Source: http://www.google.es/patents/US6980218?dq=flatulence
Timestamp: 2013-05-24 18:45:38
Document Index: 565911760

Matched Legal Cases: ['Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60', 'Application No. 60']

Patente US6980218 - Method and apparatus for efficient generation of texture coordinate ... - Google PatentesB�squeda Im�genes Maps Play YouTube Noticias Gmail Drive M�s » B�squeda avanzada de patentes | Historial web | Iniciar sesi�n B�squeda avanzada de patentesPatentesA graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. Emboss style effects are created using fully pipelined...http://www.google.es/patents/US6980218?utm_source=gb-gplus-sharePatente US6980218 - Method and apparatus for efficient generation of texture coordinate displacements for implementing emboss-style bump mapping in a graphics rendering system N�mero de publicaci�nUS6980218 B1Tipo de publicaci�nConcesi�n N�mero de solicitud09/726,218 Fecha de publicaci�n27 Dic 2005 Fecha de presentaci�n28 Nov 2000 Fecha de prioridad23 Ago 2000Tambi�n publicado comoUS7307640US20050195210 InventoresEric DemersMark M. LeatherMark G. Segal Cesionario originalNintendo Co., Ltd. Clasificaci�n de EE.UU.345/584345/582 Clasificaci�n internacionalG06T15/04G06T1/20G09G5/00G06T3/00 Clasificaci�n cooperativaG06T15/04 Clasificaci�n europeaG06T 15/04ReferenciasCitas de patentes (98)Otras citas (99) Citada por (1)Enlaces externosUSPTO Cesi�n de USPTO EspacenetMethod and apparatus for efficient generation of texture coordinate displacements for implementing emboss-style bump mapping in a graphics rendering systemUS 6980218 B1 Resumen A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. Emboss style effects are created using fully pipelined hardware including two distinct dot-product computation units that perform a scaled model view matrix multiply without requiring the Normal input vector and which also compute dot-products between the Binormal and Tangent vectors and a light direction vector in parallel. The resulting texture coordinate displacements are provided to texture mapping hardware that performs a texture mapping operation providing texture combining in one pass. The disclosed pipelined arrangement efficiently provides interesting embossed style image effects such as raised and lowered patterns on surfaces.
provisional Application No. 60/161,915, filed Oct. 28, 1999 and its corresponding utility application Ser. No. 09/465,754, filed Dec. 17, 1999, both entitled �Vertex Cache For 3D Computer Graphics�; provisional Application No. 60/226,912, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,215, filed Nov. 28, 2000, both entitled �Method and Apparatus for Buffering Graphics Data in a Graphics System �; provisional Application No. 60/226,889, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,419, filed Nov. 28, 2000, both entitled �Graphics Pipeline Token Synchronization�; provisional Application No. 60/226,891, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,382, filed Nov. 28, 2000, both entitled �Method And Apparatus For Direct and Indirect Texture Processing In A Graphics System�; provisional Application No. 60/226,888, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,367, filed Nov. 28, 2000, both entitled �Recirculating Shade Tree Blender For A Graphics System�; provisional Application No. 60/226,893, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,381 filed Nov. 28, 2000, both entitled �Method And Apparatus For Environment-Mapped Bump-Mapping In A Graphics System�; provisional Application No. 60/227,007, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,216, filed Nov. 28, 2000, both entitled �Achromatic Lighting in a Graphics System and Method�; provisional Application No. 60/226,900, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,226, filed Nov. 28, 2000, both entitled �Method And Apparatus For Anti-Aliasing In A Graphics System�; provisional Application No. 60/226,910, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,380, filed Nov. 28, 2000, both entitled �Graphics System With Embedded Frame Buffer Having Reconfigurable Pixel Formats�; utility application Ser. No. 09/585,329, filed Jun. 2, 2000, entitled �Variable Bit Field Color Encoding�; provisional Application No. 60/226,890, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,227, filed Nov. 28, 2000, both entitled �Method And Apparatus For Dynamically Reconfiguring The Order Of Hidden Surface Processing Based On Rendering Mode�; provisional Application No. 60/226,915, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,212 filed Nov. 28, 2000, both entitled �Method And Apparatus For Providing Non-Photorealistic Cartoon Outlining Within A Graphics System�; provisional Application No. 60/227,032, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,225, filed Nov. 28, 2000, both entitled �Method And Apparatus For Providing Improved Fog Effects In A Graphics System�; provisional Application No. 60/226,885, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,664, filed Nov. 28, 2000, both entitled �Controller Interface For A Graphics System�; provisional Application No. 60/227,033, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,221, filed Nov. 28, 2000, both entitled �Method And Apparatus For Texture Tiling In A Graphics System�; provisional Application No. 60/226,899, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,667, filed Nov. 28, 2000, both entitled �Method And Apparatus For Pre-Caching Data In Audio Memory�; provisional Application No. 60/226,913, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,378, filed Nov. 28, 2000, both entitled �Z-Texturing�; provisional Application No. 60/227,031, filed Aug. 23, 2000 entitled �Application Program Interface for a Graphics System�, provisional Application No. 60/227,030, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,663, filed Nov. 28, 2000, both entitled �Graphics System With Copy Out Conversions Between Embedded Frame Buffer And Main Memory�; provisional Application No. 60/226,886, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,665, filed Nov. 28, 2000, both entitled �Method and Apparatus for Accessing Shared Resources�; provisional Application No. 60/226,894, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/726,220, filed Nov. 28, 2000, both entitled �Graphics Processing System With Enhanced Memory Controller�; provisional Application No. 60/226,914, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,390, filed Nov. 28, 2000, both entitled �Low Cost Graphics System With Stitching Hardware Support For Skeletal Animation�, and provisional Application No. 60/227,006, filed Aug. 23, 2000 and its corresponding utility application Ser. No. 09/722,421, filed Nov. 28, 2000, both entitled �Shadow Mapping In A Low Cost Graphics System�. FIELD OF THE INVENTION The present invention relates to computer graphics, and more particularly to interactive graphics systems such as home video game platforms. Still more particularly this invention relates to efficient generation of texture coordinate displacements for implementing emboss-style bump-mapping effects for diffuse-lit textures on a rendered object.
One problem that graphics system designers have often confronted in the past was the efficient rendering of a 3D object that displays realistic-looking surface characteristics that react to various lighting conditions in a manner similar to the surface of an actual object having, for example, random surface flaws, irregularities, roughness, bumps or other slight non-planar surface variations. While in some instances such minute surface characteristics might be actually modeled, the time required for translating and rendering a 3D object with such a complex surface would be prohibitive for most real-time or interactive gaming applications. Consequently, various solutions to this problem were offered. For example, a technique generally known as �bump-mapping� was developed which allowed one to approximate the effect that non-planar surface variations would produce on lighted object. See, for example, J. F. Blinn �Simulation of Wrinkled Surfaces� Computer Graphics, (SIGRAPH '78 Proceedings), vol. 12, No. 3, pp. 286�292 (August 1978); �Models of Light Reflection for Computer Synthesized Pictures�, Proc. 4th Conference on Computer Graphics and Instructive Techniques, 1977; and �Programming with OpenGL: Advanced Rendering� by Tom McReynolds and David Blythe�SIGGRAPH '97 course�Section 8.3 �Bump Mapping with Textures�. Basically, this technique allows a graphics application programmer to add realism to an image without using a lot of geometry by modeling small surface variations as height differences and then applying those difference values over a surface as perturbations to a surface Normal vector used in computing surface lighting effects. Effectively, a bump-map modifies the shading of a polygon by perturbing the surface Normal on a per-pixel basis. The shading makes the surface appear bumpy, even though the underlying geometry is relatively flat.
To perform the above operations properly for efficient rendering, object oriented Tangent and Binormal vectors at each vertex, which map in object space to the texture s and t axis, are preferably first converted to eye-space. Consequently, in the example implementation of the present invention, Command Processor 200 supplies these two binormals per-vertex to Transform Unit 300 (block 804). The Transform Unit will then transform the binormals to eye-space (block 804). (For the present example embodiment, even where the supplied binormals are constant, for example, with flat surfaces, Command Processor 200 supplies the binormals to Transform Unit 300 on a per-vertex basis.) Mathematically, the following operations are performed by Transform Unit 300 are: [ Tx Ty Tz ] = ModuleViewNormalMatrix ⁢ ⁢ ( 3 � 3 ) ⁡ [ Txv Tyv Tzv ] ⁢ [ Bx By Bz ] = ModuleViewNormalMatrix ⁢ ⁢ ( 3 � 3 ) ⁡ [ Bxv Byv Bzv ] where Tv=(Txv, Tyv, Tzv) and Bv=(Bxv, Byv, Bzv) are the per-vertex binormals supplied to Transform Unit 300 by Command Processor 200. The Tv vector should preferably be normalized and aligned with the s texture axis in object-space and the Bv vector should preferably be normalized and aligned with the t texture axis in object space. The Model View transformation matrix should be purely rotational, which would maintain the unit length of the binormals. However, if scaling of the binormals is required, then the Model View transformation matrix can be multiplied by a scalar. The scale applied would then be the new unit length of the binormals. This could be used to visually increase the bump mapping, effect without changing the source data or the algorithm. Given the binormal basis system, the light rotation matrix used by Transform Unit 300 (block 806) is as follows: L rot = [ Tx Ty Tz Bx By Bz ] where (Tx, Ty, Tz) is the transformed binormal oriented along the s axis, in the direction of increasing s, while (Bx, By, Bz) is the transformed binormal oriented along the t axis, in the direction of increasing t. The light vector is computed (block 806) by normalizing the difference between the light position (in eye-space) and the current, transformed, vertex in eye space as follows: [ Lx Ly Lz ] = [ Vx - Lpx Vy - Lpy Vz - Lpz ]  [ Vx - Lpz Vy - Lpy Vz - Lpz ]  The texture coordinate displacement (Δs, Δt) is then computed per-vertex (block 808) as follows: [ Δ ⁢ ⁢ s Δ ⁢ ⁢ t ] = [ Tx Ty Tz Bx By Bz ] � [ Lx Ly Lz ] Note that this preferred example algorithm does not use the Normal input vector to compute displacements. Only the Binormal and Tangent vectors are required. Other implementations specify a 3�3 matrix multiply including the eye-space Normal as an extra row.
The computed per-vertex delta offsets, (Δs, Δt), are then added to the post-transform (i.e., after transform to eye-space) texture coordinate generated per-vertex (block 810) to obtain new texture coordinates S1 and T1: [ S1 T1 ] = [ S0 + Δ ⁢ ⁢ s T0 + Δ ⁢ ⁢ t ] = [ S0 T0 ] + [ Tx Ty Tz Bx By Bz ] � [ Lx Ly Lz ] Example Emboss Bump-Mapping Texture Coordinate Generation Hardware Implementation
where T and B are the respective object-space Tangent and Binormal vectors; MV is a transformation matrix having element values for converting vectors to eye-space; Lpos is the light position vector; Veye is the vertex position vector; L is the light-to-vertex vector; ||L|| is the normalized light direction vector; (S0, T0) are the regular transformed texture coordinates, (Δs, Δt), are the generated texture coordinate displacement values; and (S1, T1) are the new texture coordinates from which an �offset� texture used in emboss bump-mapping is obtained.
vector dot-products between light direction vector L and each Binormal vector T and B; and an L2 vector product from light direction vector L. The L2 vector product is subsequently provided to inverse square-root computation unit 305 for computing an inverse magnitude value of the light direction vector. The Binormal and Tangent vector lighting dot-products T�L and B�L from dot unit 303 are provided to floating multiplier 306 alone with the computed inverse magnitude value of the light direction vector from unit 305. Floating point multiplier 306 then computes the texture coordinate displacements ΔS and ΔT which are passed to floating point adder 308. Transformed texture coordinates S0 and T0 are provided per vertex to delay FIFO 307 and are passed in a timely fashion to floating point adder 308 for combination with computed coordinate displacements ΔS and ΔT. The new texture coordinates generated, S1 and T1, are then passed to a vertex buffer unit (not shown) within transform unit 300 and subsequently passed via graphics pipeline 180 to texture unit 500 for texture lookup. In the preferred embodiment, the texture combining unit used is capable of performing texture subtraction in one pass instead of multiple passes. The preferred texture combining operation does not use an accumulation buffer, but instead does texture combining in texture hardware.
Vector dot unit 303 includes floating multipliers 317, 318 and 319 and floating point adders 320 and 321 for computing vector dot products of the light direction vector and the Tangent and Binormal eye space vector components. Dot unit 303 may also include multiplexor 302 for receiving and staging light direction vector and transformed eye-space Tangent and Binormal vector data from floating point adder 304 and dot unit 301. Floating point multipliers 317 through 319 are used in combination with floating point adders 320 and 321 to provide a light direction vector squared product. L2, a Tangent lighting vector dot-product (T�L) and a Binormal lighting dot product (B�L) at the output of floating point adder 321.
During, relative cycles/stages numbered 1 through 8, the Tangent and Binormal vectors are loaded into dot unit 301 and the transforms to eye space are computed. During cycles 9 through 11, light direction vector components Lx, Ly, and Lz are computed by floating point adder 304 using eye space vertex composition components and negative signed light position components. During cycles 11�13, the computed Tangent vector eye space components are loaded into multiplexing/staging buffer 302. During Cycle 14, the computed light direction vector, L, and the computed Tangent eye space vector. Teye=(Txe, Tye, Tze), are loading into the vector dot unit 303 for computing the T�L dot product. On cycle 15, the computed light direction vector, L, is again loaded into the vector dot unit 303 to compute the light direction vector squared product, L2. Finally, the binormal eye space vector, Beye=(Bxe, Bye, Bze) is loaded on cycle 18 to compute the B�L dot product. The hardware described above is fully pipelined and can compute the required values in a minimal number of distinct operations.
GXTexCoord Dst�Coord; // name of generated texture coordinates
GXTexGenSrc Src�param; // Source parameters for coord generation
The above example API function defines general texture coordinate generation in addition to supporting other texture coordinate generation functions. The MatIdx is set as the default texture matrix index by which the generated texture coordinates are to be transformed. In the present example embodiment, to implement emboss-style bump-mapping, the above API function is used with Func set to GX�TG�BUMP*, where * is a number from 0�7 indicative of one of up to eight possible different lights (light source positions) which may be selected for embossing.
void GXSetTexCoordGen( GXTexCoordID dst�coord, GXTexGenType func, GXTexGenSrc src�param, u32 mtx); With �func� set to GX�TG�BUNIP0�7, system 50 performs emboss-style bump mapping by perturbing input texture coordinates based on per-vertex specified binormals and light direction information. The original and offset texture coordinates are used to look up texels from a height-field bump map texture stored in memory 112. TEV unit 600 can be used to subtract these values in hardware in one pass to find the bump height, which value can be added to the final color of the pixel to provide emboss-style bump mapping. GX�BUMP0 indicates that light 0 will be used, GX�BUMP1 indicates that light 1 will be used, etc., in the bump map calculation.
The dst�coord for bump maps should be numbered sequentially, i.e. base texture coordinate=n, and bump offset texture coordinate=n+1. Bump map texture coordinates should be generated after coordinates generated from transforms (GX�TG�MTX2�4 and GX�TG�MTX3�4) and before coordinates generated from lighting channels (GX�TG�SRTG). An example follows:
// source for a bump mapped coordinate, transformed by a matrix GXSetTexCoordGen(GX�TEXCOORD0, GX�TG�MTX2�4, GX�TG�TEX0, GX�TEXMTX3); // perturbed coordinate, offset from TEXCOORD0 above, light 0. Matrix (mtx) is not used for the perturbed coordinates (therefore use an identity matrix). GXSetTexCoordGen(GX�TEXCOORD1, GX�TG�BUMP0, GX�TG�TEXCOORD0, GX�IDENTITY).
translating emboss-style bump mapping commands into other graphics API commands the graphics support hardware understands, or implementing the bump mapping functions in software with a potential corresponding decrease in performance depending upon the speed of the processor, or �stubbing� (i.e., ignoring) the bump mapping commands to provide a rendered image that does not include embossed effects. While the FIG. 6 flowchart can be implemented entirely in software, entirely in hardware or by a combination of hardware and software, the preferred embodiment performs most of these calculations in hardware to obtain increased speed performance and other advantages. Nevertheless, in other implementations (e.g., where a very fast processor is available), the computations and steps of FIG. 6 may be implemented in software to provide similar or identical imaging results.
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Citada por Patente citante Fecha de presentaci�n Fecha de publicaci�n Solicitante T�tuloUS738020812 Mar 200327 May 2008Fuji Xerox Co., Ltd.Image processing apparatus, image processing program and image processing methodGirarImagen originalP�gina principal de Google - Sitemap - Descargas masivas de USPTO - Pol�tica de privacidad - Condiciones de servicio - Acerca de Google Patentes - Danos tu opini�nDatos proporcionados por IFI CLAIMS Patent Services©2012 Google