Method for generating addresses to textured graphics primitives stored in rip maps
First Claim
1. A method of addressing a rectangular texture map stored in a frame buffer and displaying a textured graphics primitive on a display device, comprising the steps of:
- obtaining texture coordinate values S and T at the center of a pixel in screen space of said display device;
calculating texture gradient values log2 Δ
S and log2 Δ
T as an approximation of an area in texture space covered by said pixel;
calculating an S address to said frame buffer for said S texture coordinate value by;
(a) truncating said S texture coordinate value to the size of a predetermined texture,(b) choosing one of a texture map for said predetermined texture and a down-sampled rectangular texture map corresponding to said predetermined texture for display on said display device,(c) using log2 Δ
S, shifting predetermined logical values into said S texture coordinate value starting at an upper bit one greater than a most significant bit of said S texture coordinate value after truncation in said S address calculating step so as to obtain a modified value for said S texture coordinate value, and(d) adding said modified value for said S texture coordinate value to a coordinate origin value for said S and T coordinate values as an offset into said rectangular texture map so as to form said S address to said frame buffer;
calculating a T address to said frame buffer for said T texture coordinate value by repeating said steps (a) through (d) using said T texture coordinate value in place of said S texture coordinate value and using log2 Δ
T in place of log2 Δ
S; and
displaying a textured graphics primitive on said display device corresponding to a rectangular texture map stored in said frame buffer at said S and T addresses of said frame buffer.
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Abstract
Methods for texture mapping graphics primitives in a graphics pipeline architecture system. The methods utilize rectangular box filters to down-sample original texture maps thereby optimizing aliasing and blurring when graphics primitives have a two-dimensional texture mapped to a three-dimensional object. The methods of texture mapping graphics primitives in a frame buffer graphics system comprise the steps of determining an original texture map of two dimensions for a surface, storing the original texture map in the frame buffer, sampling the original texture map independently using an asymmetrical filter to construct multiple versions of a texture and to address textured pixels on a display in the frame buffer graphics systems, mapping the textured pixels to areas on the frame buffer, and displaying the textured graphics primitives on the display. A technique for addressing textured pixels stored in a rectangular texture (RIP) map is also described.
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Citations
3 Claims
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1. A method of addressing a rectangular texture map stored in a frame buffer and displaying a textured graphics primitive on a display device, comprising the steps of:
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obtaining texture coordinate values S and T at the center of a pixel in screen space of said display device; calculating texture gradient values log2 Δ
S and log2 Δ
T as an approximation of an area in texture space covered by said pixel;calculating an S address to said frame buffer for said S texture coordinate value by; (a) truncating said S texture coordinate value to the size of a predetermined texture, (b) choosing one of a texture map for said predetermined texture and a down-sampled rectangular texture map corresponding to said predetermined texture for display on said display device, (c) using log2 Δ
S, shifting predetermined logical values into said S texture coordinate value starting at an upper bit one greater than a most significant bit of said S texture coordinate value after truncation in said S address calculating step so as to obtain a modified value for said S texture coordinate value, and(d) adding said modified value for said S texture coordinate value to a coordinate origin value for said S and T coordinate values as an offset into said rectangular texture map so as to form said S address to said frame buffer; calculating a T address to said frame buffer for said T texture coordinate value by repeating said steps (a) through (d) using said T texture coordinate value in place of said S texture coordinate value and using log2 Δ
T in place of log2 Δ
S; anddisplaying a textured graphics primitive on said display device corresponding to a rectangular texture map stored in said frame buffer at said S and T addresses of said frame buffer. - View Dependent Claims (2, 3)
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Specification