你看到的下图就是第一个粒子系统。
在给定的时间提前粒子系统模拟。
粒子系统不受变换缩放的影响。
粒子系统是模拟雨的一种有效方法。
这个平面就是设置粒子系统的基础。
主要研究了粒子系统在游戏中的应用。
固定内存分配问题,涉及到粒子系统。
Fixed a memory allocation issue related to a particle system.
粒子系统是实现喷泉效果的有效方法。
Particle systems are effective methods to achieve fountain effect.
将这个脚本赋予一个存在的粒子系统。
新的粒子系统用于水的飞溅与破坏效果。
Particle system created for water splashes and hit effects, etc.
应用新材质到粒子系统。
在这一平面上我制作了5个分散的粒子系统。
一个关于组件组合的不同的例子是粒子系统。
A different example of Component combinations is a Particle System.
主要研究相互粒子系统中概率测度的负相关。
We mainly study negative correlations in interacting particle systems.
粒子系统是在游戏中建立体积效果的一般方法。
Particle systems are a common method for creating volumetric effects in games.
二是基于粒子系统的环境特效的技术实现问题。
The second is the implementation of environmental special effect based on particle system.
粒子系统是一种应用广泛而实用的物体建模方法。
Particle system method has been used widely in object modeling.
在此教程中我会叫你如何制作一个半复合粒子系统。
In this tutorial I will teach you how to make a semi-complex Particle Engine.
您将学习如何结合粒子系统和流体产生广泛的影响。
You will learn how to combine particle systems and fluids to produce a wide variety of effects.
这个到炮筒的粒子系统的链接,使粒子沿着它的运动。
This links the particle system to the barrel so that it moves with it.
材质可以被应用到一个网格、粒子系统、或GUI纹理。
The material can then be applied to a mesh, Particle System, or GUI Texture.
这表明它是多么容易使用你的思维粒子系统的数学公式。
This demonstrates how easy it is to use math formulas in your Thinking Particles systems.
要使它工作,你必须在你的场景中已经存在一个粒子系统。
To work with it, you need to have a particle system already present in your scene.
提出一种流体力学模型结合粒子系统的卡通烟雾实时模拟算法。
This paper presents a real time cartoon smoke simulation algorithm based on fluid dynamics and particle system.
粒子系统是模拟不规则模糊物体最为成功的一种图形生成算法。
Particle system is a successful algorithm for generating graphics in simulating anomalous blurry object.
现有的火焰合成算法多数基于粒子系统,其主要缺点是运算量大。
Most of existing methods for synthesizing fire image are based on the particle system, and the main drawback of them is heavy computation.
无论如何我还是想告诉你,至今为止我都没有写过一个粒子系统。
I have to warn you however! Until today I had never written a particle engine.
现有的火焰合成算法多数都是基于粒子系统,其主要缺点是运算量大。
Most of existing methods for synthesizing fire image are based on particle system, a main drawback of which is heavy computation.
为了解决这个问题,选取粒子系统作为天空重要景物:云的建模方法。
In order to solve this problem, we choose the particle system as the modeling method of the important scenery of sky: cloud.
基于粒子系统提出了一种三维火焰模拟算法,并利用GPU加以实现。
This paper, presents a simulation method of three-dimension flame based on particle system, and is realized by GPU.
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