diff --git a/zh-cn.json b/zh-cn.json index ddf0d1e..2295681 100644 --- a/zh-cn.json +++ b/zh-cn.json @@ -1126,6 +1126,9 @@ "Export.VideoExportable.OriginalFormat" : "视频 (原始格式)", + "Export.GaussianSplatExportable.PLY" : "PLY (无损压缩)", + "Export.GaussianSplatExportable.SPZ" : "SPZ (有损压缩)", + "Importer.Package.Progress.DecodingPackage" : "正在解包包文件", "Importer.Package.Progress.DecodingObject" : "正在解包物品", "Importer.Package.Progress.ImportingAssets" : "正在导入资产", @@ -1979,8 +1982,12 @@ "Settings.GaussianSplatQualitySettings": "高斯溅落渲染质量", "Settings.GaussianSplatQualitySettings.SortMegaOperationsPerCamera" : "按摄像机分类巨量运算", - "Settings.GaussianSplatQualitySettings.SortMegaOperationsPerCamera.Description" : "渲染高斯溅落时,需按摄像机进行溅落排序。当前该运算负载较高,所以将采用分帧处理以提升整体帧率。

调高数值可加速排序过程,在快速变换高斯溅落观察角度时减少视觉伪影。

调低数值可减轻GPU负载,在GPU处理能力不足时,但快速变换观察角度时可能增加伪影。", - + "Settings.GaussianSplatQualitySettings.SortMegaOperationsPerCamera.Description" : "渲染高斯溅落时,必须按摄像机进行溅落排序。当前该运算负载较高,所以将采用分帧处理以提升整体帧率。

调高数值可加速排序过程,在快速变换高斯溅落观察角度时减少视觉伪影。

调低数值可减轻GPU负载,在GPU处理能力不足时,但快速变换观察角度时可能增加伪影。", + "Settings.GaussianSplatQualitySettings.QualityPreset" : "质量预设", + "Settings.GaussianSplatQualitySettings.QualityPreset.Description" : "控制高斯泼溅渲染质量及其显存使用量。质量越高,显存占用越大。

极低: 体积约缩小18.62倍
低: 体积约缩小14倍
中: 体积约缩小5.14倍
高: 体积约缩小2.94倍
极高: 未压缩(原始体积)", + "Settings.GaussianSplatQualitySettings.MinLocalQuality" : "最低本地压缩质量", + "Settings.GaussianSplatQualitySettings.MinLocalQuality.Description" : "对于本地导入的高斯泼溅,其质量永远不会低于此设定值。

不建议设置为低于「中」,因为更低的质量级别需要更密集的压缩计算耗时,这类压缩工作应交给云端处理。

设为「极高」将使高斯泼溅在导入后无需压缩即可快速加载,但会显著增加显存占用。", + "Settings.ResolutionSettings" : "分辨率", "Settings.ResolutionSettings.Fullscreen" : "全屏", "Settings.ResolutionSettings.Fullscreen.Description" : "在全屏模式和窗口模式之间切换。", @@ -2287,6 +2294,11 @@ "Inspector.AudioStream.DecodeState": "包总数:{total}, 丢包总数:{lost}, 数据包丢失:{loss, number, percent}", "Inspector.AudioStream.BufferStats": "平均编解码:{avgCodec}/s, 平均读取:{avgRead}/s, 平均写入:{avgWritten}/s", + "Inspector.GaussianSplat.SplatInfo" : "泼溅数量:{count},显存占用:{vram}", + "Inspector.GaussianSplat.Variant" : "已加载变体:{variant}", + "Inspector.GaussianSplat.ColorByIndex" : "按索引着色泼溅", + "Inspector.GaussianSplat.ReorderMorton" : "使用莫顿排序重新排列泼溅", + "Inspector.DynamicBoneChain.SetupFromChildren": "应用到子级", "Inspector.DynamicBoneChain.SetupFromChildrenAll": "全部应用到子级", "Inspector.DynamicBoneChain.SetupFromChildrenRig": "仅将绑定应用到子级",