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Method for rendering realistic terrain simulation

  • US 20030085896A1
  • Filed: 11/07/2001
  • Published: 05/08/2003
  • Est. Priority Date: 11/07/2001
  • Status: Active Grant
First Claim
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1. A method of generating a perspective visual scene, comprising the steps of:

  • a) determining the position of an observer in relation to a gaming area bounded by the observer'"'"'s field of view;

    b) incrementing the observer'"'"'s position by one unit;

    c) determining if the data quadrant at the new position is visible to the observer, wherein if the data quadrant is not visible, incrementing a quadrant step vector;

    d) determining a distance from the observer to an object of interest;

    e) selecting a database to be used dependent on the distance from the observer to the object of interest;

    f) sampling the height data at the current position;

    g) comparing the height data at the current position with the current elevation;

    h) outputting data representing the location of a pixel located at the current position and storing the outputted date in a coordinate buffer;

    j) storing the distance of the pixel from the observer in a Z-buffer;

    k) scanning the first row of the Z-buffer to determine if there is an edge;

    l) if an edge is found, creating a first screen vertex using a near screen position in the Z-buffer and creating a second screen vertex using a far screen position in the Z-buffer;

    m) mapping the first and second screen vertices into a stored color map and storing the mapped vertices in a vertex buffer;

    n) determining if there is a slope change exceeding a predetermined value to create a contour vertex;

    o) creating a screen vertex, if the slope change exceeds the predetermined value, using the far screen position in the Z-buffer and mapping the screen vertex into the stored color map and storing the mapped vertex in the vertex buffer p) determining if the entire screen has been scanned, and if not, repeating steps k through o until the entire screen has been scanned;

    q) scanning the first two rows of the vertex buffer and comparing the first two vertices in each row at the diagonal connection of the vertices to determine which triangle formed by the vertices has the smallest change in slope and storing the triangle with the smallest change in slope;

    r) repeating step q until the entire row of vertices have been compared;

    s) incrementing the rows of the vertex buffer that are scanned and repeating steps q through r until the entire vertex buffer has been scanned and triangles stored for each comparison of vertices; and

    t) displaying the visual scene on a display device.

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