Method and system for performing enhanced lighting functions...

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

Reexamination Certificate

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Details

C345S582000

Reexamination Certificate

active

06750862

ABSTRACT:

FIELD OF THE INVENTION
The present invention relates to the field of computer controlled graphics display systems. More specifically, the present invention relates to computer controlled graphics display systems utilizing texture mapping and lighting graphics techniques.
BACKGROUND OF THE INVENTION
Computer controlled graphics systems are used for displaying graphics objects on a display. These graphics objects may comprise graphics primitive elements (“graphics primitives”) which include points, lines, polygons, etc. The graphics primitives may be used to render a two-dimensional (2D) image of a three-dimensional (3D) object on a display screen. Although the displayed image is 2D, it depicts a 3D scene. In the process of rendering 3D graphics, many techniques are used to create realistic 3D effects. Some of these techniques involve Gouruad shading, texture mapping, bilinear filtering, specular lighting, and fogging effects. Texture mapping refers to techniques for adding surface detail to areas or surfaces of these 3D graphics objects displayed on a 2D display. Often texture map information is added to polygon primitives.
Generally, texture mapping occurs by accessing encoded surface detail points or “texels” from a texel map memory space (“texel map”) which stores the surface detail, and transferring the surface detail texels to predetermined points of the graphics primitive (e.g., polygon primitive) to be texture mapped. The process of determining the proper texels which correspond to pixels is called sampling the texture map. The texture image within a texture map may be represented in computer memory as a bitmap or other raster-based encoded format. In memory, texels reside and are thereby accessed in a (u, v) texture coordinate space. However, the display screen includes point elements (pixels) which reside in an (x, y) display coordinate space. Therefore, texture mapping applies color or visual attributes of texels of the (u, v) texture map to corresponding pixels of the graphics object (primitive) on the display screen. Color values for pixels in (x, y) display coordinate space are determined based on sampled texture map values.
After texture mapping, the picture stored in the texture map is applied (or wapped) onto the graphics primitive. Because the original graphics object is 3D, texture mapping often involves maintaining certain perspective attributes with respect to the surface detail added to the object. Therefore, the rate in which a texture map is sampled, e.g., by du and dv values, is different depending on the perspective and size of the polygon. Perspective on the object can therefore distort the texture image.
Another process used to create realistic three dimensional objects in a computer display system, in addition to texture mapping, is lighting. In many graphics systems, light modifies the shading of the color associated with texture map data used during texture mapping and varies depending on the relative screen position of the texture map data with respect to any relevant light sources. Currently, texture map data displayed within a single primitive is lit uniformly using prior art display processes. Currently, there exists no known mechanism for lighting up regions of a texture map within a single graphics primitive and also simulating lights, indicator bulbs or glowing regions on the texture map which remain unaffected by external light sources (e.g., the sun, moon or darkness of night) within a three dimensional scene. This is the case because lighting processes are applied uniformly over all texels of a graphics primitive.
For example,
FIG. 1
illustrates an exemplary three-dimensional graphic image
10
displayed on a two-dimensional display screen in a computer controlled graphics display system. Within the image
10
is shown a building
12
, having multiple back-lighted windows
16
a
-
16
e
and a light source
14
. The effect of light from an external light source (e.g., the moon, the sun, etc.), not shown in
FIG. 1
, can also be included in image
10
. Any of the objects of image
10
can include texture maps displayed therein. In this depiction, it is assumed that the building
10
contains lit windows
16
a
-
16
e
that should be visualized in the darkness of night. Assume the image
10
is also to be displayed with the afternoon sun overhead.
One prior art method of simulating the above scenes is to use a single graphic object to represent the building
12
and to use a single texture map within the black building
12
; the single texture map would include regions defined therein for the yellow windows
16
a
-
16
e
. Lighting conditions are then applied to the texture data. In accordance with this prior art graphics display technique, when the building is viewed in darkness, since little external light is applied, the windows
16
a
-
16
e
will not appear to be back-lit very strongly and the result is not a very realistic evening scene because the windows
16
a
-
16
e
should be brighter. Moreover, when this building
12
is exposed to an external light source (e.g., the sun), the widows
16
a
-
16
e
and the lamp
14
become lit even brighter and the building
12
still appears dark in the daylight. However, the desired or “realistic” image should show the windows
16
a
-
16
e
remaining constant in brightness and the building becoming lighter. The reason these resulting images do not appear “realistic” using this prior art mechanism is largely an outcome of the lighting process acting uniformly over all texel data of the texture map for a given graphics primitive (e.g., the building).
Another prior art method of simulating the above effect is to use separate geometric primitives for the windows
16
a
-
16
e
which are different from the graphic primitive used for the building
12
. Because separate geometric primitives are used for these display regions, the rendering processes can non-uniformly apply lighting to these display regions. Although this prior art mechanism can yield the desired “realistic” image, it consumes more processing time because more geometric primitives are required to render the image
10
. More geometric primitives also translate into more computer processing time thereby making this technique slower. Also, the description of the image
10
(e.g., the display list) becomes more complex due to the addition of the extra geometric primitives, thereby requiring more memory to store and implement image
10
.
Accordingly, what is desired is to have a constant color on some objects of a three dimensional scene (e.g., constant with respect to the external light conditions) while allowing variable color shading on the other objects (e.g., variable with respect to the external light conditions) of the three-dimensional scene without requiring an undue amount of processing time or consuming an undue amount of memory resources.
SUMMARY OF THE INVENTION
Accordingly, the present invention provides a graphics system and method for providing a constant color on some objects of a three-dimensional scene (e.g., constant with respect to the external light conditions) while allowing variable color shading on the other objects (e.g., variable with respect to the external light conditions) of the three-dimensional scene without requiring an undue amount of processing time or memory resource consumption. More specifically, the present invention provides the above advantageous functionality within a system that utilizes texture map data displayed in a graphics primitive that can be non-uniformly lit from an external light source. These and other advantages of the present invention not described above will become clear in view of the following detailed description of the present invention.
A method and system are described herein for performing enhanced lighting functions with respect to texture map data. The present invention is operable within a computer controlled graphics display system and allows defined portions of a texture map to bypass prescribed lighting processes thereby avoiding the application of lighting conditions to th

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