Automatically generating appropriate near and far clipping planes for a 3D scene while guaranteeing minimum of Z-buffer precision
    1.
    发明授权
    Automatically generating appropriate near and far clipping planes for a 3D scene while guaranteeing minimum of Z-buffer precision 有权
    自动为3D场景生成适当的近距离剪切平面,同时保证最小的Z缓冲区精度

    公开(公告)号:US07525542B2

    公开(公告)日:2009-04-28

    申请号:US11376050

    申请日:2006-03-15

    IPC分类号: G06T15/40 G06T15/30

    CPC分类号: G06T15/30

    摘要: Various technologies and techniques are disclosed that improve the automatic generation of near and far clipping planes for a 3D scene. The viewing frustum is intersected with the scene to determine the range of depth that a particular scene occupies in the viewing frustum. The ratio of the near clipping plane to far clipping plane is adjusted as appropriate to ensure a desired minimum level of Z-buffer precision is achieved. The clipping planes are set sufficiently far outside of the object bounds to prevent triangles which are parallel to the clip planes from being accidentally clipped. An API is provided to allow other programs to retrieve the near and far clipping plane values with the desired minimum Z-buffer precision for a particular scene without having to interact with the Z-buffer.

    摘要翻译: 公开了各种技术和技术,其改进了用于3D场景的近和近剪切平面的自动生成。 观察平截头体与场景相交,以确定特定场景在观察平截头体中占据的深度范围。 适当地调整近剪取平面与远剪切平面的比例,以确保实现所需的最小Z-缓冲精度水平。 裁剪平面设置在对象边界之外的足够远,以防止平行于夹子平面的三角形被意外剪切。 提供API以允许其他程序以特定场景的期望的最小Z缓冲器精度来检索近和近剪辑平面值,而不必与Z缓冲器交互。

    Realistic transformation of 3D lighting models
    2.
    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

    IPC分类号: G06T15/50

    CPC分类号: G06T15/506

    摘要: 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.

    摘要翻译: 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
    3.
    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

    IPC分类号: G06T15/50

    CPC分类号: G06T15/506

    摘要: 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.

    摘要翻译: 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。