Dependent texture shadow antialiasing

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

Reexamination Certificate

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C345S589000, C359S465000

Reexamination Certificate

active

07038678

ABSTRACT:
Antialiasing shadows using a programmable graphics processor. Shadows are antialiased using dependent texture mapping to displace shadow map coordinates. A jitter texture is applied to an object in screen space using non-perspective corrected jitter texture coordinates. The jitter texture coordinates are used to read texture coordinate displacements stored as the jitter texture. The texture coordinate displacements are combined with the shadow, map coordinates to generate displaced shadow map coordinates. The displaced shadow map coordinates are used to read depth values stored as the shadow map. The depth values read from the shadow map are compared with corresponding depth values of the object in light source coordinate space to determine whether each fragment within the object is either “in shadow” or “out of shadow”.

REFERENCES:
patent: 4172632 (1979-10-01), Holmes, Jr.
patent: 6704025 (2004-03-01), Bastos et al.
Hardware-accelerated Rendering of Antialiased Shadows with Shadow Maps, Computer Graphics Group, Jul. 2001, pp. 1-6.
Hardware Shadow Mapping, Cass Everitt, Nvidia Corporation, 10 pages, Mar. 2003, pp. 1-10.
Second-Depth Shadow Mapping, Yulan Wang and Steven Molnar, Department of Computer Science, University of North Carolina, 1994, pp. 1-8.
Perspective Shadow Maps, Marc Stamminger and George Drettakis, Reves-Inria Sophia-Antipolis, France, Proceedings of ACM SIGGRAPH 2002, Jul. 2002, pp. 1-6.
Rendering Atiliased Shadows with Depth Maps, William T. Reeves, David H. Salesin, Robert L. Cook, Pixar, San Rafael, CA. Computer Graphics, vol. 21, No. 4, Jul. 1987, pp. 283-291.

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