Video game play using panoramically-composited depth-mapped...

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

Reexamination Certificate

Rate now

  [ 0.00 ] – not rated yet Voters 0   Comments 0

Details

Reexamination Certificate

active

10636978

ABSTRACT:
Video game play rendered using a panoramic view of a cube map style rendering uses an associated depth map to supply three-dimensionality to the pre-rendered scene. The resulting panoramic rendering may be indistinguishable from rendering the original scene in real-time except that the background is of pre-rendered quality.

REFERENCES:
patent: 5113357 (1992-05-01), Johnson et al.
patent: 5396583 (1995-03-01), Chen et al.
patent: 5444835 (1995-08-01), Turkowski
patent: 5778092 (1998-07-01), MacLeod et al.
patent: 5831620 (1998-11-01), Kichury, Jr.
patent: 5912670 (1999-06-01), Lipscomb et al.
patent: 6028584 (2000-02-01), Chiang et al.
patent: 6031541 (2000-02-01), Lipscomb et al.
patent: 6034691 (2000-03-01), Aono et al.
patent: 6215496 (2001-04-01), Szeliski et al.
patent: 6331856 (2001-12-01), Van Hook et al.
patent: 6411301 (2002-06-01), Parikh et al.
patent: 6421058 (2002-07-01), Parikh et al.
patent: 6424348 (2002-07-01), Parikh et al.
patent: 6452600 (2002-09-01), Parikh et al.
patent: 6456290 (2002-09-01), Parikh et al.
patent: 6466218 (2002-10-01), Parikh et al.
patent: 6477536 (2002-11-01), Pasumansky et al.
patent: 6489963 (2002-12-01), Parikh et al.
patent: 6509902 (2003-01-01), Pfister et al.
patent: 6664958 (2003-12-01), Leather et al.
patent: 6724385 (2004-04-01), Takatsuka et al.
patent: 6876362 (2005-04-01), Newhall et al.
patent: 6894689 (2005-05-01), Greene et al.
patent: 7106326 (2006-09-01), Deering et al.
patent: 2001/0056574 (2001-12-01), Richards
Sutherland, Sproull, & Schumacker (1974). A Characterization of Ten Hidden-Surface Algorithms. Computing Surveys 6(1), Mar. 1974, p. 1-55.
Andrew Woo, Pierre Poulin, & Alain Fournier (1990). A survey of shadow algorithms. IEEE Computer Graphics & Applications, Nov. 1990, p. 13-32.
D. Aliaga, J. Cohen, A. Wilson, H. Zhang, Erikson, Hoff, Hudson, Stuerzlinger, Baker, Bastos, Whiton, Brooks, & Manocha (1998). A framework for the real-time walkthrough of massive models. UNC at Chapel Hill Tech Report TR98-013.
James Foley, Andries van Dam, Steven Feiner, John Hughes (1996). Computer Graphics: Principles and practice. Second edition in C. Addison-Wesley.
Matthias Wloka & Brian Anderson (1995). Resolving occlusion in augmented reality. In 1995 Sympsoium on Interactive 3D Graphics, Monterey CA, ACM.
Edwin Tripp (1976). A real-time three-dimensional color animation system. Dec. 1976 ACM SIGGRAPH 9(4).
Jonathan Shade et al. (1998). Layered depth images. In Computer Graphics Proceedings, Annual conference series, p. 231-242.
ABCs of Graphics Cards. Matrox. 1998. http://www.matrox.com/mga/theguide/contents/.
OpenGL Cube Map Texturing (Nvidia 1999).
Kautz, “Towards Interactive Bump Mapping with Anisotropic Shift-Variant BRDFs” (ACM 2000).
Ward et al, “The Holodeck Ray Cache: An Interactive Rendering System for Global Illumination in Nondiffuse Environments”, ACM Transactions on Graphics (1999).
ARB—Texture—Cube—Map (OpenGL Architectural Review Board 1999).
Assarsson et al, “An Optimized Soft Shadow Volume Algorithm With Real-Time Performance”, Eurographics (2003).
Sweeney et al, “Shear Warp Deluxe: The Shear-Warp Algorithm Revisited” (Dept. of Computer Science, SUNY Stonybrook (2000).
Voorhies et al, “Reflection Vector Shading Hardware” SGI (1993).
Mantler et al, “Fast Approximate Visible Set Determination For Point Sample Clouds”, Eurographics (2003).
Hakura et al, “Parameterized Environment Maps” ACM (2001).
Sloan et al, “Precomputed Radiance Transfer For Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments” (ACM 2002).
McAllister et al, “Efficient Rendering of Spatial Bi-directional Reflectance Distribution Functions”, Eurographics (2002).
Valliance et al, “Inward Looking Projections”, ACM (2003).
Kilgard, Mark, J., SIGGRAPH Slide Presentation, “Lighting and Shading Techniques for Interactive Applications” 77 pages (1999).
White Paper: DirectX 7: What's New for Graphics, 9 pages (1999).
White Paper: Cube Environment Mapping, 8 pages, last update Jan. 14, 2000 (1999).
Szeliski, Richard et al., “Creating Full View Panoramic Image Mosaics and Environment Maps,” Computer Graphics Proceedings, Annual Conference Series 1997, Aug. 3-8, 1997, pp. 251-258.

LandOfFree

Say what you really think

Search LandOfFree.com for the USA inventors and patents. Rate them and share your experience with other people.

Rating

Video game play using panoramically-composited depth-mapped... does not yet have a rating. At this time, there are no reviews or comments for this patent.

If you have personal experience with Video game play using panoramically-composited depth-mapped..., we encourage you to share that experience with our LandOfFree.com community. Your opinion is very important and Video game play using panoramically-composited depth-mapped... will most certainly appreciate the feedback.

Rate now

     

Profile ID: LFUS-PAI-O-3845527

  Search
All data on this website is collected from public sources. Our data reflects the most accurate information available at the time of publication.