Source: http://www.google.com/patents/US6657624?ie=ISO-8859-1&dq=6,073,142
Timestamp: 2015-04-02 00:15:54
Document Index: 708184838

Matched Legal Cases: ['art 2', 'art 2', 'art 1', 'art 1', 'art 3', 'art 3', 'art 1', 'art 1', 'art 8', 'art 1', 'art 8', 'art 1', 'art 2', 'art 3', 'art 2', 'art 2', 'art 3', 'art 2', 'art 1', 'art 1', 'art 3', 'art 3']

Complex shading involves the use of a special programming language known in the relevant art as a shading language. A shading language is used to specify the appearance and surface characteristics of objects in an image or a scene. See Pat Hanrahan and Jim Lawson, �A language for Shading and Lighting Calculations,� in Computer Graphics (SIGGRAPH '90 Proceedings) Vol. 24, pp. 289-94, which is herein incorporated by reference in its entirety, for a description of a shading language. A typical shading language can simulate a wide variety of appearances including, for example, wood, metal, plastic, fabric, glass, hair, skin, et cetera. A shading language can also be used to describe the emission characteristics of light sources in a scene, the color and reflective properties of each object in a scene, and the transmittance properties of atmospheric media. In many CGI applications, the appearance and surface characteristics of every object in a scene are described using a shading language. As would be known to a person skilled in the relevant art, programmable shading plays an important role in the creation of special effects for movies and television. Programmable shading also plays an important role in other applications as well, for example, in engineering and scientific applications for visualization of data.
�Bump Map� means an image used to control local changes in the surface orientation when shading a surface. A bump map makes it possible to provide bumpiness effects on an otherwise flat surface.
�Candidate Block of Code� means a portion of the code of a shading function.
�Computer Readable Medium� means any medium useful for storing data. A computer readable medium can include semiconductor memory, magnetic media, optical media, or other recordable media.
�Input Parameter� means a parameter used to select a block of code from a level of detail shading function. An input parameter can be, for example, a parameter relating to rendering time, a parameter relating to distance between a computer modeled object and a computer modeled eye, a parameter relating to screen size of an object, and/or a parameter relating to angular position of an object relative to a computer modeled eye. Input parameters may be associated with a single block of code or with multiple blocks of code. A particular block of code can be associated with a single input parameter or multiple input parameters.
�Level of Detail Shading Function� means a shading function according to the invention that includes at least one candidate block of code and at least one simplified block of code related to the candidate block of code.
�Motion Transformation� means a transformation that changes the appearance of an object so as to make it seem to a viewer as if the object is moving between successive display frames.
�Object Transformation Block of Code� means computer program logic used to implement a motion transformation.
�Reflection image� means an array of pixels, texels, or intensity values that encode reflection data according to the invention. The terms reflection image, texture image, and texture map may be used interchangeably.
�Shading� means the part of image rendering concerned with the appearance of each surface as seen in a computer generated image.
�Shading Function� or �Shading Procedure� means that part of a rendering program that calculates the appearance of visible surfaces in a computer generated image.
�Simplified Block of Code� means code that can be used in lieu of a candidate block of code to shade an object. A simplified block of code includes, for example, a block of code that requires less time to execute than an associated candidate block of code, a block of code that requires less hardware to execute than an associated candidate block of code, a block of code that requires fewer textures to execute than an associated candidate block of code, and/or a block of code that requires fewer passes through a rendering pipeline to execute than an associated candidate block.
�Surface Texture Block of Code� means computer program logic used to implement the texture properties of surfaces in a computer generated image.
�Surface Color Block of Code� means computer program logic used to implement the color properties of surfaces in a computer generated image.
�Surface Reflectance Block of Code� means computer program logic used to implement the reflectance properties of surfaces in a computer generated image.
�Texture image� means an array of texels. A texel can be a color or an intensity value. A texture image can be any array of values that is used to determine a value for a pixel. As used herein, the term �texture image� includes, for example, texture maps, bump maps and gloss maps.
�Real-time� refers to a rate at which successive display images can be redrawn without undue delay upon a user or application. This interactive rate can include, but is not limited to, a nominal rate of between 30-60 frames/second. In some example embodiments, such as some flight simulators or some interactive computer games, an interactive rate may be approximately 10 frames/second. In some examples, real-time can be one update per second.
Referring now to FIG. 6, simplified blocks of code 602, 604, 606, and 608 are generated from candidate block of code 510, as shown in FIG. 6, using generator 284. Candidate block of code 510 represents a bi-directional reflectance distribution function (BRDF) model. The code of candidate block of code 510 is operated upon by generator 284 to generate simplified block of code 602, which implements an approximate BRDF with six texture lookups. The code of candidate block of code 510 can also be used with generator 284 to generate simplified block of code 604, which implements an approximate BRDF with only three texture lookups. See Michael D. McCool et al., �Homomorphic Factorization of BDRFs for High-Performance Rendering,� in Proceedings of SIGGRAPH 2001, ACM Press/ACM SIGGRAPH, Computer Graphics Proceedings, Annual Conference Series, pages 171-178 (August 2001), which is incorporated herein in its entirety by reference, for a description of one way to approximate arbitrary BRDFs with several textures. The code of candidate block of code 510 can also be used with generator 284 to generate simplified block of code 606, which implements Phong lighting. In an extreme form of simplification, simplified block of code 608 represents a complete by-pass of any surface reflectance code or computer program logic (e.g., no computer program logic).
In step 310, candidate blocks of code identified in step 304 and simplified block of code generated in step 306 are assembled into a level of detail shading function according to the invention. FIG. 7 illustrates an example assembly for a level of detail shading function 702 that has been assembled in accordance with step 310. As shown in FIG. 7, the assembly of level of detail shading function 702 permits the selection of candidate block of code 510 or simplified blocks of code 604, 606, and 608 during rendering. As would be known to a person skilled in the relevant computer art, the blocks of code that make up level of detail shading function 702 can be assembled as shown in FIG. 7 using �if . . . else if� statements or similar programming structures. The assembly of level of detail shading function 702 is only illustrative, and it is not intended to limit the present invention. Other assemblies in accordance with the invention are also possible. In an embodiment, assembler 286 is used to form level of detail shading function 702.
If the car seat is shaded as described in the above example, the car seat will appear realistic to a viewer when the viewer is near the car seat. However, when the viewer is looking at the outside of the car (i.e., is �far� from the seat), and just sees a portion of the car seat through the window, it is a costly way to shade the car seat because unnecessary detail has been generated. The need for a less costly car seat shader is even more evident when the car is just one of hundreds in a city scene, with roads, buildings and pedestrians, all with similar shading detail. Thus, one would typically want to manually create a multitude of shading functions or have a shader that drops less important details as the distance from the car seat to the viewer increases. For example, as the distance from the car seat to the viewer increases, one might first want to eliminate the little bumps. Next, as the distance increase, one might turn the vein bumps into a specularity mask, which is simpler but less accurate. As the distance between the car seat and the viewer continues to increase, one would likely want to eliminate the dust in the veins, followed by the scuffs. Next, one would probably want to get rid of the veins entirely, leaving just a single 3-texture BRDF. Finally, one would likely want to replace even this shading model with the Phong shading model built into available graphics hardware. This manual method of shading requires one to write a multitude of different shading functions, and these functions must be combined, for example, with all the choices written out (e.g., if (distance_in_feet<1) do_shading_option_A). Method 300, however, allows this manual method to be automated.
As will be understood by a person skilled in the relevant art given the description herein, in an embodiment of the invention, graphics tools and/or a graphics toolkit are used to automate the building of level of detail shaders (e.g., simple shaders) from a complex shader and associated textures. The tools and/or toolkit are used to do frequency analysis on the textures and operations of a complex shader, and automatically produce several different, simpler blocks of code based, for example, on the following operations: (1) removal�drop something when it is deemed to have little impact (like the dust in the above example); (2) collapse�combine multiple operations into fewer operations (e.g., the tools can combine the vein and tiny bump bump-maps into one bump-map); and (3) substitution�replace a complex operation with a simpler one (e.g,. BRDF with Phong, and bump map with specular map) (substitution can also be used to replace a set of operations with a texture that results either from running those operations in advance or run-time of an application program). How to design these tools and/or toolkits according top the invention will become apparent to persons skilled in the relevant art given the description herein.
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