首页> 外国专利> Rendering Detailed Animated Three Dimensional Characters with Coarse Mesh Instancing and Determining Tesselation Levels for Varying Character Crowd Density

Rendering Detailed Animated Three Dimensional Characters with Coarse Mesh Instancing and Determining Tesselation Levels for Varying Character Crowd Density

机译:通过粗网格实例化渲染详细的三维动画角色,并确定不同角色人群密度的镶嵌化级别

摘要

A method carried out by graphics processing circuitry includes generating animated coarse mesh vertex information based on instanced coarse mesh data; and tessellating instanced coarse mesh data based on the animated coarse mesh vertex information to produce instances of a three dimensional object for display. A graphics processing circuitry includes programmable shader logic operative to execute programmable instructions that when executed cause the programmable shader logic to generate animated coarse mesh vertex information based on instanced coarse mesh data; and tessellate instanced coarse mesh data based on the animated coarse mesh vertex information to produce instances of a three dimensional object for display. Another method carried out by graphics processing circuitry includes determining density of a plurality of three dimensional objects in a current view on a display; setting a tessellation level based on said density; and tessellating said plurality of three dimensional objects.
机译:由图形处理电路执行的方法包括:基于实例化的粗网格数据生成动画化的粗网格顶点信息;并根据动画粗网格顶点信息细分实例化的粗网格数据,以生成三维对象的实例进行显示。图形处理电路包括可操作以执行可编程指令的可编程着色器逻辑,该可编程指令在被执行时使可编程着色器逻辑基于实例化的粗网格数据生成动画化的粗网格顶点信息;并根据动画粗网格顶点信息细分实例化的粗网格数据,以生成三维对象的实例进行显示。由图形处理电路执行的另一种方法包括确定显示器上当前视图中多个三维物体的密度。根据所述密度设置镶嵌水平;并细分所述多个三维对象。

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