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non photorealistic rendering of contours

机译:轮廓的非真实感渲染

摘要

The object of the present invention is to draw a natural contour line in a tuned object and perform clear tuned representation. For each tuned object existing in a virtual three-dimensional space, a reference width 402 that is determined in accordance with a reference size of each tuned object projected on a virtual screen is set, assuming that a distance from a viewing point of a virtual camera (or a distance from the virtual screen) used for perspective transforming the virtual three-dimensional space is a predetermined reference distance Db. The line width W of the contour line of each tuned object is calculated by using an equation of "W = RNDUP (a x Eb x Db / D) " based on a distance D from the viewing point 303 to a reference point of each tuned object and coefficient "a" determined in accordance with the progress status of a game. Here, RNDUP is a function for rounding up the fractional part to the nearest integer.
机译:本发明的目的是在调谐对象中绘制自然轮廓线并执行清晰的调谐表示。对于存在于虚拟三维空间中的每个调谐对象,假定距虚拟相机的视点的距离,则设置根据投影到虚拟屏幕上的每个调谐对象的参考尺寸确定的参考宽度402。用于对虚拟三维空间进行透视变换的距离(或距虚拟屏幕的距离)为预定参考距离Db。基于从视点303到每个被调谐物体的参考点的距离D,通过使用公式“ W = RNDUP(ax Eb x Db / D)”来计算每个被调谐物体的轮廓线的线宽W。根据游戏的进行状态确定的系数“ a”。在此,RNDUP是用于将小数部分四舍五入到最接近的整数的函数。

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