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the shadow map

Vertaling van "the shadow map" in Chinees

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阴影贴图
阴影图
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。
This is why the machine gave us the shadow map.
所以机器才给了我们盲点地图
Render the shadow map to the depth buffer
将阴影映射呈现到深度缓冲区
Any sort of bias issues can always be fixed by increasing the shadow map resolution, although that may lead to decreased performance on low-end hardware.
任何类型的偏差问题都可以通过增加阴影贴图分辨率来解决,尽管这可能会导致低端硬件性能下降。
The first produces the shadow map itself, and the second applies it to the scene.
第一步是产生阴影图本身,第二步是将阴影图应用到场景中。
The length of the shadow map is normalized (changing with the zoom), and the direction is opposite azimuth.
阴影贴图的长度被归一化(随着变焦而改变 ) , 并且方向是相反的方位角。
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。
This is why the machine gave us the shadow map.
我们得让西蒙避开撒玛利亚的视线
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。
Check if any object affecting the shadow map has changed. If it did, re-render the light.
检查影响阴影贴图的任何对象是否已更改。 如果是的话,重新渲染光线。
In a GPA frame capture you can view the fragment shader execution unit stall/ active and sampler read/ write metrics when selecting a draw call that samples from the shadow map.
在 GPA 帧捕捉中,您可以选择一个从阴影贴图中采样的绘制调用,然后查看片段着色器执行单元的停止/激活指标和采样器的读取/写入指标。
In some scenarios, mostly when shadow casters are not moving too quickly in reference to the AVSM shadow map matrix, the shadow map can be updated only every second frame to reduce the cost.
在某些情况下,多数是当参照 AVSM 阴影图矩阵后投影没有移动过快时,阴影图只可以每隔一帧进行更新,以降低成本。
The GBuffer generation, the shadow map generation, and the forward and transparent Passes that have or may dynamically have a large number of draw calls are also moved out of the rendering thread and encapsulated as a job that dispatches working threads.
拥有或可能随时拥有大量绘制调用的 GBuffer 生成、阴影贴图生成和正向与透明通道 也被移出渲染线程,并且被压缩为调度工作线程的任务。
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