首页> 外国专利> CLAMPING OF z VALUE IN NEAR RANGE OF z FOR MAXIMIZING ACCURACY OF VISUALLY IMPORTANT z COMPONENT AND EVADING CLIPPING NEAR z IN GRAPHICS RENDERING SYSTEM

CLAMPING OF z VALUE IN NEAR RANGE OF z FOR MAXIMIZING ACCURACY OF VISUALLY IMPORTANT z COMPONENT AND EVADING CLIPPING NEAR z IN GRAPHICS RENDERING SYSTEM

机译:最大化z值在z的附近范围内的z值的捕获,从而避免图形渲染系统中z附近的剪切

摘要

PROBLEM TO BE SOLVED: To secure accuracy of depth of a z value when depth data of the z value should be compressed in a 3D (three-dimensional) graphics rendering system. ;SOLUTION: A graphics pipe line performs z buffering and when an anti- aliasing rendering mode is selected, z value bit compression is performed to more efficiently use usable z buffer memory. The accuracy of visually important z components is improved by using z clamping structure by clamping the z value of a pixel within a prescribed z axis range in the vicinity of a z=0 view/ camera (view port) plane. This fact enables use of a z clipping surface of excessively in the vicinity of the viewpoint/camera plane and the accuracy of the z value to the remaining depth of a scene is secured as evading undesirable visual artifact which is generated when the object rendered in the vicinity of the viewpoint/camera plane is clipped.;COPYRIGHT: (C)2003,JPO
机译:要解决的问题:当应在3D(三维)图形渲染系统中压缩z值的深度数据时,要确保z值的深度精度。 ;解决方案:图形管线执行z缓冲,并且在选择了抗锯齿渲染模式时,将执行z值位压缩以更有效地使用可用的z缓冲存储器。视觉上重要的z分量的精度通过使用z夹持结构得以改善,该结构通过将像素的z值夹持在z = 0视图/相机(视口)平面附近的指定z轴范围内而得到改善。这个事实使得能够在视点/相机平面附近过度使用z裁剪表面,并且由于逃避了当在附近渲染物体时产生的不希望的视觉伪像,确保了z值相对于场景的剩余深度的精度。视点/相机平面的片段被剪裁。;版权所有:(C)2003,JPO

著录项

  • 公开/公告号JP2003058905A

    专利类型

  • 公开/公告日2003-02-28

    原文格式PDF

  • 申请/专利权人 NINTENDO CO LTD;

    申请/专利号JP20010249924

  • 发明设计人 LEATHER MARK M;

    申请日2001-08-21

  • 分类号G06T15/40;

  • 国家 JP

  • 入库时间 2022-08-22 00:13:59

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