Omnidirectional shadow texture mapping
    1.
    发明授权
    Omnidirectional shadow texture mapping 有权
    全方位阴影纹理映射

    公开(公告)号:US08803879B1

    公开(公告)日:2014-08-12

    申请号:US11073142

    申请日:2005-03-04

    摘要: An invention is provided for rendering using an omnidirectional light. A shadow cube texture map having six cube faces centered by a light source is generated. Each cube face comprises a shadow texture having depth data from a perspective of the light source. In addition, each cube face is associated with an axis of a three-dimensional coordinate system. For each object fragment rendered from the camera's perspective a light-to-surface vector is defined from the light source to the object fragment, and particular texels within particular cube faces are selected based on the light-to-surface vector. The texel values are tested against a depth value computed from the light to surface vector. The object fragment is textured as in light or shadow according to the outcome of the test.

    摘要翻译: 提供了一种使用全向光渲染的发明。 产生具有由光源居中的六个立方体面的阴影立方体纹理图。 每个立方体面包括从光源的角度来看具有深度数据的阴影纹理。 此外,每个立方体面与三维坐标系的轴相关联。 对于从相机的角度呈现的每个对象片段,从光源到对象片段定义光到表面矢量,并且基于光到表面矢量选择特定立方体面内的特定纹理。 根据从光到表面向量计算的深度值测试纹理值。 根据测试的结果,物体片段按照光或阴影纹理化。

    Omnidirectional shadow texture mapping

    公开(公告)号:US08648856B2

    公开(公告)日:2014-02-11

    申请号:US12004540

    申请日:2007-12-20

    IPC分类号: G06T15/50 G06T15/60 G09G5/00

    摘要: An invention is provided for rendering using an omnidirectional light. A shadow cube texture map having six cube faces centered by a light source is generated. Each cube face comprises a shadow texture having depth data from a perspective of the light source. In addition, each cube face is associated with an axis of a three-dimensional coordinate system. For each object fragment rendered from the camera's perspective a light-to-surface vector is defined from the light source to the object fragment, and particular texels within particular cube faces are selected based on the light-to-surface vector. The texel values are tested against a depth value computed from the light to surface vector. The object fragment is textured as in light or shadow according to the outcome of the test.

    Omnidirectional shadow texture mapping
    3.
    发明授权
    Omnidirectional shadow texture mapping 有权
    全方位阴影纹理映射

    公开(公告)号:US06876362B1

    公开(公告)日:2005-04-05

    申请号:US10193388

    申请日:2002-07-10

    IPC分类号: G06T15/04 G06T15/60 G06T15/00

    摘要: An invention is provided for rendering using an omnidirectional light. A shadow cube texture map having six cube faces centered by a light source is generated. Each cube face comprises a shadow texture having depth data from a perspective of the light source. In addition, each cube face is associated with an axis of a three-dimensional coordinate system. For each object fragment rendered from the camera's perspective a light-to-surface vector is defined from the light source to the object fragment, and particular texels within particular cube faces are selected based on the light-to-surface vector. The texel values are tested against a depth value computed from the light to surface vector. The object fragment is textured as in light or shadow according to the outcome of the test.

    摘要翻译: 提供了一种使用全向光渲染的发明。 产生具有由光源居中的六个立方体面的阴影立方体纹理图。 每个立方体面包括从光源的角度来看具有深度数据的阴影纹理。 此外,每个立方体面与三维坐标系的轴相关联。 对于从相机的角度呈现的每个对象片段,从光源到对象片段定义光到表面矢量,并且基于光到表面矢量选择特定立方体面内的特定纹理。 根据从光到表面向量计算的深度值测试纹理值。 根据测试的结果,物体片段按照光或阴影纹理化。

    Render to texture cull
    4.
    发明授权
    Render to texture cull 有权
    渲染纹理剔除

    公开(公告)号:US07382377B1

    公开(公告)日:2008-06-03

    申请号:US10871589

    申请日:2004-06-17

    IPC分类号: G09G5/00

    CPC分类号: G06T15/40 G06T15/04

    摘要: Method and apparatus for processing one or more fragment data. In one embodiment, the method includes processing one or more fragment data to generate one or more texture map addresses for one or more texels, determining relevance information that correspond to the texture map addresses, and translating the relevance information into a rendering constraint data structure.

    摘要翻译: 用于处理一个或多个片段数据的方法和装置。 在一个实施例中,该方法包括处理一个或多个片段数据以生成一个或多个纹理像素的一个或多个纹理映射地址,确定与纹理映射地址相对应的相关性信息,以及将相关性信息转换为渲染约束数据结构。

    Optimized anisotropic texture sampling
    5.
    发明授权
    Optimized anisotropic texture sampling 有权
    优化各向异性纹理采样

    公开(公告)号:US07339594B1

    公开(公告)日:2008-03-04

    申请号:US11069727

    申请日:2005-03-01

    IPC分类号: G09G5/00

    CPC分类号: G06T15/04

    摘要: Systems and methods for determining the number of texture samples used to produce an anisotropically filtered texture mapped pixel may improve texture mapping performance or image quality. The number of texture samples may be increased or decreased based on texture state variables that may be specific to each texture map. Furthermore, the texture samples may be positioned along an axis of anisotropy to approximate an elliptical footprint, ensuring that the texture samples span the entire axis of anisotropy. A graphics driver may load the texture state variables and configure a system to modify the number of texture samples and/or position the texture samples used to produce the anisotropically filtered texture mapped pixel.

    摘要翻译: 用于确定用于产生各向异性滤波的纹理映射像素的纹理样本数量的系统和方法可以改善纹理映射性能或图像质量。 可以基于可以对每个纹理贴图特定的纹理状态变量来增加或减少纹理样本的数量。 此外,纹理样本可以沿着各向异性轴定位,以接近椭圆形的足迹,确保纹理样本跨越各向异性的整个轴。 图形驱动器可以加载纹理状态变量并且配置系统来修改纹理样本的数量和/或定位用于产生各向异性滤波的纹理映射像素的纹理样本。

    Extrapolation of nonresident mipmap data using resident mipmap data
    6.
    发明授权
    Extrapolation of nonresident mipmap data using resident mipmap data 有权
    使用驻留mipmap数据外推非居民mipmap数据

    公开(公告)号:US07948500B2

    公开(公告)日:2011-05-24

    申请号:US11759598

    申请日:2007-06-07

    摘要: A multi-threaded graphics processor is configured to use to extrapolate low resolution mipmaps stored in physical memory to produce extrapolated texture values while high resolution nonresident mipmaps are retrieved from a high latency storage resource and converted into resident mipmaps. The extrapolated texture values provide an improved image that appears sharper compared with using the low resolution mipmap level texture data in place of the temporarily unavailable high resolution mipmap level texture data. An extrapolation threshold LOD is used to determine when extrapolated magnification or minification texture filtering is used. The extrapolation threshold LOD may be used to smoothly transition from using extrapolated filtering to using interpolated filtering when a nonresident mipmap is converted to a resident mipmap.

    摘要翻译: 多线程图形处理器被配置为用于外推存储在物理存储器中的低分辨率mipmap,以产生外推纹理值,同时从高延迟存储资源检索高分辨率非居民映射,并转换为驻留mipmap。 与使用低分辨率mipmap级纹理数据代替暂时不可用的高分辨率mipmap级纹理数据相比,外推纹理值提供了更加清晰的图像。 外推阈值LOD用于确定何时使用外插放大或缩小纹理过滤。 外插阈值LOD可以用于在将非居民mipmap转换为驻留mipmap时从使用外推滤波到使用内插滤波的平滑过渡。

    Method and system for implementing level of detail filtering in a cube mapping application
    7.
    发明授权
    Method and system for implementing level of detail filtering in a cube mapping application 有权
    在多维数据集映射应用程序中实现详细过滤级别的方法和系统

    公开(公告)号:US07595806B1

    公开(公告)日:2009-09-29

    申请号:US10911462

    申请日:2004-08-03

    IPC分类号: G09G5/00

    CPC分类号: G06T15/04 G06T2210/36

    摘要: A method for implementing LOD (level of detail) filtering in a cube mapping application. The method includes accessing a first sample and a second sample for a cube map. A cube map path is computed between the first sample and the second sample. A distance is computed between the first sample and the second sample, wherein the distance is measured using the cube map path. LOD filtering is then implemented by using the distance between the first sample and the second sample.

    摘要翻译: 在多维数据集映射应用程序中实现LOD(细节级别)过滤的方法。 该方法包括访问立方体贴图的第一样本和第二样本。 在第一个样本和第二个样本之间计算立方体贴图路径。 在第一样品和第二样品之间计算距离,其中使用立方体贴图路径测量距离。 然后通过使用第一个样品和第二个样品之间的距离来实现LOD滤波。

    Anisotropic texture filtering optimization
    8.
    发明授权
    Anisotropic texture filtering optimization 有权
    各向异性纹理过滤优化

    公开(公告)号:US07558400B1

    公开(公告)日:2009-07-07

    申请号:US11299176

    申请日:2005-12-08

    IPC分类号: G06K9/00 G09G5/00

    摘要: A method for optimizing the number of bilinear samples includes the steps of computing a desired bilerp count for a pixel footprint in a mipmap, where a fractional distance represents the distance between the desired bilerp count and a first available bilerp count relative to the distance between a second available bilerp count and the first available bilerp count, determining a modified bilerp count based on the desired bilerp count, and computing a modified fractional distance based on the modified bilerp count, where the modified fractional distance is zero if the fractional distance is between zero and a first-non-zero value, but is between zero and one if the fractional distance is within a transition band. Texture values for the bilerps in the first available count and one or more additional bilerps are average to generate a pixel texture value, where the modified fractional distance determines the weights applied.

    摘要翻译: 用于优化双线性样本数量的方法包括以下步骤:计算mipmap中的像素覆盖区域的期望的b计数,其中分数距离表示期望的b计数和第一可用b计数之间的距离, 第二可用的脐带计数和第一可用的b计数,基于所需的b计数确定修改的b计数,以及基于所修改的b计数计算修改的分数距离,其中如果分数距离在零之间,修改的分数距离为零 和第一个非零值,但是如果分数距离在过渡带内,则在零和一之间。 在第一个可用计数和一个或多个附加的剔除器中的iler骨的纹理值是平均的,以生成像素纹理值,其中修改的分数距离确定应用的权重。

    System and method for modifying a number of texture samples for anisotropic texture filtering
    9.
    发明授权
    System and method for modifying a number of texture samples for anisotropic texture filtering 有权
    用于修改多个纹理样本以进行各向异性纹理过滤的系统和方法

    公开(公告)号:US08068118B1

    公开(公告)日:2011-11-29

    申请号:US12114662

    申请日:2008-05-02

    IPC分类号: G09G5/00

    CPC分类号: G06T15/04

    摘要: Systems and methods for modifying the number of texture samples used to produce an anisotropically filtered texture mapped pixel may improve texture mapping performance. When the number of texture samples is reduced, fewer texels are read and fewer filtering computations are needed to produce a texture value for an anisotropic footprint. The number of texture samples is reduced based on the mip map level weight. The number of texture samples may also be modified using specific parameters for the coarse and/or fine mip map levels. The spacing between the texture samples along the major axis of anisotropy may be modified to improve image quality or texture cache performance.

    摘要翻译: 用于修改用于产生各向异性过滤纹理映射像素的纹理样本数量的系统和方法可以改善纹理映射性能。 当纹理样本的数量减少时,读取更少的纹素,并且需要较少的滤波计算来产生各向异性足迹的纹理值。 基于mip映射级别权重减少纹理样本的数量。 纹理样本的数量也可以使用粗略和/或精细的mip地图级别的特定参数进行修改。 沿着各向异性长轴的纹理样本之间的间距可以被修改以改善图像质量或纹理缓存性能。