Method and system for performing enhanced lighting functions for texture map data
    1.
    发明授权
    Method and system for performing enhanced lighting functions for texture map data 失效
    用于执行纹理贴图数据的增强照明功能的方法和系统

    公开(公告)号:US06750862B1

    公开(公告)日:2004-06-15

    申请号:US09067321

    申请日:1998-04-27

    IPC分类号: G06T1550

    CPC分类号: G06T15/506 G06T15/04

    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.

    摘要翻译: 用于执行关于纹理映射数据的增强照明功能的方法和系统可在计算机控制的图形显示系统内操作,并允许纹理贴图的限定部分绕过规定的照明处理。 在纹理图中,每个纹素数据(u,v)被定义为包含颜色信息和控制码(例如,“纹素光比特”)。 纹理光比特向照明处理指示纹理数据是否发生纹素色调。 在一个实施例中,如果纹理光比特被设置,则相对于纹理数据不执行照明修改(例如,颜色调制)。 此外,如果纹理光比特未设置,则相对于纹理数据执行正常的照明修改。 以这种方式,本发明允许纹理贴图数据以不均匀的方式跨越相同的图形原语点亮。 本发明对于应当保持不受外部光源(例如,太阳,月亮,夜间黑暗)的影响的图形对象(例如,灯,指示灯,发光区域的纹理图)是特别有用的 三维图形场景。 通过将某些纹素区域定义为具有“纹素光”,本发明然后绕过施加到这些区域的显示场景的外部照明条件。

    Method and apparatus for applying specular highlighting with specular components included with texture maps
    2.
    发明授权
    Method and apparatus for applying specular highlighting with specular components included with texture maps 失效
    用于用纹理图包含的镜面成分应用镜面高光的方法和装置

    公开(公告)号:US06259455B1

    公开(公告)日:2001-07-10

    申请号:US09107788

    申请日:1998-06-30

    IPC分类号: G06T740

    摘要: A graphics processor is disclosed that renders polygons with specular highlighting (glare) based on specular fractional values included in a texture map as components of each texel in the texure map. Each texel in the texture map includes red, green, and blue color values and the specular fractional component. The specular fractional component determines the proportion or percentage of a specular color value that is to be combined with the texel color values. The graphics processor preferably comprises a texture map engine that includes multiplier logic and adder logic. The texture map engine receives three values preferably from a video memory device—the texel color value, the specular fractional component value, and the specular color value. The multiplier multiplies the specular fraction by the specular color value and the resulting product is added to the texel color value. The output value from the adder is then used to render a screen pixel or is provided to another lighting stage. The result is that the texture map itself can influence how much specular highlighting is applied to an object on the screen.

    摘要翻译: 公开了一种图形处理器,其基于包含在纹理映射中的镜面分数值,在纹理映射中的每个纹素的分量的情况下渲染具有镜面高光(眩光)的多边形。 纹理贴图中的每个纹素包括红色,绿色和蓝色颜色值以及镜面分数分量。 镜面分数分量决定与纹素颜色值组合的镜面颜色值的比例或百分比。 图形处理器优选地包括包括乘法器逻辑和加法器逻辑的纹理映射引擎。 纹理映射引擎优选地从视频存储器件接收三个值 - 纹素颜色值,镜面分数分量值和镜面颜色值。 乘法器将镜面分数乘以镜面颜色值,并将所得到的乘积添加到纹素颜色值。 然后,来自加法器的输出值用于渲染屏幕像素或者被提供给另一个照明级。 结果是,纹理贴图本身可以影响对屏幕上的对象应用多少镜面高亮。

    Method and system for filtering texture map data for improved image quality in a graphics computer system
    3.
    发明授权
    Method and system for filtering texture map data for improved image quality in a graphics computer system 失效
    用于过滤纹理贴图数据以改善图形计算机系统中的图像质量的方法和系统

    公开(公告)号:US06184893B2

    公开(公告)日:2001-02-06

    申请号:US09004483

    申请日:1998-01-08

    IPC分类号: G06T1140

    CPC分类号: G06T11/40

    摘要: A method and system for filtering texture map data for improved image quality in a graphics computer system. The present invention is directed to a method and system for performing texture map filtering for reducing “flickering” and “sparkling” when rendering a relatively small graphics primitives using a texel map of relatively larger area and low color frequency. A footprint area is defined as the area of texel map space that is mapped into one pixel coordinate of display space. One embodiment of the present invention is particularly useful in texture mapping where the footprint area is larger than one. In this instance, during rendering, the change in texel map coordinates (e.g., du, dv) is large for a unit change in screen coordinates (e.g., dx, dy). When obtaining a texel at location (u, v), the present invention performs a color filtering of texels located at distances du and dv away from the texel at location (u, v). If texel wrap is not allowed, edge pinning is used to obtain the required texels for color filtering. The texels which are rendered in adjacent pixels on the display screen become more colored filtered with respect to each other rather than filtering nearest neighbor texels which often leads to flickering and sparkling in texture mapping cases of large footprint areas. The present invention reduces flickering and sparkling without requiring multiple texture maps (and therefore additional memory), as required using mipmapping.

    摘要翻译: 用于过滤纹理贴图数据以改善图形计算机系统中的图像质量的方法和系统。 本发明涉及一种用于执行纹理图过滤以在使用相对较大面积和低颜色频率的纹素图渲染相对小的图形图元时减少“闪烁”和“闪烁”的方法和系统。 贴图区域被定义为映射到显示空间的一个像素坐标的纹素映射空间的区域。 本发明的一个实施例在贴图区域大于1的纹理映射中特别有用。 在这种情况下,在渲染期间,纹理映射坐标(例如,du,dv)的改变对于屏幕坐标(例如,dx,dy)的单位改变而言很大。 当在位置(u,v)处获得纹理像素时,本发明对位置(u,v)处的纹理元素的距离du和dv处的纹素进行滤色。 如果不允许纹素包装,则使用边缘钉扎来获得用于颜色过滤的所需纹理。 在显示屏幕上的相邻像素中呈现的纹理变得相对于彼此进行了更多的颜色过滤,而不是过滤最常邻居的纹理,这些纹理通常会导致纹理贴图情况下的大面积区域的闪烁和闪烁。 本发明减少了闪烁和闪烁,而不需要使用mipmap的多个纹理图(并因此另外的存储器)。

    Model locomotive suspension system
    4.
    发明授权
    Model locomotive suspension system 失效
    模型机车悬架系统

    公开(公告)号:US4326357A

    公开(公告)日:1982-04-27

    申请号:US140613

    申请日:1980-04-15

    IPC分类号: A63H19/22 A63H19/02

    CPC分类号: A63H19/22

    摘要: An equalized or compensated suspension system is reproduced in a model of a locomotive and comprises an arrangement of levers and/or dummy leaf springs which are interconnected by links so as to imitate the suspension system of the original locomotive. The model locomotive has a chassis and generally vertically reciprocable wheel axles mounted along the chassis. Springs are disposed in housings fixed to the model's chassis and are arranged to act at opposite ends on the wheel axles and associated levers or dummy leaf springs of the suspension system.

    摘要翻译: 平衡或补偿的悬挂系统在机车模型中再现,并且包括通过连杆互连以便模仿原始机车的悬架系统的杠杆和/或虚拟板簧的布置。 模型机车具有底盘和沿底盘安装的大致垂直往复运动的车轮轴。 弹簧设置在固定到模型的底盘的壳体中,并且被布置成在悬架系统的轮轴和相关联的杆或虚拟板簧上的相对端处作用。

    Model steam locomotives
    5.
    发明授权
    Model steam locomotives 失效
    模型蒸汽机车

    公开(公告)号:US4301617A

    公开(公告)日:1981-11-24

    申请号:US69837

    申请日:1979-08-27

    IPC分类号: A63H19/10

    CPC分类号: A63H19/10

    摘要: In a model of a steam locomotive which is driven by an electric motor and includes a model reproduction of the valve gear regulating the steam control valves of the steam cylinders, the electric motor is coupled to the axle of a set of driving wheels of the model via a drive shaft, which is permitted a limited amount of axial float and is coupled to the axle by a gearbox. Axial movement of the drive shaft is produced by interaction between the gears of the gearbox and is controlled by coil springs disposed on the shaft at opposite ends of the gearbox. These axial movements result from changes in the amount and direction of the torque applied to the gearbox by the electric motor and are transmitted to the model valve gear by an axially movable rod. Hence the configuration of the model valve gear is continuously changeable in accordance with the required pulling power and direction of movement of the model locomotive so that the position of the model valve gear substantially corresponds to that of the real locomotive when operating under similar conditions, thereby providing for more realistic operation of the model.

    摘要翻译: 在由电动机驱动并且包括调节蒸汽缸的蒸汽控制阀的阀齿轮的模型再现的蒸汽机车的模型中,电动机耦合到模型的一组驱动轮的轴 通过驱动轴,其允许有限量的轴向浮子,并通过齿轮箱联接到轴上。 驱动轴的轴向运动是通过齿轮箱的齿轮之间的相互作用产生的,并由位于变速箱的相对两端的轴上的螺旋弹簧控制。 这些轴向移动是由电动机施加到齿轮箱的转矩的量和方向的变化引起的,并且通过轴向移动的杆传递到模型阀齿轮。 因此,模型阀齿轮的构造可以根据所需的模型机车的牵引力和运动方向而连续地变化,使得在类似的条件下操作时,模型阀齿轮的位置基本上对应于实际机车的位置,从而 提供更实际的模型操作。

    Model locomotives
    6.
    发明授权
    Model locomotives 失效
    模型机车

    公开(公告)号:US4274337A

    公开(公告)日:1981-06-23

    申请号:US53730

    申请日:1979-07-02

    CPC分类号: A63H19/10

    摘要: In a model of a steam locomotive having two independent sets of driving wheels, the single electric motor for driving the model is coupled to the two sets of driving wheels via a differential gear. The latter allows the two sets of driving wheels to alter their angular positions relative to each other, owing to track irregularities and other causes, and thereby enables the model to operate more realistically.

    摘要翻译: 在具有两组独立的驱动轮的蒸汽机车的模型中,用于驱动模型的单个电动马达通过差速齿轮联接到两组驱动轮。 后者允许两组驱动轮相对于彼此改变它们的角度位置,这是由于轨道不规则和其他原因,从而使得模型能够更现实地操作。