Method and system for improved per-pixel shading in a...

Computer graphics processing and selective visual display system – Computer graphics processing – Three-dimension

Reexamination Certificate

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Reexamination Certificate

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06614431

ABSTRACT:

BACKGROUND OF THE INVENTION
The present invention relates to the field of per-pixel lighting in real-time three-dimensional (“3D”) computer graphics hardware and software. Primarily, most real-time computer graphics systems rely on per-vertex lighting schemes such as Gouraud shading. In this scheme, the curvature of a polygon surface is represented through different surface normal vectors at each polygon vertex. Lighting calculations are carried out for each vertex and the resultant color information is interpolated across the surface of the polygon. Lighting schemes such as Gouraud shading are generally utilized for their speed and simplicity of operation since they require far less calculation than more complex strategies. Per-pixel lighting, in contrast, is a lighting strategy in which separate lighting calculations for one or more light sources are carried out for each pixel of a drawn polygon. Most well-known per-pixel lighting strategies are variations on a basic vertex normal interpolation scheme, i.e., Phong shading. Vertex normal interpolation strategies interpolate the normal vectors given at each vertex throughout the polygon surface. For each pixel, the interpolated vertex normal is normalized to unit length and then used in per-pixel lighting calculations. Typically the per-pixel calculations involve taking the dot product of the normal vector and the light source vector to arrive at a light source brightness coefficient. While fast per-pixel dot product hardware is not infeasible with the speed and complexity of today's microprocessors, the calculations involved in normalizing the interpolated vertex vector (i.e.,floating point square root and division) are prohibitive for practical real-time implementation at high speed.
Another per-pixel lighting technique, commonly referred to as bump mapping, involves using a two-dimensional (“2D”) map to store surface height or orientation and using texel values from this map to perturb a (usually interpolated) surface normal vector. Calculation in traditional combinational bump mapping (i.e.,where the bump map angle perturbation is combined with a potentially changing surface normal) mostly involves resolving the bump map perturbation to a 3D vector that is subsequently combined with the surface normal vector. Since the surface normal vector may change from pixel to pixel, an appropriate, usually orthogonal, orientation must be given to the bump map vector. This process usually requires additional normalization and a significant computational overhead, making combinational bump mapping approaches impractical for efficient real-time calculation. A well-known method of avoiding these calculations is to store a bump map as a collection of normalized 3D vectors, therefore avoiding the need for normalization and combination. While this strategy is more practical for real-time implementations, it has several drawbacks. Such a system is inflexible since bump maps may only be used for objects in preset orientations, and surface curvature must be represented within in the bump map rather than through vertex normals as in Phong shading and its equivalents. Furthermore, the accuracy of the image is limited by the granularity of the bump map, since values falling between adjacent texels are traditionally interpolated but not re-normalized. Another drawback of the above-mentioned bump mapping scheme is the size and inflexibility of the bump maps. Since the bump map texels contain 3D vectors, medium to large complexity maps will occupy a great deal of memory. Also, due to the specific nature of the bump maps, they are generally only usable on the surfaces for which they were designed; therefore such bump maps are not often used for multiple surfaces.
A further aspect of per-pixel lighting is the calculation of intensity of specular reflections. Traditionally, the calculation of specular reflection involves the dot product of the light source vector and the view reflection vector (the view, or eye, vector reflected around the surface normal vector). Alternately, the same calculation can be made with the dot product of the view vector and the reflection of the light vector around the normal. In either of the alternatives, at least one vector must be reflected around a surface normal vector that potentially changes from pixel to pixel. The calculation required to obtain a reflected vector, while not as costly as bump map combination, is nonetheless significant.
Yet another complication in per-pixel lighting is presented by the cases of point light sources and point view vectors. Point light sources involve a light vector that changes on a per-pixel basis. Traditionally, the difference vector between the surface point and the light source is calculated and normalized for each pixel, which is computationally undesirable for efficient calculation. Likewise, point view vectors involve a view vector that changes on a per-pixel basis. Utilizing point view vectors also requires the calculation and normalization of a difference vector on a per-pixel basis.
The application of the aforementioned per-pixel lighting techniques provides visually enhanced, higher quality and more realistic images than today's real-time image generators are capable of producing. While techniques exist which can provide similar images, these techniques are difficult to implement and inflexible to use. Therefore, there exists a real need for a practical and efficient apparatus and method that provides vertex normal interpolation, combinational bump mapping, specular reflection calculation, and support for point lighting and point viewer within real-time 3D graphics systems.
SUMMARY OF THE INVENTION
The present invention is directed to a method for shading polygon surfaces in a real time rendering system. The method includes the step of providing at least one polygon surface to be shaded. The polygon surface having a plurality of pixels and including at least one surface angle. The method also includes the step of providing at least one point light source. The method further includes the step of calculating using computer hardware, for substantially each drawn pixel of said polygon surface, a substantially normalized 3D surface direction vector and a 3D point light vector.


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