We focus on the building of the grass volumetrictexture, and the rapid rendering of the scene based on the GPU programming.
本文的主要工作包括草地体纹理的生成和基于图形硬件(GPU)编程的场景快速绘制。
2
And we have realized the algorithm whose rendering speed is independent of the complexity but only deponds on the resolution and other parameters of the volumetrictexture.
本文算法的绘制速度只与体纹理分辨率等参数有关而与模型的几何复杂度无关。
3
The volumetrictexture algorithm makes a compromise between the realistic and rendering speed. In the case of keeping a good visual effect, we can obviousely increase the rendering speed.