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Method for selecting silhouette and visible edges in wire frame images in a computer graphics display system

  • US 5,359,704 A
  • Filed: 10/30/1991
  • Issued: 10/25/1994
  • Est. Priority Date: 10/30/1991
  • Status: Expired due to Fees
First Claim
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1. A method for producing a two-dimensional wire-frame graphics display of a tessellated three-dimensional object in real time with hidden lines eliminated or displayed in a line style different from that of visible lines in a graphics display system which comprises a depth buffer holding a depth value for any given pixel, a frame buffer which stores a pixel color value for each pixel for display corresponding to each said depth value, and a display screen, each buffer containing a storage location for each pixel on said display screen, said display being produced from surface data representing vertices of a set of polygons defining faces of the three-dimensional object, said surface data being transformed into data representing a two-dimensional projection of the object onto a view plane, said graphics display system allowing for a plurality of object locations at different distances from a chosen view point, wherein a first location for display is set in relation to a chosen view point, said method comprising the steps of:

  • (a) masking said frame buffer to prevent any color values from being written thereto;

    (b) scanconverting the faces of the object to obtain a depth value for each pixel covered by a projection of the object;

    (c) during said scanconverting step, performing a depth buffer test wherein the depth buffer is updated with the obtained depth value for a given pixel storage location only when the obtained depth value is smaller than a depth value previously stored at said given pixel storage location in the depth buffer;

    (d) unmasking said frame buffer;

    (e) altering a location at which display will take place from said first location to a second location that is a distance in front of visible faces of the object at said first location in relation to the chosen view point;

    (f) performing said depth buffer test and updating the frame buffer with color values for all tessellation edges of the object at said distance in front of visible faces of the object in relation to said chosen viewpoint; and

    (g) displaying the tessellation edges of the object on the display screen.

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