翻訳と辞書 |
Antiportal In computer-generated imagery and real-time 3D computer graphics, antiportal rendering is a way to reduce overdraw (the rendering of detail which will not be in the final image), and in this way to optimize draw speed. Antiportals are related to portals, and are the inverse. An antiportal (or occluder) works by defining a plane or volume which can ''never'' be seen through, normally by placing it within an opaque object. The renderer uses this to quickly calculate which objects/faces/verticies lie behind the antiportal, and so are out of line of sight, so do not need to be rendered. Many video games and 3D graphics programs use this technique for speed rendering. ''Unreal Tournament 2004'', among many other games, uses this technique.〔 ==See also==
* Portal rendering
抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Antiportal」の詳細全文を読む
スポンサード リンク
翻訳と辞書 : 翻訳のためのインターネットリソース |
Copyright(C) kotoba.ne.jp 1997-2016. All Rights Reserved.
|
|