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给定一个状态 s 和动作 a,r 和 s 是执行(s,a)后的奖励和状态,a’是所有动作的范围。
 
给定一个状态 s 和动作 a,r 和 s 是执行(s,a)后的奖励和状态,a’是所有动作的范围。
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== Crowd rendering and animation ==
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== Crowd rendering and animation 人群渲染和动画==
    
Rendering and animating a large number of agents realistically, especially in real time, is challenging. To reduce the complexity of 3D rendering of large-scale crowds, techniques like culling (discarding unimportant objects), impostors(image-based rendering) and decreasing levels of detail have been used.<ref>{{cite journal |doi=10.1109/76.825720 |title=Real-time display of virtual humans: Levels of details and impostors |journal=IEEE Transactions on Circuits and Systems for Video Technology |volume=10 |issue=2 |pages=207–17 |year=2000 |last1=Aubel |first1=A. |last2=Boulic |first2=R. |last3=Thalmann |first3=D. }}</ref>
 
Rendering and animating a large number of agents realistically, especially in real time, is challenging. To reduce the complexity of 3D rendering of large-scale crowds, techniques like culling (discarding unimportant objects), impostors(image-based rendering) and decreasing levels of detail have been used.<ref>{{cite journal |doi=10.1109/76.825720 |title=Real-time display of virtual humans: Levels of details and impostors |journal=IEEE Transactions on Circuits and Systems for Video Technology |volume=10 |issue=2 |pages=207–17 |year=2000 |last1=Aubel |first1=A. |last2=Boulic |first2=R. |last3=Thalmann |first3=D. }}</ref>
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Rendering and animating a large number of agents realistically, especially in real time, is challenging. To reduce the complexity of 3D rendering of large-scale crowds, techniques like culling (discarding unimportant objects), impostors(image-based rendering) and decreasing levels of detail have been used.
 
Rendering and animating a large number of agents realistically, especially in real time, is challenging. To reduce the complexity of 3D rendering of large-scale crowds, techniques like culling (discarding unimportant objects), impostors(image-based rendering) and decreasing levels of detail have been used.
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渲染和动画大量的代理真实地,特别是在实时,是具有挑战性的。为了降低大规模人群3D 渲染的复杂性,人们使用了剔除(丢弃不重要的物体)、视点替用者(基于图像的渲染)和降低细节级别等技术。
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对大量主体进行真实地、特别是实时地'''渲染Rendering'''和'''动画Animating''',是具有挑战性的。为了降低大规模人群3D渲染的复杂性,人们使用了'''剔除 Culling'''(舍弃不重要的物体)、'''顶替者 Impostors'''(基于图像的渲染)和降低细节的级别等技术。
    
Variations in appearance, body shape and size, accessories and behavior(social or cultural) exist in real crowds, and lack of variety affects the realism of visual simulations. Existing systems can create virtual crowds with varying texture,<ref name="Maim et al 2009"/> color,<ref>{{cite book |last1=Gosselin |first1=David R. |last2=Sander |first2=Pedro V. |last3=Mitchell |first3=Jason L. |chapter=Drawing a Crowd |editor1-first=Wolfgang |editor1-last=Engel |title=ShaderX3: Advanced Rendering Techniques in DirectX and OpenGL |publisher=Charles River Media |location=Cambridge, MA |year=2004 |pages=505–17 }}</ref> size, shape and animation.<ref name="Thalmann et al 2009"/>
 
Variations in appearance, body shape and size, accessories and behavior(social or cultural) exist in real crowds, and lack of variety affects the realism of visual simulations. Existing systems can create virtual crowds with varying texture,<ref name="Maim et al 2009"/> color,<ref>{{cite book |last1=Gosselin |first1=David R. |last2=Sander |first2=Pedro V. |last3=Mitchell |first3=Jason L. |chapter=Drawing a Crowd |editor1-first=Wolfgang |editor1-last=Engel |title=ShaderX3: Advanced Rendering Techniques in DirectX and OpenGL |publisher=Charles River Media |location=Cambridge, MA |year=2004 |pages=505–17 }}</ref> size, shape and animation.<ref name="Thalmann et al 2009"/>
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Variations in appearance, body shape and size, accessories and behavior(social or cultural) exist in real crowds, and lack of variety affects the realism of visual simulations. Existing systems can create virtual crowds with varying texture, size, shape and animation.
 
Variations in appearance, body shape and size, accessories and behavior(social or cultural) exist in real crowds, and lack of variety affects the realism of visual simulations. Existing systems can create virtual crowds with varying texture, size, shape and animation.
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在真实的人群中存在着外貌、体型和大小、附件和行为(社会或文化)的差异,缺乏多样性影响了视觉模拟的真实性。现有的系统可以创建具有不同纹理、大小、形状和动画的虚拟人群。
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真实的人群中存在着外貌、体型大小、'''附件Accessories'''和(社会的或文化的)行为的差异,缺乏多样性的模型会影响视觉模拟的真实性。现有的系统可以创建具有不同纹理、大小、形状和运动画面的虚拟人群。
 
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(--[[用户:嘉树|嘉树]]([[用户讨论:嘉树|讨论]]) 最后一个animation译为运动画面了,个人感觉译为“动画”实在难以理解)
 
      
== Real world applications ==
 
== Real world applications ==
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