Computer graphics processing and selective visual display system – Computer graphics processing – Three-dimension
Reexamination Certificate
2003-02-14
2004-06-15
Vo, Cliff N. (Department: 2671)
Computer graphics processing and selective visual display system
Computer graphics processing
Three-dimension
Reexamination Certificate
active
06750861
ABSTRACT:
BACKGROUND OF THE INVENTION
The present invention relates to an information processing device and method thereof, and a transmission medium, and more particularly relates to an information processing device and method thereof and a transmission medium by which an amount of information for an object to be processed is reduced in such a manner that processing can be carried out at high speed.
With information processing devices such as computer games, various three-dimensional figures (objects) are represented, with the objects being possible to be changed in various states. 
FIG. 1
 is a block diagram showing an example of a configuration of such kind of information processing device. In this example, a CPU 
11
 carries out various calculations such as coordinate transformations, light source calculations or vector arithmetics etc., as well as controlling of each part. Further, to the CPU 
11
, there are connected a main bus 
12
 that carries out data transfer at a comparatively high speed and a sub-bus 
13
 that carries out the data transfer at a comparatively low speed, via which data can be exchanged. A CD-ROM drive 
14
 is connected to the sub-bus 
13
 so that various data or programs can be read out from a CD-ROM as a recording media installed in the CD-ROM drive 
14
 using instructions of the CPU 
11
.
A main memory 
15
 and a GPU (Graphics Processing Unit) 
16
 are connected to the main bus 
12
. The main memory 
15
 stores data such as data read our from the CD-ROM driver 
14
 and data as computation results of the CPU 
11
. The GPU 
16
 reads out data from the main memory 
15
 as required, carries out rendering processing, and stores the processed data in a VRAM (Video Random Access Memory) 
17
 as pixel data. The GPU 
16
 further reads out pixel data stored in the VRAM 
17
 and supplies this data to a D/A converter 
18
. The D/A converter 
18
 converts the pixel data supplied from the GPU 
16
 from a digital signal to an analog signal for being outputted to a monitor (not shown) as a video signal.
With this kind of information processing device, a prescribed object is represented with triangular polygons as the units. One triangle is composed of three vertexes, and coordinate data for these three vertexes is therefore required as data representing this triangle. For example, as shown in 
FIG. 2
, when a ribbon-shaped object 
21
 is formed from triangles 
22
—
1
 to 
22
—
8
 (in this drawing, each triangle is shown separately to make the description easier), if the data for each triangle is taken to be expressed as {Pa, Pb, Pc}, the data for this object 
21
 can be expressed as Triangle {P
0
, P
1
, P
2
}+Triangle {P
1
, P
2
, P
3
}+Triangle {P
2
, P
3
, P
4
}+Triangle {P
3
, P
4
, P
5
}+Triangle {P
4
, P
5
, P
6
}+Triangle {P
5
, P,
6
, P
7
}+Triangle {P
6
, P
7
, P
8
}+Triangle {P
7
, P
8
, P
9
}.
The number of items of data required to define an object formed using N triangles is therefore 3N.
On the other hand, as shown in 
FIG. 3
, after, for example, the first triangle 
22
—
1
 is formed using vertexes P
0
, P
1
 and P
2
, the next triangle 
22
—
2
 can be formed if the vertex P
3
 is specified. The triangles for the following stages can then be expressed in a similar manner by sequentially specifying the vertexes P
4
 to P
9
 one at a time. This is to say that, with the exception of the first triangle 
22
—
1
, one triangle can be expressed using one vertex. Such a data format by which a figure (object 
21
) where triangles are linked in a ribbon shape is expressed as a series of successive points is referred to as a “Triangle Strip” (hereinafter abbreviated to “strip” according to situations). Data for an object 
21
 as a strip can then be expressed as a Triangle Strip {P
0
, P
1
, P
2
, P
3
, P
4
, P
5
, P
6
, P
7
, P
8
, P
9
}.
When an object 
21
 is defined using a series of successive points in this way, the number of items of required data is 3+(N−1)=N+2, and the amount of data (information) can be reduced compared with that in the case shown in FIG. 
2
.
Further, as shown in 
FIG. 4
, a fan-shaped object 
31
 can be formed by making vertexes P
1
 to P
5
 correspond to vertex P
0
. In this case, one triangle can also be represented by one vertex as, Triangle Fan {P
0
, P
1
, P
2
, P
3
, P
4
, P
5
}. This kind of data format is referred to as a triangle fan (Triangle Fan) (hereinafter abbreviated to “fan” according to situations).
Incidentally, a single triangle can be drawn using data for coordinates for three vertexes, three vertex colors and three normal vectors. A description will now be given with reference to 
FIG. 5
 of, for example, the process for drawing the object 
21
 shown in 
FIG. 3
 with individual triangles taken as the units. First, in step S
101
, the CPU 
11
 reads out three-dimensional coordinate data, color data and a normal vector corresponding to a prescribed vertex of the three vertexes of one triangle from the main memory 
15
. In step S
102
, the read out three-dimensional coordinate data is transformed to coordinates in a virtual space.
In step S
103
, the CPU 
11
 carries out perspective transformation of the three-dimensional coordinate data that has been converted in step S
102
 into two-dimensional coordinate data. Namely, the three-dimensional coordinates of the triangle put in the virtual space are converted to coordinates for a state viewed in two dimensions (a state viewed on a monitor). Following this, in step S
104
, the CPU 
11
 outputs the two-dimensional coordinate data obtained in step S
103
 to the GPU 
16
.
In step S
105
, the CPU 
11
 calculates the luminance at each vertex from the position and direction of a light source in virtual space, with color data corresponding to the calculation results of step S
105
 being outputted to the GPU 
16
 in step S
106
.
In step S
107
, a determination is made as to whether or not processing for all (three) of the vertexes for one triangle is complete. When it is determined that there still exist vertexes that have not yet been processed, the process returns to step S
101
 and processing for the next vertex is carried out. When it is determined in step S
107
 that processing is complete for all of the vertexes, the process proceeds to step S
108
 to go to processing of the GPU 
16
.
In step S
108
, the GPU 
16
 draws the triangle formed by three vertexes through Gouraud shading with the data corresponding to the three vertexes supplied by the CPU 
11
. In step S
109
, a determination is made as to whether or not drawing for all of the triangles is complete (whether or not drawing of the object 
21
 is completed). When it is determined that there still exist triangles that have not yet been drawn (drawing of the object 
21
 is not completed), the process returns to step S
101
 and the same processing is carried out on other triangles of FIG. 
3
.
When it is determined in step S
109
 that drawing is complete for all of the triangles (drawing of the object 
21
 is complete), the processing is complete.
The processing occurring at the GPU 
16
 in step S
108
 will now be further described. For example, if normal vectors 
51
—
1
 to 
51
—
3
 at each vertex A, B and C of a triangle 
61
 to be processed are taken to be directed in directions shown in 
FIG. 6
, a normal vector 
51
—
4
 at the center point D of the triangle 
61
 is interpolated by the GPU 
16
 from these normal vectors. The triangle 
61
 therefore has a bulge toward a central part. Therefore, when light giving illumination from a light source 
41
 is considered, as shown in 
FIG. 7
, Gouraud shading has to be carried out in such a manner that the triangle 
61
 is brighter in the center part thereof and becomes darker toward the edges.
Gouraud shading, however, is processing that only interpolates color. Therefore, for example, when each vertex is given with the same color, the triangle 
61
 becomes completely painted out as shown in 
FIG. 8
, and its acc
Frommer William S.
Frommer Lawence & Haug LLP
Kessler Gordan
Vo Cliff N.
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