Image expression method and program used therefor
    1.
    发明授权
    Image expression method and program used therefor 失效
    图像表达方法和程序

    公开(公告)号:US06803911B2

    公开(公告)日:2004-10-12

    申请号:US10079976

    申请日:2002-02-20

    Applicant: Shigeo Okajima

    Inventor: Shigeo Okajima

    CPC classification number: G06T15/506 A63F2300/66 G06T15/50

    Abstract: At respective positions spaced from each other on an optic axis of illumination light, a plurality of polygons, each of which corresponds to the shape of a transverse cross section at each position of a virtual region gradually expanded as the illumination light advances from a light source 1 in an optic axis direction are disposed so that the normal of each polygon orients toward a view point in a virtual three-dimensional space. The position of each polygon on the optic axis is set so that at least adjacent polygons are partially superimposed. A texture expressing divergence of illumination light is mapped to each polygon. The size in a direction orthogonal to the optic axis of a virtual region is changed based on a distance from the view point to the light source. The magnification of the virtual region to the distance from the light source is differentiated based on a relationship between an optic axis direction and a direction in which the light source is viewed from the view point.

    Abstract translation: 在照明光的光轴上彼此间隔开的各个位置处,多个多边形对应于随着照明光从光源前进而逐渐扩大的虚拟区域的横截面的形状 在光轴方向上设置1,使得每个多边形的法线朝向虚拟三维空间中的视点。 每个多边形在光轴上的位置被设置为使得至少相邻的多边形被部分地叠加。 表示照明光发散的纹理被映射到每个多边形。 基于从视点到光源的距离,在与虚拟区域的光轴正交的方向上的尺寸被改变。 基于光轴方向和从观察点观察光源的方向之间的关系,将虚拟区域的距离与光源的距离区分开。

    System and method for creating real-time shadows of complex transparent objects

    公开(公告)号:US06646640B2

    公开(公告)日:2003-11-11

    申请号:US09778183

    申请日:2001-02-06

    Applicant: Gabor Nagy

    Inventor: Gabor Nagy

    CPC classification number: G06T15/60

    Abstract: A system and method for creating real-time shadows of complex transparent objects includes a processor and a main memory that stores a transparent blocker object and a receiver object. A light source in a three-dimensional game environment determines an origin of a light coordinate system. A unit vector from the light source to the blocker object defines a z-axis of the light coordinate system and defines a light vector. The processor converts vertices of the blocker object from world coordinates into light coordinates. A graphics processor then calculates a shadow map by taking the dot-product of the light vector and each vertex of the blocker object. The shadow map is then stored in a memory of a graphics processor and is applied as a texture map to the receiver object by the graphics processor.

    Lighting effect computation circuit and method therefore
    3.
    发明授权
    Lighting effect computation circuit and method therefore 有权
    照明效果计算电路和方法因此

    公开(公告)号:US06567084B1

    公开(公告)日:2003-05-20

    申请号:US09626657

    申请日:2000-07-27

    CPC classification number: G06T15/506 G06T15/005

    Abstract: A lighting effect computation block and method therefore is presented. The lighting effect computation block separates lighting effect calculations for video graphics primitives into a number of simpler calculations that are performed in parallel but accumulated in an order-dependent manner. Each of the individual calculations is managed by a separate thread controller, where lighting effect calculations for a vertex of a primitive may be performed using a single parent light thread controller and a number of sub-light thread controllers. Each thread controller manages a thread of operation codes related to determination of the lighting parameters for the particular vertex. The thread controllers submit operation codes to an arbitration module based on the expected latency and interdependency between the various operation codes. The arbitration module determines which operation code is executed during a particular cycle, and provides that operation code to a computation engine. The computation engine performs calculations based on the operation code and stores results either in a memory or in an accumulation buffer corresponding to the particular vertex lighting effect block. In order to ensure that the order-dependent operations are properly performed, each of the sub-light thread controllers determines whether or not the accumulation operations for the preceding threads have been initiated before it submits its own final operation code that results in the performance of a subsequent accumulation operation.

    Abstract translation: 因此提出了一种照明效果计算块和方法。 照明效果计算块将视频图形原语的照明效果计算分解成并行执行但以依次顺序累积的多个简单计算。 每个单独的计算由单独的线程控制器管理,其中可以使用单个父光线控制器和多个子光线程控制器来执行对基元顶点的照明效果计算。 每个线程控制器管理与确定特定顶点的照明参数相关的操作码线程。 线程控制器根据各种操作代码之间的预期等待时间和相互依赖关系,向仲裁模块提交操作代码。 仲裁模块确定在特定周期内执行哪个操作代码,并将该操作代码提供给计算引擎。 计算引擎根据操作代码执行计算,并将结果存储在对应于特定顶点照明效果块的存储器或累加缓冲器中。 为了确保顺序执行顺序相关的操作,每个子光线程控制器确定先前线程的累加操作是否在提交其自己的最终操作代码之前已经被启动,从而导致执行 随后的积累操作。

    Integrated graphics processing unit with antialiasing
    4.
    发明授权
    Integrated graphics processing unit with antialiasing 有权
    具有抗锯齿功能的集成图形处理单元

    公开(公告)号:US06452595B1

    公开(公告)日:2002-09-17

    申请号:US09724206

    申请日:2000-11-27

    Abstract: A graphics pipeline system is provided for graphics processing. Such system includes a transform module adapted for receiving vertex data. The transform module serves to transform the vertex data from a first space to a second space. Coupled to the transform module is a lighting module which is positioned on the single semiconductor platform for performing lighting operations on the vertex data received from the transform module. Also included is a rasterizer coupled to the lighting module and positioned on the single semiconductor platform for rendering the vertex data received from the lighting module. During use, an antialiasing feature is implemented to improve a quality of the graphics rendering.

    Abstract translation: 为图形处理提供图形流水线系统。 这种系统包括适于接收顶点数据的变换模块。 变换模块用于将顶点数据从第一空间变换到第二空间。 耦合到变换模块的是照明模块,其位于单个半导体平台上,用于对从变换模块接收的顶点数据进行照明操作。 还包括耦合到照明模块并位于单个半导体平台上的光栅化器,用于渲染从照明模块接收的顶点数据。 在使用期间,实现了抗锯齿功能,以提高图形渲染的质量。

    Pseudo area lights
    5.
    发明授权
    Pseudo area lights 失效
    伪区域灯

    公开(公告)号:US06441820B2

    公开(公告)日:2002-08-27

    申请号:US09012674

    申请日:1998-01-23

    Applicant: Mitch Prater

    Inventor: Mitch Prater

    CPC classification number: G06T15/506 G06T15/55

    Abstract: Computer animators have, till now, largely relegated themselves to using point light sources when simulating directional light sources in computer graphics and animation. The illumination achieved is computationally feasible but not totally realistic. While it is possible to use a finite light source of given size and shape to achieve a more realistic effect, the radiosity analysis required to calculate the illumination effect of such a light source is so cumbersome that it cannot be used for real-time computer animation. The described invention allows the animator to approximate the illumination effect of a finite light source by using a point source of varying location and intensity. Another embodiment of the invention allows the animator to realistically simulate ambient light by a similar method. The resulting illumination effects are comparable to those achieved with full radiosity analyses at much lower computational loads.

    Abstract translation: 到目前为止,计算机动画师在模拟计算机图形和动画中的定向光源时,已经大量降低了使用点光源。 实现的照明在计算上是可行的,但不完全实际。 虽然可以使用给定尺寸和形状的有限光源实现更逼真的效果,但是计算这种光源的照明效果所需的辐射度分析是非常麻烦的,因此它不能用于实时计算机动画 。 所描述的发明允许动画师通过使用不同位置和强度的点源来逼近有限光源的照明效果。 本发明的另一实施例允许动画师通过类似的方法实际模拟环境光。 所得到的照明效果与在较低计算量下完全辐射度分析所获得的效果相当。

    Method and apparatus for interpolative, adaptive illumination in 3D graphics
    6.
    发明授权
    Method and apparatus for interpolative, adaptive illumination in 3D graphics 有权
    3D图形内插,自适应照明的方法和装置

    公开(公告)号:US06259454B1

    公开(公告)日:2001-07-10

    申请号:US09132566

    申请日:1998-08-11

    CPC classification number: G06T15/506 G06T15/50

    Abstract: A method of providing specular highlights to 3D graphics using Phong illumination calculations spaces the pixels subject to the calculations apart in direct relationship to the number of lights contributing to the highlights. Linear, quadratic, or cubic attenuation is then applied to interpolate the values for the pixels not subject to the calculations.

    Abstract translation: 使用Phong照明计算为3D图形提供镜面高光的方法使得与计算有关的亮度的数量直接相关的像素进行计算。 然后应用线性,二次或三次衰减来内插不受计算的像素的值。

    Shading three dimensional computer graphics images
    7.
    发明授权
    Shading three dimensional computer graphics images 有权
    阴影三维计算机图形图像

    公开(公告)号:US06819319B1

    公开(公告)日:2004-11-16

    申请号:US09486012

    申请日:2000-05-15

    Inventor: Simon J. Fenney

    CPC classification number: G06T15/50

    Abstract: A three dimensional textured computer graphic image is shaded by firstly providing data which defines the computer graphic image. Textured data is then applied to that image. A set of surface normal vectors corresponding to the texture data are then applied to the image and data defining at least one light source which illuminates the image is also provided. For each pixel in the image a shading value is derived to be applied to that pixel from the set of surface normal vectors and the light source data.

    Abstract translation: 首先提供定义计算机图形图像的数据来遮蔽三维纹理计算机图形图像。 然后将纹理数据应用于该图像。 然后将对应于纹理数据的一组表面法线矢量应用于图像,并且还提供限定照亮图像的至少一个光源的数据。 对于图像中的每个像素,导出阴影值以从表面法线矢量和光源数据集合施加到该像素。

    Shadow rendering system and method
    8.
    发明授权
    Shadow rendering system and method 有权
    阴影渲染系统和方法

    公开(公告)号:US06791544B1

    公开(公告)日:2004-09-14

    申请号:US09664283

    申请日:2000-09-18

    CPC classification number: G06T15/60

    Abstract: A system and method for providing shadow information for 3D computer graphics objects on a display for a graphic computer system are disclosed. The 3D objects are processed only once and the rendering and shadow generation information is stored in memory. In a subsequent two-dimensional pass, the shadow information is used to provide the color value at each rendered pixel. Thus, the latency and the need for storage capacity due to the multiple 3D pass processing are eliminated.

    Abstract translation: 公开了一种用于在用于图形计算机系统的显示器上为3D计算机图形对象提供影子信息的系统和方法。 3D对象只处理一次,渲染和阴影生成信息存储在内存中。 在随后的二维通过中,阴影信息用于在每个渲染像素处提供颜色值。 因此,消除了由于多次3D通过处理引起的延迟和对存储容量的需要。

    Method and apparatus for providing shading in a graphic display system
    9.
    发明授权
    Method and apparatus for providing shading in a graphic display system 失效
    在图形显示系统中提供阴影的方法和装置

    公开(公告)号:US06624812B1

    公开(公告)日:2003-09-23

    申请号:US09506303

    申请日:2000-02-17

    Inventor: David J. Collodi

    CPC classification number: G06T15/50 G06T15/506 G06T15/80

    Abstract: A method and apparatus for shading polygons in a graphics rendering system is provided. The method includes the step of providing, for each polygon to be shaded, a polygon coordinate system defined by three normalized vectors which represent the X, Y and Z axes. A light source defining a three dimensional light direction vector is further provided. The three dimensional light vector is rotated to correspond with the polygon direction vector. The rotated three dimensional light vector is converted into a two dimensional vector whose length is proportional to the angle between the polygon Z vector and the light direction vector. Another aspect of the present invention involves the interpolation of two dimensional vertex angle values, provided for each of the polygon's vertices, at each drawn pixel within the polygon surface. A bump map vector value is added to the interpolated vertex value forming a two dimensional composite surface angle vector. Light coefficients are then derived from the distance between the composite surface angle vector and the two dimensional light vectors.

    Abstract translation: 提供了一种用于在图形渲染系统中遮蔽多边形的方法和装置。 该方法包括对于要被阴影化的每个多边形提供由表示X,Y和Z轴的三个标准化向量定义的多边形坐标系的步骤。 进一步提供限定三维光方向矢量的光源。 旋转三维光矢量以对应于多边形方向矢量。 将旋转后的三维光矢量转换成长度与多边形Z矢量与光方向矢量之间的角度成比例的二维矢量。 本发明的另一方面涉及在多边形表面内的每个被绘制的像素处对每个多边形顶点提供的二维顶角值的插值。 凹凸贴图矢量值被添加到形成二维复合表面角矢量的内插顶点值。 然后从复合表面角矢量和二维光矢量之间的距离导出光系数。

    Method and system for efficiently implementing two sided vertex lighting in hardware
    10.
    发明授权
    Method and system for efficiently implementing two sided vertex lighting in hardware 有权
    在硬件中高效实现双面顶点照明的方法和系统

    公开(公告)号:US06597357B1

    公开(公告)日:2003-07-22

    申请号:US09467561

    申请日:1999-12-20

    Applicant: Jeff Thomas

    Inventor: Jeff Thomas

    CPC classification number: G06T15/50 G06T15/005 G06T2200/28

    Abstract: In a graphics subsystem of a computer system, a method for performing front-side and back-side vertex lighting of successive vertices in the graphics pipeline without incurring pipeline stalls. The method includes computing the dot product terms for a plurality of light sources with respect to a vertex to obtain a magnitude and a sign of the dot product terms, wherein a positive dot product term corresponds to a front-side color and a negative dot product term corresponds to a back-side color. For each of the plurality of light sources having a positive dot product term, a color value corresponding to the light source for the vertex is computed. The resulting color values are multiplied and accumulated in parallel to obtain a respective front-side vertex color and back-side vertex color. The geometric orientation of the polygon corresponding to the vertex is then determined to ascertain whether the polygon is front facing or back facing. If the corresponding polygon is front facing, the front-side vertex color is output. If the corresponding polygon is back facing, the back-side vertex color is output, thereby allowing front-side and back-side vertex lighting to precede efficiently without pipeline stalling.

    Abstract translation: 在计算机系统的图形子系统中,用于在图形管线中执行连续顶点的前侧和后侧顶点点亮的方法,而不会导致流水线停顿。 该方法包括计算相对于顶点的多个光源的点积项,以获得点积项的大小和符号,其中正点乘积项对应于前侧颜色和负点积 术语对应于背面颜色。 对于具有正点乘积项的多个光源中的每一个,计算与顶点的光源对应的颜色值。 所得到的颜色值被并行累积并获得相应的前侧顶点颜色和背面顶点颜色。 然后确定与顶点对应的多边形的几何取向以确定多边形是面向前还是朝后。 如果对应的多边形是正面,则输出前侧顶点颜色。 如果对应的多边形背面,则输出背面顶点颜色,从而允许前侧和后侧顶点照明在没有管道停滞的情况下有效。

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