Rendering of 3D scenes on a display using hierarchical z-buffer
visibility
    1.
    发明授权
    Rendering of 3D scenes on a display using hierarchical z-buffer visibility 失效
    使用分层z缓冲区可见性在显示器上渲染3D场景

    公开(公告)号:US5579455A

    公开(公告)日:1996-11-26

    申请号:US100113

    申请日:1993-07-30

    IPC分类号: G06T15/40 G06T15/00

    CPC分类号: G06T15/405

    摘要: A hierarchical Z-buffer scan-conversion algorithm that does well on both (a) quickly rejecting most of the hidden geometry in a model, and (b) exploiting the spatial and temporal coherence of the images being generated. The method uses two hierarchical data structures, an object-space octree and an image-space Z-pyramid, in order to accelerate scan conversion. The two hierarchical data structures make it possible to reject hidden geometry very rapidly while rendering visible geometry with the speed of scan conversion. For animation purposes, the algorithm is also able to exploit temporal coherence. The resulting method is well suited to models with high depth complexity, achieving significant speedup in some cases compared to ordinary scan conversion.

    摘要翻译: 分层的Z缓冲扫描转换算法在(a)快速拒绝模型中的大部分隐藏几何的情况下都能做好,(b)利用正在生成的图像的空间和时间相干性。 该方法使用两个分层数据结构,即对象空间八叉树和图像空间Z-金字塔,以加速扫描转换。 两个分层数据结构使得可以非常快速地拒绝隐藏的几何,同时以扫描转换的速度渲染可视几何。 为了动画目的,该算法还能够利用时间一致性。 所得到的方法非常适合于具有高深度复杂度的模型,与普通扫描转换相比,在某些情况下实现显着的加速。

    Error-bounded antialiased rendering of complex scenes
    2.
    发明授权
    Error-bounded antialiased rendering of complex scenes 失效
    复杂场景的错误边界抗锯齿渲染

    公开(公告)号:US5600763A

    公开(公告)日:1997-02-04

    申请号:US279251

    申请日:1994-07-21

    CPC分类号: G06T15/40 G06T15/06

    摘要: An antialiased rendering algorithm that guarantees that each pixel of the output image is within a user-specified error tolerance of the filtered underlying continuous image wherein an object-space octree is used to cull hidden geometry rapidly, and a quadtree data structure is used to test visibility through image-space regions. When regions are too complex, quadtree subdivision is employed to simplify the geometry. Subdivision stops when the algorithm can either analytically filter the required region or bound the convolution integral appropriately with interval methods.

    摘要翻译: 一种抗锯齿渲染算法,其保证输出图像的每个像素在用户指定的滤波下的连续图像的误差容限内,其中使用对象空间八叉树快速剔除隐藏的几何,并且使用四叉树数据结构来测试 透视图像空间区域。 当区域太复杂时,采用四叉树细分来简化几何。 当算法可以分析过滤所需区域或用间隔法适当地约束卷积积分时,细分停止。

    Processing of oriented patterns
    3.
    发明授权
    Processing of oriented patterns 失效
    面向图案的处理

    公开(公告)号:US4745550A

    公开(公告)日:1988-05-17

    申请号:US766639

    申请日:1985-08-16

    CPC分类号: G01V1/32 G06T7/00 G01V2210/40

    摘要: Disclosed are a method and a system for processing patterns such as oriented patterns, to derive constituents which are more useful than the original patterns. For example, an oriented pattern such as a seismic section can be decomposed into a flow field, which is an estimate of a moving accretion boundary which formed the subsurface layers, and a residual pattern, which is an estimate of layer properties, such as acoustic velocity. Similarly, an oriented pattern such as a chart displaying changes in borehole resistivity with depth along its vertical direction and changes in resistivity with angle around the borehole along its horizontal dimension, can be decomposed into a flow field and a residual pattern, where the flow field is an estimate of a moving accretion boundary and the residual pattern is an estimate of resistivity changes with depth and angle independent of the accretion boundary. The flow field can be mapped onto regular, e.g. orthogonal or polar, coordinates to thereby straighten the original pattern into a deformed or residual pattern which is more useful with respect to visualizing or further processing a parameter of interest than the original pattern.

    摘要翻译: 公开了一种用于处理诸如定向图案的图案的方法和系统,以导出比原始图案更有用的成分。 例如,诸如地震部分的定向图案可以分解成流场,其是形成地下层的移动吸积边界的估计,以及作为层性质的估计的残差图案,例如声学 速度。 类似地,沿着其垂直方向显示钻孔电阻率随深度的变化的图表和沿其水平尺寸围绕钻孔的角度的电阻率变化的定向图案可以分解为流场和残余图案,其中流场 是移动吸积边界的估计,残余模式是电阻率变化的估计,其深度和角度与增加边界无关。 流场可以映射到规则的,例如, 正交或极坐标,从而将原始图案矫正成变形或残留图案,其对于可视化或进一步处理感兴趣的参数比原始图案更有用。