发明名称 Vertex processing when w=0
摘要 Vertices defining a graphics primitive may be processed in homogeneous space and projected into normalized device coordinate space by dividing each coordinate of a vertex by w. When the w coordinate for a vertex is equal to zero, the projected coordinates are set equal to the homogeneous coordinate values. During a viewport transform operation, only the viewport scale is applied rather than applying the viewport scale and viewport bias to produce the vertex in device coordinate space (screen space). Furthermore, when an edge slope is computed for a vertex with a w coordinate equal to zero, the slope is set equal to the vertex in device coordinate space rather than the difference of the two vertices defining the edge. Therefore, a vertex at infinity is correctly positioned avoiding the introduction of visual artifacts.
申请公布号 US7420557(B1) 申请公布日期 2008.09.02
申请号 US20050212170 申请日期 2005.08.25
申请人 NVIDIA CORPORATION 发明人 MORETON HENRY P.
分类号 G06T15/00;G06T15/30 主分类号 G06T15/00
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