摘要:
A method and system for performing enhanced lighting functions with respect to texture map data is operable within a computer controlled graphics display system and allows defined portions of a texture map to bypass prescribed lighting processes. Within a texture map, each texel data (u,v) is defined to contain color information and a control code (e.g., “texel light bit”). The texel light bit indicates to the lighting process whether or not texel color modulation is to occur to this texel data. In one embodiment, if the texel light bit is set, then no lighting modifications (e.g., color modulations) are performed with respect to the texel data. Also, if the texel light bit is not set, then normal lighting modifications are performed with respect to the texel data. In this way, the present invention allows texture map data to be lit in a non-uniform manner across a same graphics primitive. The present invention is particularly useful with respect to graphics objects (e.g., lights, indicator bulbs, glowing regions of the texture map) which should remain unaffected by external light sources (e.g., the sun, the moon, darkness of the night) within a three-dimensional graphic scene. By defining certain texel regions as having “texel lights”, the present invention then bypasses the external lighting conditions applied to the display scene for these regions.
摘要:
A method, system, and computer program product are provided that represent complex point and area illumination in computer graphics shading and animation. An irradiance vector field table representative of an irradiance field for a scene to be rendered is generated and stored in a texture memory. During rendering, the scene is lit based on irradiance vectors in the irradiance vector field table. For each point being lit, a corresponding irradiance vector is generated from the irradiance vector field table. A vector operation is performed between the irradiance vector and a surface normal for the point to compute an irradiance energy component. In one example hardware embodiment, a look-up unit looks up and interpolates irradiance vectors for selected points in the irradiance vector field table to compute an interpolated irradiance vector. A dot product unit calculates a dot product between the interpolated irradiance vector and a surface normal for the point being shaded and outputs an irradiance energy component for use in shading. The irradiance vector field table can represent an irradiance field for one or more complex point and area light sources. A set of multi-resolutional irradiance field tables covering progressively larger regions of a scene at progressively coarser resolutions is generated. One or more rendering passes are used to render a computer graphics image representing illumination from a complex point or area source. The irradiance vector field table can be generated to account for shadows and/or participating media such as fog or smoke. Shadow maps and back-projection or shadow volume algorithms can be used to determine light source visibility which is used to scale the irradiance energy component.
摘要:
A method traces rays through graphical data. The method partitions the graphical data into a plurality of blocks according to a scheduling grid. For each block, a ray queue is generated. Each entry in the ray queue representing a ray to be traced through the block. The ray queues are ordered spatially and temporally using a dependency graph. The rays are traced through the blocks according to the ordered list.
摘要:
A computer graphics system and a method for generating pixel values in an image of objects using strictly-deterministic low-discrepancy sequences as sample points for evaluating integrals which are used to simulate a number of computer graphic techniques including soft shadows, simulation of depth of field, motion blur, jittering, and global illumination. Unlike the random numbers used in connection with the Monte Carlo technique, the low discrepancy sequences ensure that the sample points are evenly distributed over a respective region or time interval, thereby reducing clumping of such sample points. The invention facilitates the generation of images of improved quality when using the same number of sample points at the same computational cost as in the Monte Carlo technique.
摘要:
A computer graphics system includes an apparatus for fog blending colors to be displayed on a graphics display of the computer graphics system. The computer graphics system includes a rendering parameter calculation unit responsive to data of a primitive, that determines a cooked exponent value and a color value for at least one pixel of the primitive. In addition, the system includes a fog unit responsive to the cooked exponent value for each pixel of the primitive, that determines a fog blending factor for each pixel of the primitive, wherein the fog blending factor is one of an exponential fog blending factor and an exponential-squared fog blending factor. Further, the system includes a fog blending unit responsive to the color value and the fog blending factor for each pixel of the primitive and also to a fog color value, that blends the fog color value with the color value for each pixel of the primitive according to the fog blending factor for the respective pixel, and that provides a fogged color value for each pixel of the primitive. In addition, the computer graphics system may include a first interpolator, responsive to the color value and the cooked exponent value for at least one pixel of the primitive, that determines the color value and the cooked exponent value along an edge of the primitive so as to provide the cooked exponent value and the color value for each pixel of the edge of the primitive. Further, the computer graphics system may also include a second interpolator, responsive to the cooked exponent value and the color value for each pixel of the edge of the primitive, that determines the cooked exponent value and the color value along a span of the primitive so as to provide the cooked exponent value and the color value for each pixel of the span of the primitive. In this way, the system provides fast and accurate exponential and exponential-squared fog blending of the color values of the primitive without a lot of hardware.
摘要:
Image data is generated for a scene, in which the scene includes object surfaces in three-dimensions. Intersecting or touching surfaces are identified by analyzing the surfaces within a hierarchy of bounding volumes. Thereafter, a multi-resolution representation of a radiosity equation is constructed for the scene, wherein one of the identified surfaces is considered separately for light emission on either side of a previously identified line of contact or intersection.
摘要:
A method, system, and computer program product are provided for fast computation using parallel resampling and blending in multi-channel texture mapping. In one embodiment, slices of projection data for volume rendering are loaded into multiple textures. The loaded textures are combined using multi-channel texture mapping to obtain a multi-channel data frame for storage in a multi-channel frame buffer. The multiple textures are combined using a texture mapping operation that includes a linear blending operation, such as, a maximum, minimum, and/or sum blending operation. Multi-channel frame buffer data is then aggregated to obtain a final single channel grey-level output of pixel data. In one example implementation of the present invention, a load unit loads slices of projection data into multiple textures. A multi-channel texture engine combines the multiple textures to obtain multi-channel frame data for storage in a multi-channel frame buffer. The texture engine performs a texture mapping operation using a linear blending operation, such as, a maximum, minimum, and/or sum blending operation. An aggregation unit, such as a summer unit, aggregates the multi-channel frame buffer data to obtain a final single channel grey-level output of pixel data. The present invention leverages the parallel resampling and blending operations available in multi-channel texture engines so that fewer resampling operations are required in computational tasks, such as, volume rendering of projection data.
摘要:
In a data processor and a shading apparatus used in the data processor, the data processor selects an address based on the information of a memory or a translation look-aside buffer. Therefore, even when the same data are accessed, a different address at high speed is adopted according to the hardware, object to be processed, processing, etc. A plurality of geometric vectors are given as the parameters for the vertexes of a picture, the vectors are interpolated in the picture, and the luminance of each small area in the figure is calculated using the vectors generated by the interpolation. Therefore, a spotlight or highlight can be expressed with high accuracy and at high speed even when the amount of the hardware and the extent of the picture are small.
摘要:
An improved surface shading method computes and stores light reflectance values as a texture map for a given light direction and view direction to an object in a scene during development of a computer graphics (CG) program, and uses the stored texture map later for shading during real-time rendering. A selected bidirectional reflectance distribution function (BRDF) is applied using a standard model for distribution of normal direction vectors for a given type of surface, and BRDF values are computed as a global texture map for the object's surface in the scene. The BRDF values are stored as a look-up table indexed to the sampled range of normal direction vectors. During real-time rendering, surface shading can be readily processed by using the normal direction vector for any given point to look up the stored BRDF value. Shading with BRDF light reflectance values can be combined in one or more passes with shading of other surface texture characteristics, e.g., a facial skin surface textured with hair and facial features. In this manner, the rich tones of a physical light reflectance model can be obtained even for highly textured surfaces during real-time rendering. Besides standard types of light reflectance models (Torrance-Sparrow, Phong, Strauss, etc.), modified types of BRDF models (e.g., Schlick) may also be used to derive a BRDF texture map.
摘要:
A system and process for efficiently representing an object and allowing the synthesizing of photo-realistic images of the object that depict both diffuse and specular reflections therefrom. This is accomplished using a sparse set of input images and a geometric model of the object. In particular, the reflectance components (i.e., diffuse and specular) are separated out of the input images based on the intensity variation of object surface points. The diffuse reflection component is characterized with a global texture map, while the specular reflection components are used to model the illumination distribution of the environment surrounding the object and to estimate the surface reflectance parameters. This framework provides a very compact representation of the object's appearance. Photo-realistic virtual images of the object from any desired viewpoint can be synthesized using the previously computed global texture map, illumination distribution, and reflectance parameters.