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TRANSFORM-BASED SHADOWING OF OBJECT SETS

机译:基于变换的对象集阴影

摘要

Scenes of objects, such as models in three-dimensional environments and user interface elements in window-based computing environments, are often rendered with shadows cast by a first object on a second object based on a light source. Full graphics engines often produce rich and high-fidelity shadows but involve extensive computation that may be unsuitable for some lower-powered devices. Simple shadowing techniques, such as drop shadows, may be rendered with modest computational processing, but only within significant restrictions and with poor fidelity. Presented herein is a shadow rendering technique that involves identifying a silhouette cast by an object due to a light source and applying a geometric transform, based upon the positions of the objects and the light source within the scene. The shadows may further include variations for opacity and/or edge blurring, reflecting distances between the light source and the objects, and colored shadows that exhibit translucency as a stained-glass effect.
机译:对象的场景(例如三维环境中的模型和基于窗口的计算环境中的用户界面元素)通常使用基于光源的第一对象投射到第二对象上的阴影来渲染。完整的图形引擎通常会产生丰富且高保真的阴影,但涉及大量的计算,可能不适合某些低功耗设备。可以使用适度的计算处理来渲染简单的阴影技术(例如阴影),但仅在明显的限制内且保真度较差。本文提出的是一种阴影渲染技术,该技术涉及基于场景中物体和光源的位置来识别物体由于光源而投射的轮廓并应用几何变换。阴影可以进一步包括不透明度和/或边缘模糊的变化,反射光源和物体之间的距离,以及表现出透明性的彩色阴影作为彩色玻璃效果。

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