Realistic transformation of 3D lighting models
    11.
    发明授权
    Realistic transformation of 3D lighting models 有权
    3D照明模型的现实转型

    公开(公告)号:US07952581B2

    公开(公告)日:2011-05-31

    申请号:US11728368

    申请日:2007-03-26

    CPC classification number: G06T15/506

    Abstract: A lighting model specified in light space may be transformed to a 3D scene, which may include numerous lights. When the lighting model is transformed to the 3D scene and is uniformly scaled or near-uniformly scaled, intensity or brightness of light at sample points, corresponding to points in the 3D scene, may be adjusted proportionately for a light source using a value based, at least partly, on a transform matrix. When the lighting model in the light space is scaled to non-uniformly stretch a lit area, the sample points may be transformed to the light space, using an inverse of a transform matrix. Distances from the light source to the transformed sample points in the light space may be used to determine attenuation and range with respect to the light source.

    Abstract translation: 在光空间中指定的照明模型可以被转换成3D场景,其可以包括许多灯。 当照明模型被转换为3D场景并且被均匀地缩放或近均匀地缩放时,对应于3D场景中的点的采样点处的光的强度或亮度可以使用基于值的光源成比例地调整, 至少部分地在变换矩阵上。 当光空间中的照明模型被缩放以不均匀地拉伸点亮区域时,可以使用变换矩阵的倒数将采样点变换到光空间。 从光源到光空间中的变换样本点的距离可以用于确定相对于光源的衰减和范围。

    Realistic transformation of 3D lighting models
    12.
    发明申请
    Realistic transformation of 3D lighting models 有权
    3D照明模型的现实转型

    公开(公告)号:US20080238921A1

    公开(公告)日:2008-10-02

    申请号:US11728368

    申请日:2007-03-26

    CPC classification number: G06T15/506

    Abstract: A lighting model specified in light space may be transformed to a 3D scene, which may include numerous lights. When the lighting model is transformed to the 3D scene and is uniformly scaled or near-uniformly scaled, intensity or brightness of light at sample points, corresponding to points in the 3D scene, may be adjusted proportionately for a light source using a value based, at least partly, on a transform matrix. When the lighting model in the light space is scaled to non-uniformly stretch a lit area, the sample points may be transformed to the light space, using an inverse of a transform matrix. Distances from the light source to the transformed sample points in the light space may be used to determine attenuation and range with respect to the light source.

    Abstract translation: 在光空间中指定的照明模型可以被转换成3D场景,其可以包括许多灯。 当照明模型被转换为3D场景并且被均匀地缩放或近均匀地缩放时,对应于3D场景中的点的采样点处的光的强度或亮度可以使用基于值的光源成比例地调整, 至少部分地在变换矩阵上。 当光空间中的照明模型被缩放以不均匀地拉伸点亮区域时,可以使用变换矩阵的倒数将采样点变换到光空间。 从光源到光空间中的变换样本点的距离可以用于确定相对于光源的衰减和范围。

    Anti-aliasing content using opacity blending
    13.
    发明授权
    Anti-aliasing content using opacity blending 有权
    使用不透明度混合的抗锯齿内容

    公开(公告)号:US07532222B2

    公开(公告)日:2009-05-12

    申请号:US11124661

    申请日:2005-05-09

    CPC classification number: G06T11/001 G06T11/40 G06T15/503

    Abstract: An anti-aliasing mechanism. In one aspect, one or more opacities are determined to apply to layers used to render an image. An order in which to render the layers is also determined. This order may correspond to an order in which points within the image are sampled. The first layer to render is set to an opacity that applies to it and rendered. The second layer to render is set at an opacity that applies to it and rendered on top of the first layer. In rendering the second layer, the opacities of the first and second layers are blended.

    Abstract translation: 反锯齿机制。 在一个方面,确定一个或多个不透明度以应用于用于渲染图像的层。 还确定了渲染图层的顺序。 该顺序可以对应于图像中的点被采样的顺序。 第一个渲染层被设置为适用于它并渲染的不透明度。 渲染的第二层被设置为适用于它并在第一层顶部渲染的不透明度。 在渲染第二层时,混合第一层和第二层的不透明度。

    Method for hardware accelerated anti-aliasing in 3D
    14.
    发明申请
    Method for hardware accelerated anti-aliasing in 3D 审中-公开
    三维硬件加速抗锯齿方法

    公开(公告)号:US20060082593A1

    公开(公告)日:2006-04-20

    申请号:US10969517

    申请日:2004-10-19

    CPC classification number: G06T11/40 G06T15/503

    Abstract: A method and system for anti-aliased rasterization of objects. From a particular viewpoint of an object represented by shapes, a shape is selected having an edge on a silhouette of the object. An edge geometry is created at the edge of the shape that is on the silhouette of the object. The edge geometry is rendered. Either the shape is rendered after the edge geometry is rendered with the depth test set so as to not allow portions of the shape to overlap the edge geometry, or the shape itself is modified to remove any portion that overlaps the edge geometry. This may be repeated for each edge of each shape that lies on the silhouette of the object.

    Abstract translation: 用于对象的抗锯齿光栅化的方法和系统。 从由形状表示的物体的特定观点来看,选择在物体的轮廓上具有边缘的形状。 在对象轮廓上的形状边缘创建边缘几何。 渲染边缘几何。 在使用深度测试集渲染边缘几何形状之后渲染形状,以便不允许形状的部分与边缘几何重叠,或者形状本身被修改以移除与边缘几何重叠的任何部分。 对于位于物体轮廓上的每个形状的每个边缘,可以重复这一点。

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