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Methods and apparatuses for performing Z-buffer granularity depth calibration in graphics displays of three-dimensional scenes

机译:在三维场景的图形显示中执行Z缓冲区粒度深度校准的方法和装置

摘要

The weight given to each object in a scene in the computation of the z-buffer granularity is determined based upon a variable normalized risk parameter which may be supplied by the application. A recursive composite parent object process is invoked upon the two children of the scene object in order to allocate graphics resources to objects A and B. Primary and secondary hit value means corresponding to objects A and B are computed. The hit value means are the average sum of hit values recorded for all the leaf objects contained by the objects over a predetermined number of frames. The statistical variances of the primary hit value and secondary hit value are also computed over the previous predetermined number of frames in order facilitates the mapping of the normalized risk parameter to a non-normalized risk parameter indicating the optimal risk for objects A and object B. A quadratic parametric variance equation is solved for the optimal fraction of the remaining graphics resources to be allocated to object A. The optimal fraction is multiplied by the available graphics resources, resulting in the resources allocated to object A; the remaining graphics resources are to object B. If either object A or B is a composite parent object, the recursive parent object process is invoked on the two children of object A or B with the available graphics resources for the instantiation of the recursive parent object process set to the graphics resources allocated to object A or B. The resources allocated each object are then used as weighting factors in the computation of the z-buffer granularity. In an embodiment, the z-buffer midpoint depth is determined by dividing the sum of the multiplicative products of the distance from the observation point, the allocated resources, and the importance coefficient for each object by the sum of the products of the observation point and the allocated resources for each object.
机译:基于z缓冲区粒度的计算,给场景中每个对象赋予的权重是根据应用程序可能提供的可变归一化风险参数确定的。在场景对象的两个子对象上调用递归复合父对象过程,以将图形资源分配给对象A和B。计算对应于对象A和B的主要和次要命中值均值。命中值平均值是在预定数目的帧上针对对象所包含的所有叶对象记录的命中值的平均和。还在先前的预定数量的帧上计算主要命中值和次要命中值的统计方差,以便于将标准化风险参数映射到表示对象A和对象B的最佳风险的非标准化风险参数。对于要分配给对象A的剩余图形资源的最优分数,求解二次参数方差方程。将最优分数乘以可用的图形资源,得到分配给对象A的资源。如果对象A或B是复合父对象,则使用可用的图形资源在对象A或B的两个子对象上调用递归父对象过程,以实例化递归父对象。该过程设置为分配给对象A或对象B的图形资源。然后,分配给每个对象的资源在计算z缓冲区粒度时用作加权因子。在一个实施例中,通过将距观察点的距离,所分配的资源以及每个对象的重要性系数的乘积之和除以观察点与乘积的和,来确定z缓冲器中点深度。为每个对象分配的资源。

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