摘要:
A system and method of selecting a level of detail in a texture-mapping system. Pixels are processed in a zig-zag traversal pattern to allow determination of vertical and horizontal change values in texture map coordinates. In this manner, accurate level of detail selection is achieved without unduly reducing efficiency or throughput of the graphics system.
摘要:
A system and method of rendering polygons in graphics system using incremental iterative addition in place of complex division operations. A setup engine provides relevant values to edge and span walk modules for rapid processing and rendering of polygon characteristics including material values. Characteristic functions are iterated with respect to polygon area and along individual spans to derive values for each pixel therein.
摘要:
Performing graphics rendering without the computational expense of hither plane clipping and with only a minimum of display image clipping. Where a three dimensional polygon crosses to both sides of a hither plane, any vertices on the back side of the hither plane are translated to the hither plane, producing polygons which occupy only the area in front of the hither plane. A display image memory, from which display images are generated, is located within a larger guard memory such that many images which would need to be clipped to fit in the display image memory may be written to the guard memory without clipping.
摘要:
A graphics rendering system creates an image based on objects constructed of polygonal primitives, which can generate the perception of three-dimensional objects displayed on a two-dimensional display device. An anti-aliasing operation is applied to silhouette edges of the objects, which are the edges of primitives which are displayed at the perimeter of an object. A silhouette edge can be identified by determining how many times an edge is rendered, with each instance of the rendering of an edge corresponding to the rendering of a primitive that adjoins the edge. An edge that is rendered exactly once is interpreted as a silhouette edge. An example of a silhouette edge is an edge that adjoins one triangular primitive that is viewable and another triangular primitive that is hidden from view by other primitives. Another technique for identifying a silhouette edge can be applied to closed objects by determining whether a first primitive adjoining an edge is hidden from view by other primitives and a second primitive also adjoining the edge is viewable. Once the silhouette edges are identified, the anti-aliasing operation is applied thereto.
摘要:
A method and system for simulating motion of a polygon on a display screen. The polygon may be included in a set of polygons used to model a three-dimensional object. The position of the polygon is defined by vertices tracked in a subpixel coordinate system existing in a computer-readable medium. The subpixel coordinates of the vertices are used to identify the pixels on the display screen having coordinates that correspond to subpixel coordinates lying within or, optionally, at the boundary of the polygon. The identified pixels are those that are to be lighted on the display screen to generate the image of the polygon. The display properties of the lighted pixels are selected by interpolation based on defined pixel display parameters assigned to the vertices of the triangle. As motion of the polygon is tracked in the subpixel coordinate system, the corresponding display on the display screen is repeatedly adjusted. The method of identifying and interpolating the display parameters of the pixels using the subpixel coordinate system provides the appearance of smooth polygon motion.
摘要:
A graphics rendering system creates an image based on objects constructed of polygonal primitives. Aliasing effects in the image are reduced by applying an anti-aliasing scheme to the areas of the image representing silhouette edges of the objects. The silhouette edges are anti-aliased by creating anti-aliasing primitives which vary in opacity. These anti-aliasing primitives are joined to the silhouetted edges, and create a region in the image where the objects appear to blend into the background.
摘要:
An image processor is provided which rasterizes polygons with a minimum of computation. Pixels are tested for being inside a triangle by sorting the vertices by their values in one coordinate, rounding the vertices to the nearest pixels, and calculating two characteristic functions for pixels one scan line at a time, thereby identifying two end pixels for the scan line, where the particular functions used are edge characteristic functions for the two edges which bound pixels in the scan line within the triangle defined by the rounded vertices. To avoid ambiguity, pixels on one end of a scan line are deemed outside the triangle if they are exactly on the edge. Alternatively, only one function per pixel is used, the edge function for the nearest edge. The rasterization process is extensible to polygons of more than three sides, by taking into account that only two sides of the polygon need to be considered for a given scan line, and thus only two characteristic functions are needed at any one time. Using just the fractional part of an edge's intersection with a scan line to detect whether a pixel is inside or outside is also possible. Where a characteristic function is used, the value of the function can be used as an anti-aliasing value, which would be a measure of how much of the pixel lies inside the triangle.
摘要:
A method for rendering a three dimensional graphic object in a two dimensional display space by segmenting the object into parallelepipeds and decomposing the parallelepipeds into rods of voxels that are parallel to the depth axis (Z) of the display and by projecting the rods of voxels onto the X-Y plane of the display as lines of pixels and a method for drawing antialiased volumetric images. An apparatus for implementing both methods includes an interpolator, having a set-up unit and an iterator unit, and a blender. The set-up unit determines various parameters of the image to be drawn, including the total number of voxels to be blended together into each pixel to be drawn, and selects a pixel pair adjacent to and straddling an idealized line representing a line to be drawn. The iterator unit determines the coverages of the pixel pair based on parameters output by the set-up unit. The blender determines the color intensity values of the pixel pair as a function of the coverages, and the opacity of voxels in the voxel rod corresponding to each pixel, and writes the color values into a memory that drives the display. The memory is split into at least four banks so that color values of the pair of pixel can be simultaneously stored in different memory banks. A method for resolving accumulation error in the derivation of each pixel's position and a method for accommodating for the effect of additional intersected pixels may be used in connection with the above-described methods.
摘要:
A graphics processor having a bit map comprising a plurality of memory planes is provided with an 8.times.8 barrel shifter which is responsive to a plurality of control signals for selectively shifting bits within the planes and/or between planes.
摘要:
A graphics controller having the capacity for translating X and Y logical addresses of words in a bit map into corresponding physical row and column addresses of words in a plurality of memory chips, for addressing selected bits within a word and for refreshing a video monitor with and without window segments beginning and ending with bits located inside word boundaries.