Translations:Diffusion Models Are Real-Time Game Engines/79/zh: Difference between revisions

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    (Created page with "模拟二维和三维环境的视觉和物理过程,并允许对其进行交互式探索,是计算机图形学中一个广泛发展的领域(Akenine-Möller等人,[https://arxiv.org/html/2408.14837v1#bib.bib1 2018])。像虚幻和Unity这样的游戏引擎是可以处理场景几何表示并根据用户交互渲染图像流的软件。游戏引擎负责跟踪所有世界状态,例如玩家的位置和移动、物体、角色动画和光照。它还负责跟...")
     
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    Latest revision as of 00:29, 9 September 2024

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    Message definition (Diffusion Models Are Real-Time Game Engines)
    Simulating visual and physical processes of 2D and 3D environments and allowing interactive exploration of them is an extensively developed field in computer graphics (Akenine-Möller et al., [https://arxiv.org/html/2408.14837v1#bib.bib1 2018]). Game Engines, such as Unreal and Unity, are software that processes representations of scene geometry and renders a stream of images in response to user interactions. The game engine is responsible for keeping track of all world state, e.g., the player position and movement, objects, character animation, and lighting. It also tracks the game logic, e.g., points gained by accomplishing game objectives. Film and television productions use variants of ray-tracing (Shirley & Morley, [https://arxiv.org/html/2408.14837v1#bib.bib32 2008]), which are too slow and compute-intensive for real-time applications. In contrast, game engines must keep a very high frame rate (typically 30-60 FPS), and therefore rely on highly-optimized polygon rasterization, often accelerated by GPUs. Physical effects such as shadows, particles, and lighting are often implemented using efficient heuristics rather than physically accurate simulation.

    模拟二维和三维环境的视觉和物理过程,并允许对其进行交互式探索,是计算机图形学中一个广泛发展的领域(Akenine-Möller等人,2018)。像虚幻和Unity这样的游戏引擎是可以处理场景几何表示并根据用户交互渲染图像流的软件。游戏引擎负责跟踪所有世界状态,例如玩家的位置和移动、物体、角色动画和光照。它还负责跟踪游戏逻辑,例如完成游戏目标所获得的分数。电影和电视制作使用的光线追踪变体(Shirley和Morley,2008),对于实时应用来说过于缓慢且计算密集。相比之下,游戏引擎必须保持非常高的帧率(通常为30-60 FPS),因此依赖于高度优化的多边形光栅化,并且通常由GPU加速。诸如阴影、粒子和光照等物理效果通常使用高效的启发式方法来实现,而不是进行精确的物理仿真。