的绘制调用、状态变换和阴影图渲染所造成。
Cascaded shadows work by dividing viewing area into progressively larger portions and using the same size shadow map on each.
级联阴影通过分割可视区域逐步部分变大,并使用相同的大小,在每个阴影贴图。
For the most part, the scenario presented below is typical for Shadow Quality: Low disables almost all of the setting's shadows; Medium adds the bulk of the shadows back; High increases shadow map resolution and quality, which improves existing shadows and adds new ones; and Ultra improves things further still.
大部分情况下,阴影质量的典型场景如下:"Low"(低)选项禁用该设置的几乎所有阴影;"Medium"(中)选项恢复大部分阴影;"High"(高)选项提高阴影贴图的分辨率和质量,它改善现有阴影并添加新阴影;"Ultra"(极致)选项进一步改善阴影效果。
The second step is to draw the scene from the usual camera viewpoint, applying the shadow map.
第二步就是使用阴影图按照普通的透视投影绘制场景。
In many implementations it is practical to render only a subset of the objects in the scene to the shadow map in order to save some of the time it takes to redraw the map.
在许多实现方法中为了节省重绘深度图所花费的时间,可以只对场景中的一部分物体进行渲染来生成阴影图。
Also, care needs to be taken when selecting the type of texture map storage to be used by the hardware: if interpolation cannot be done, the shadow will appear to have a sharp jagged edge (an effect that can be reduced with greater shadow map resolution).
另外,当选择硬件所用的纹理图存储类型的时候需要注意:如果无法进行插值,那么阴影将会出现明显的锯齿边界,可以通过使用较高的阴影图分辨率来减少这种现象。
This essentially means that every time a new partial shadow caster (light occluder) is added to the shadow map, the algorithm performs an optimal lossy compression of the transmittance curve - for each texel individually.
这意味着,每次向阴影图添加一个新的部分投影(光封堵器)时,算法将单独为每一纹理像素执行透射率曲线的最优有损压缩操作。
The machine can't talk to me as much as she used to, but she did want you to have this, a gift, a shadow map of New York.
机器不能像以前那样跟我说那么多了 但她希望你能收下这个 一份礼物,纽约市的阴影图
To achieve this, each texel of the AVSM shadow map stores a compact approximation of the transmittance curve along the corresponding light ray.
为了实现这一目标,AVSM 阴影图的每一纹理像素都沿着相应的光线存储近似的紧凑型透射率曲线。
Go to the final render target and navigate to the Textures tab to view the shadow map.
前往最终的渲染目标,并导航至 Textures 选项卡查看阴影贴图。
You can view the shadow map generated by Unity by taking a frame capture of the scene and then viewing it in the GPA Frame Analyzer.
要想查看 Unity 生成的阴影贴图,您可以捕捉场景的其中一帧,然后在 GPA 帧分析器中进行查看。
To fix this, a technique named "Parallel Split Shadow Maps" (or PSSM) is used. This splits the view frustum in 2 or 4 areas. Each area gets its own shadow map. This allows small areas close to the viewer to have the same shadow resolution as a huge, far-away area.
为了解决这个问题,使用了名为"Parallel Split Shadow Maps"(或PSSM)的技术。 这将视锥体分成2或4个区域。 每个区域都有自己的阴影贴图。 这允许靠近观察者的小区域具有与巨大的遥远区域相同的阴影分辨率。
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