发明名称 |
Omnidirectional shadow texture mapping |
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. |
申请公布号 |
US8803879(B1) |
申请公布日期 |
2014.08.12 |
申请号 |
US200511073142 |
申请日期 |
2005.03.04 |
申请人 |
Nvidia Corporation |
发明人 |
Newhall, Jr. William P.;Kilgard Mark J. |
分类号 |
G06T15/50;G06T15/00;G06T15/40;G09G5/00 |
主分类号 |
G06T15/50 |
代理机构 |
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代理人 |
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主权项 |
1. A method for rendering pixels, comprising:
accessing, within an electronic system, a plurality of depth buffers corresponding to a light source, each depth buffer including depth data from a perspective of the light source; selecting a particular depth buffer from the plurality of depth buffers based on a location of an object fragment in relation to the light source, wherein the selecting is operable to be based on a perturbed surface of the object fragment, wherein the perturbed surface of the object fragment corresponds to a variation in a surface of a plane; and rendering a pixel corresponding to the object fragment utilizing the selected depth buffer, wherein the selected depth buffer is operable for use in shading the pixel. |
地址 |
Santa Clara CA US |