Identifying silhouette edges of objects to apply anti-aliasing
    2.
    发明授权
    Identifying silhouette edges of objects to apply anti-aliasing 有权
    识别对象的轮廓边缘以应用抗锯齿

    公开(公告)号:US06529207B1

    公开(公告)日:2003-03-04

    申请号:US09584463

    申请日:2000-05-31

    IPC分类号: G09A500

    CPC分类号: G06T15/503

    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.

    摘要翻译: 图形渲染系统基于由多边形基元构成的对象创建图像,其可以产生在二维显示设备上显示的三维对象的感知。 反锯齿操作被应用于对象的轮廓边缘,对象的边缘是在对象的周边显示的图元的边缘。 可以通过确定渲染边缘的次数来确定轮廓边缘,每个边缘的渲染实例与邻接边缘的原始图像的渲染相对应。 渲染一次的边被解释为剪影边缘。 剪影边缘的一个例子是毗邻可见的一个三角形原语的边缘,另一个三角形原语被其他图元隐藏。 用于识别轮廓边缘的另一种技术可以通过确定邻接边缘的第一图元是否被其他图元隐藏而不被视图所覆盖,并且还可以看到与边缘相邻的第二图元,将其应用于闭合对象。 一旦确定了轮廓边缘,则对其进行抗混叠操作。

    Object-based anti-aliasing
    3.
    发明授权
    Object-based anti-aliasing 失效
    基于对象的反锯齿

    公开(公告)号:US6115050A

    公开(公告)日:2000-09-05

    申请号:US57327

    申请日:1998-04-08

    IPC分类号: G06T15/50 G06T15/10

    CPC分类号: G06T15/503

    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.

    摘要翻译: 图形渲染系统基于由多边形原语构造的对象创建图像。 通过在表示对象的轮廓边缘的图像的区域中应用抗锯齿方案来减少图像中的混叠效果。 剪影边缘通过创建不透明度不同的抗锯齿原语来反锯齿。 这些抗锯齿原语被连接到被映射的边缘,并且在图像中创建一个区域,其中对象看起来融合到背景中。

    Guard region and hither plane vertex modification for graphics rendering
    4.
    发明授权
    Guard region and hither plane vertex modification for graphics rendering 失效
    保护区域和图形渲染的平面顶点修改

    公开(公告)号:US6144387A

    公开(公告)日:2000-11-07

    申请号:US55094

    申请日:1998-04-03

    IPC分类号: G06T15/30 G06T15/10

    CPC分类号: G06T15/30

    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.

    摘要翻译: 执行图形渲染,而不需要平面裁剪的计算费用,只有最小的显示图像裁剪。 在三维多边形与两个平面的两侧相交的位置上,任一平面的背面上的任何顶点都被平移到两个平面,产生仅在该平面前面区域的多边形。 生成显示图像的显示图像存储器位于更大的保护存储器内,使得需要被剪切以适合显示图像存储器的许多图像可以被写入保护存储器而不会被削波。

    Applying multiple texture maps to objects in three-dimensional imaging processes

    公开(公告)号:US20050285873A1

    公开(公告)日:2005-12-29

    申请号:US11216251

    申请日:2005-08-31

    IPC分类号: G06T15/20 G09G5/00

    CPC分类号: G06T15/04

    摘要: Systems and methods for providing multi-pass rendering of three-dimensional objects. A rendering pipeline that includes (N) physical texture units and one or more associated buffers emulates a rendering pipeline containing more texture units (M) than are physically present (N). Multiple rendering passes are performed for each pixel. During each texture pass only N sets of texture coordinates are passed to the texture units. The number of passes required through the pipeline to emulate M texture units is M/N, rounded up to the next integer. The N texture units of the rendering pipeline perform look-ups on a given pass for the corresponding N texture maps. The texture values obtained during the texture passes are blended by texture blenders to provide composite texture values. In successive passes, the buffers are used for temporary data and the most current composite texture values. The process is repeated until all desired texture maps are applied.