Method and system for improving shadowing in a graphics...

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

Reexamination Certificate

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Details

C345S422000, C345S426000

Reexamination Certificate

active

06252608

ABSTRACT:

TECHNICAL FIELD
The invention relates generally to graphics rendering, and more specifically relates to improved methods and systems for computing shadows in a graphics rendering system.
BACKGROUND
A major objective in graphics rendering is to produce images that are so realistic that the observer believes the image is a real. A fundamental difficulty in achieving total visual realism is the complexity of accurately representing real world visual effects. A scene can include a wide variety of textures, subtle color gradations, reflections, translucency, shadows, etc. One way to make images more realistic is to determine how objects in a scene cast shadows and then represent these shadows in the rendered image. Shadows enhance the realism of an image because they give a two-dimensional image a three-dimensional feel. Below, we begin with a brief introduction of graphics rendering, and then we highlight some of the problems associated with accurately computing shadows.
In 3-D graphics applications, objects in a scene are represented by 3-D graphical models, which include geometric data used to model the surface and position of the objects, and visual attributes used to model their appearance. There are a number of ways that a geometric model can represent a 3-D object, including polygon meshes, parametric surfaces, or quadratic surfaces. Using a polygon mesh, for example, the surface of an object is modeled with several interconnected polygons. The surface elements, in this case polygons, are referred to as geometric primitives. Visual attributes such as red, green, and blue color data, and possibly other model data are typically stored in a data structure representing the vertices or polygons.
In the rendering process, the geometric primitives corresponding to objects in a scene are processed to generate a display image. In the context of 3-D graphics, the rendering process includes transforming the objects to display device coordinates, and rasterizing the geometric primitives in the models to generate pixel values for the pixel elements of a display image. Potentially visible objects in a particular scene are identified by transforming objects into a common three-dimensional coordinate system and then determining whether the objects overlap a view volume, a three-dimensional space defining the bounds of a scene. The geometric primitives of potentially visible objects are then transformed to display device coordinates, and rasterized into pixel data. Before rasterizing the primitives, it is common to eliminate surfaces that face away from the viewpoint in a process known as “backface culling.”
Rasterizing generally refers to the process of computing a pixel value for a pixel based on data from the geometric primitives that project onto or “cover” the pixel. Rasterizing is sometimes referred to as “tiling” because of the analogy to tiling a floor. Imagine that the pixels are square elements or tiles, and that a polygon is the floor plan. The rasterizing step includes tiling this floor plan by computing pixel values for the pixels or “tiles” within the polygon.
As part of the rendering process, hidden surface removal is performed on the potentially visible objects in a scene. Objects are referred to as potentially visible because they reside in or overlap the view volume. However, some of the objects or parts of objects in the view volume will not be represented in the rendered image because they are blocked by other objects. Hidden surface removal refers to the process of determining which objects or portions of objects are, and conversely, are not visible in the scene. During this process, the graphics system determines which objects or portions are visible from the viewpoint.
One approach to hidden surface removal is referred to as the Z-buffer algorithm. In this approach, a “Z-buffer” is used to perform hidden surface removal on pixel data generated as primitives are rasterized. The letter “z” refers to a depth value and originates from the common practice of expressing distance from the viewpoint using the Z axis in a three-dimensional coordinate system. The Z-buffer is used to store pixels closest to the viewpoint for each pixel location in an image. As a primitive is rasterized, pixel data including a depth value is generated. The depth of a newly generated pixel is compared with a pixel stored in the Z-buffer for the same pixel location. If the newly generated pixel is further from the view point than the stored pixel, it is rejected. If not, it replaces the pixel stored in the Z-buffer. This process continues until an entire frame of pixels is generated.
Just as objects can occlude other objects from the perspective of the view point, some objects can occlude other objects from the perspective of a light source. In this case, objects closer to the light source can cast a shadow on other objects in the scene. Shadowing refers to the process of determining which objects are shadowed and representing shadows in a rendered image.
FIG. 31
is a simple example illustrating the concept of shadowing. In shadowing an object
1230
, the graphics system determines which surfaces of the object are visible from the perspective of a light source
1234
. Surfaces of an object
1230
that are visible from a light source
1234
are illuminated
1236
(i.e. not in shadow), while surfaces that are not visible from the light source are shadowed
1238
.
One approach to perform shadowing is to use the Z-buffer to calculate shadows as set forth in W. T. Reeves, D. Salesin, and R. L. Cook in “Rendering Antialiased Shadows with Depth Maps”, SIGGRAPH '87 Proceedings, July 1987, 21(4), pp. 283-291, and L. Williams in “Casting Curved Shadows on Curved Surfaces” in Computer Graphics, August 1978, 12(3), pp. 270-274.
Reeves, Salesin and Cook use the Z-buffer to compute shadows in three rendering passes. In the first pass, the geometric primitives are rendered from the point of view of the light source
1234
to produce a depth map. In this pass, the Z-buffer is used to compute a Z-value for each element in the depth map representing the object closest to the light source at each element. In the second pass, the same primitives are rendered from the viewpoint
1232
. In the third pass, each time a pixel is generated, it is transformed back into light source coordinates and compared against the value retrieved from the depth map. If the Z-value of the pixel in light coordinates (z
P
) is less than the Z-value from the depth map (z
L
) then the point is illuminated; otherwise, it is in shadow.
This Z-buffer algorithm can cause self-shadowing artifacts because only a single Z-value is stored for each element in the depth map. Assume for example that a Z-value in the depth map represents the distance of a single point on a curved object. In affect, the shadow depth map improperly represents the curved surface because it assumes that a region around the point has a constant Z-value. Actually, pixels around this single point have slightly higher or lower Z-values. Thus, when these pixels are transformed into light space coordinates and compared with the single depth value in the depth map, they may be erroneously determined to be shadowed.
A solution to this problem is to add a small value, called the bias, to each Z-value stored in the depth map. This bias value is as small as possible so that the bias does not remove shadows. Shadows are improperly removed if the bias is too big because the value in the depth map is pushed behind the second closest object to the light source. Thus, the bias must be carefully chosen so that it is not too big. At the same time, the bias must also be big enough to prevent the problem of self-shadowing artifacts.
A few hardware/software systems which implement the three pass Z-buffer scheme use a global constant for the bias. See W. T. Reeves, D. Salesin, and R. L. Cook in “Rendering Antialiased Shadows with Depth Maps”, SIGGRAPH '87 Proceedings, July 1987, 21(4), pp. 283-291, S. Upstill, in
The RenderMan Companion,
Addison-Wesley Publishing Company, Reading, Ma

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