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公开(公告)号:US07663621B1
公开(公告)日:2010-02-16
申请号:US11556515
申请日:2006-11-03
CPC分类号: G06T15/04
摘要: Circuits, methods, and apparatus that perform cylindrical wrapping in software without the need for a dedicated hardware circuit. One example performs cylindrical wrapping in software running on shader hardware. In one specific example, the shader hardware is a unified shader that alternately processes geometry, vertex, and fragment information. This unified shader is formed using a number of single-instruction, multiple-data units. Another example provides a method of performing a cylindrical wrap that ensures that a correct texture portion is used for a triangle that is divided by a “seam” of the wrap. To achieve this, primitive vertices are sorted such that results are vertex order invariant. One vertex is selected as a reference. For the other vertices, a difference is found for each coordinate and a corresponding coordinate of the reference vertex. If the coordinates are near, no change is made. If the coordinates are distant, the coordinate is adjusted.
摘要翻译: 在软件中执行圆柱形包装而不需要专用硬件电路的电路,方法和装置。 一个例子是在着色器硬件上运行的软件中执行圆柱包装。 在一个具体的例子中,着色器硬件是一个统一的着色器,交替地处理几何,顶点和片段信息。 这个统一着色器是使用多个单指令多数据单元形成的。 另一个例子提供了一种执行圆柱形包装的方法,该方法确保将正确的纹理部分用于由包裹的“接缝”划分的三角形。 为了实现这一点,原始顶点被排序,使得结果是顶点顺序不变的。 选择一个顶点作为参考。 对于其他顶点,对于每个坐标和参考顶点的相应坐标找到一个差异。 如果坐标靠近,则不进行任何更改。 如果坐标较远,则调整坐标。