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Applying multiple texture maps to objects in three-dimensional imaging processes

机译:在三维成像过程中将多个纹理贴图应用于对象

摘要

Systems and methods for providing multi-pass rendering of three-dimensional objects. A rendering pipeline that includes (N) physical texture units and one or more associated buffers emulates a rendering pipeline containing more texture units (M) than are physically present (N). Multiple rendering passes are performed for each pixel. During each texture pass only N sets of texture coordinates are passed to the texture units. The number of passes required through the pipeline to emulate M texture units is M/N, rounded up to the next integer. The N texture units of the rendering pipeline perform look-ups on a given pass for the corresponding N texture maps. The texture values obtained during the texture passes are blended by texture blenders to provide composite texture values. In successive passes, the buffers are used for temporary data and the most current composite texture values. The process is repeated until all desired texture maps are applied.
机译:用于提供三维对象的多遍渲染的系统和方法。包括(N)个物理纹理单元和一个或多个关联缓冲区的渲染管道模拟了一个渲染管道,该渲染管道包含的纹理单元(M)比物理上存在的纹理单元(N)多。对每个像素执行多次渲染。在每个纹理遍历期间,仅将N组纹理坐标传递给纹理单元。流水线模拟M个纹理单元所需的通过次数为M / N,四舍五入到下一个整数。渲染管线的N个纹理单元在给定遍次上对相应的N个纹理贴图执行查找。在纹理遍历期间获得的纹理值由纹理混合器混合,以提供复合纹理值。在连续遍历中,缓冲区用于临时数据和最新的合成纹理值。重复该过程,直到应用了所有所需的纹理贴图。

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