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Apparatus and method for generating statue fabric

机译:生成雕像织物的设备和方法

摘要

Texture data for a gaming area may be stored in a bulk memory storage device. A computer image generation (CIG) system dynamically updates a working memory from the bulk memory device so that a texture processor can continuously generate texture information for the portion of the gaming area to be displayed. The working memory is updated based on factors such as vehicle position in the gaming area, vehicle direction, speed and range of sight. The texture data may be stored in a hierarchy wherein at a first texture resolution for a first area a predetermined amount of data, or number of cells, are used, while at a next coarser texture resolution, the same predetermined amount of data, or number of cells are used for a second area, wherein the second area is larger than the fist area. This pattern may be repeated for as many layers of texture data as are desired. Localized islands, or specified areas, within the gaming area may be represented by texture data having a higher resolution than immediately surrounding areas of the gaming area. Layers may lack texture information in predetermined areas, so that texture data at the next highest available resolution for those areas may be used. IMAGE
机译:游戏区域的纹理数据可以存储在大容量存储器存储设备中。计算机图像生成(CIG)系统从大容量存储设备动态更新工作存储器,以便纹理处理器可以连续生成要显示的游戏区域部分的纹理信息。根据诸如游戏区域中的车辆位置,车辆方向,速度和视距之类的因素来更新工作存储器。纹理数据可以以层次结构存储,其中在第一区域的第一纹理分辨率下,使用预定量的数据或多个单元,而在下一个粗糙纹理分辨率下,使用相同的预定量的数据或多个单元。在第二区域中使用多个单元格,其中第二区域大于第一区域。对于所需的纹理数据层,可以重复此图案。游戏区域内的局部岛或指定区域可以由具有比游戏区域的紧邻周围区域更高的分辨率的纹理数据表示。层在预定区域中可能缺少纹理信息,因此可以使用这些区域的下一个最高可用分辨率的纹理数据。 <图像>

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