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 代理人
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