上诉工程向量的代码实现
时间: 2023-12-16 13:26:17 浏览: 133
以下是一些可能用于实现GPU的图像渲染测试的代码实现:
1. 图像分辨率:
```python
import cv2
image = cv2.imread("test_image.jpg")
height, width, channels = image.shape
```
2. 图像格式:
```python
import cv2
image = cv2.imread("test_image.jpg")
image_gray = cv2.cvtColor(image, cv2.COLOR_BGR2GRAY)
```
3. 渲染模式:
```python
import pyrender
scene = pyrender.Scene()
mesh = pyrender.Mesh.from_trimesh(trimesh)
material = pyrender.MetallicRoughnessMaterial(baseColorFactor=[1.0, 0.0, 0.0, 1.0])
node = pyrender.Node(mesh=mesh, matrix=np.eye(4))
scene.add_node(node)
light_node = pyrender.Node(light=pyrender.SpotLight(color=np.ones(3), intensity=3.0, innerConeAngle=np.pi/16.0))
scene.add_node(light_node)
camera = pyrender.PerspectiveCamera(yfov=np.pi / 3.0, aspectRatio=1.0)
scene.add(camera, pose=np.eye(4))
renderer = pyrender.OffscreenRenderer(512, 512)
color, depth = renderer.render(scene)
```
4. 光源:
```python
import pyrender
scene = pyrender.Scene()
mesh = pyrender.Mesh.from_trimesh(trimesh)
material = pyrender.MetallicRoughnessMaterial(baseColorFactor=[1.0, 0.0, 0.0, 1.0])
node = pyrender.Node(mesh=mesh, matrix=np.eye(4))
scene.add_node(node)
light_node = pyrender.Node(light=pyrender.SpotLight(color=np.ones(3), intensity=3.0, innerConeAngle=np.pi/16.0))
scene.add_node(light_node)
camera = pyrender.PerspectiveCamera(yfov=np.pi / 3.0, aspectRatio=1.0)
scene.add(camera, pose=np.eye(4))
renderer = pyrender.OffscreenRenderer(512, 512)
color, depth = renderer.render(scene)
```
5. 材质:
```python
import pyrender
scene = pyrender.Scene()
mesh = pyrender.Mesh.from_trimesh(trimesh)
material = pyrender.MetallicRoughnessMaterial(baseColorFactor=[1.0, 0.0, 0.0, 1.0])
node = pyrender.Node(mesh=mesh, matrix=np.eye(4))
scene.add_node(node)
light_node = pyrender.Node(light=pyrender.SpotLight(color=np.ones(3), intensity=3.0, innerConeAngle=np.pi/16.0))
scene.add_node(light_node)
camera = pyrender.PerspectiveCamera(yfov=np.pi / 3.0, aspectRatio=1.0)
scene.add(camera, pose=np.eye(4))
renderer = pyrender.OffscreenRenderer(512, 512)
color, depth = renderer.render(scene)
```
6. 场景复杂度:
```python
import pyrender
scene = pyrender.Scene()
for i in range(10):
mesh = pyrender.Mesh.from_trimesh(trimesh)
material = pyrender.MetallicRoughnessMaterial(baseColorFactor=[1.0, 0.0, 0.0, 1.0])
node = pyrender.Node(mesh=mesh, matrix=np.eye(4))
scene.add_node(node)
light_node = pyrender.Node(light=pyrender.SpotLight(color=np.ones(3), intensity=3.0, innerConeAngle=np.pi/16.0))
scene.add_node(light_node)
camera = pyrender.PerspectiveCamera(yfov=np.pi / 3.0, aspectRatio=1.0)
scene.add(camera, pose=np.eye(4))
renderer = pyrender.OffscreenRenderer(512, 512)
color, depth = renderer.render(scene)
```
7. 渲染速度:
```python
import pyrender
import time
scene = pyrender.Scene()
mesh = pyrender.Mesh.from_trimesh(trimesh)
material = pyrender.MetallicRoughnessMaterial(baseColorFactor=[1.0, 0.0, 0.0, 1.0])
node = pyrender.Node(mesh=mesh, matrix=np.eye(4))
scene.add_node(node)
light_node = pyrender.Node(light=pyrender.SpotLight(color=np.ones(3), intensity=3.0, innerConeAngle=np.pi/16.0))
scene.add_node(light_node)
camera = pyrender.PerspectiveCamera(yfov=np.pi / 3.0, aspectRatio=1.0)
scene.add(camera, pose=np.eye(4))
renderer = pyrender.OffscreenRenderer(512, 512)
start_time = time.time()
for i in range(100):
color, depth = renderer.render(scene)
end_time = time.time()
render_time = (end_time - start_time) / 100.0
```
需要注意的是,这些代码实现仅供参考,具体实现方式可能因不同的测试需求和GPU硬件而有所不同。
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