Antialias mask generation

Computer graphics processing and selective visual display system – Computer graphics processing – Attributes

Reexamination Certificate

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Details

C345S612000, C345S613000, C345S619000, C345S626000

Reexamination Certificate

active

06819332

ABSTRACT:

BACKGROUND AND SUMMARY OF THE INVENTION
The present invention relates to parallelized processing in computer graphics, and particularly to rapidly assessing which pixels are affected by a particular antialiased fragment.
BACKGROUND: 3D COMPUTER GRAPHICS
One of the driving features in the performance of most single-user computers is computer graphics. This is particularly important in computer games and workstations, but is generally very important across the personal computer market.
For some years the most critical area of graphics development has been in three-dimensional (“3D”) graphics. The peculiar demands of 3D graphics are driven by the need to present a realistic view, on a computer monitor, of a three-dimensional scene. The pattern written onto the two-dimensional screen must therefore be derived from the three-dimensional geometries in such a way that the user can easily “see” the three-dimensional scene (as if the screen were merely a window into a real three-dimensional scene). This requires extensive computation to obtain the correct image for display, taking account of surface textures, lighting, shadowing, and other characteristics.
The starting point (for the aspects of computer graphics considered in the present application) is a three-dimensional scene, with specified viewpoint and lighting (etc.). The elements of a 3D scene are normally defined by sets of polygons (typically triangles), each having attributes such as color, reflectivity, and spatial location. (For example, a walking human, at a given instant, might be translated into a few hundred triangles which map out the surface of the human's body.) Textures are “applied” onto the polygons, to provide detail in the scene. (For example, a flat carpeted floor will look far more realistic if a simple repeating texture pattern is applied onto it.) Designers use specialized modelling software tools, such as 3D Studio, to build textured polygonal models.
The 3D graphics pipeline consists of two major stages, or subsystems, referred to as geometry and rendering. The geometry stage is responsible for managing all polygon activities and for converting three-dimensional spatial data into a two-dimensional representation of the viewed scene, with properly-transformed polygons. The polygons in the three-dimensional scene, with their applied textures, must then be transformed to obtain their correct appearance from the viewpoint of the moment; this transformation requires calculation of lighting (and apparent brightness), foreshortening, obstruction, etc.
However, even after these transformations and extensive calculations have been done, there is still a large amount of data manipulation to be done: the correct values for EACH PIXEL of the transformed polygons must be derived from the two-dimensional representation. (This requires not only interpolation of pixel values within a polygon, but also correct application of properly oriented texture maps.) The rendering stage is responsible for these activities: it “renders” the two-dimensional data from the geometry stage to produce correct values for all pixels of each frame of the image sequence.
The most challenging 3D graphics applications are dynamic rather than static. In addition to changing objects in the scene, many applications also seek to convey an illusion of movement by changing the scene in response to the user's input.
FIG. 2
shows a high-level overview of the processes performed in the overall 3D graphics pipeline. However, this is a very general overview, which ignores the crucial issues of what hardware performs which operations.
BACKGROUND: ANTIALIASING
One common problem, inherent in a raster display system, is that of jagged or “aliased” edges. Aliasing is especially disconcerting at the edges of texture maps. Antialiasing or minimizing the appearance of jagged edges is important to implement in order to avoid this distraction. The effect is accomplished by reducing the contrast between the edge of an object and the color behind it by adjusting pixel values at the edge. This is often done by computing “subpixel” locations, within the area of a single pixel, so that the color values for pixels which overlap an edge are modified in approximate dependence on how much of the pixel falls on either side of the edge.
ANTIALIAS MASK GENERATION
The present application describes a computer graphics system in which programmable antialiasing capability is added to parallelized pixel membership testing. The parallelized pixel membership testing is repeated, with different subpixel offsets, to sample a desired number of subpixel points of each pixel in a patch. By varying the set of subpixel offsets, the tradeoff between antialiasing quality and speed can be adjusted as desired.


REFERENCES:
patent: 5287438 (1994-02-01), Kelleher

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