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Rapid computation of local eye vectors in a fixed point lighting unit

  • US 6,014,144 A
  • Filed: 02/03/1998
  • Issued: 01/11/2000
  • Est. Priority Date: 02/03/1998
  • Status: Expired due to Term
First Claim
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1. A method for calculating a local eye vector in a fixed point lighting unit, wherein said local eye vector corresponds to a given eye position and a first vertex of a given triangle primitive, wherein said given triangle primitive is to be projected into a given viewport, said method comprising:

  • generating a view vector matrix which corresponds to said given eye position and corner coordinates of said given viewport, wherein said corner coordinates are screen space coordinates, and wherein said view vector matrix is usable to map screen space coordinates to an eye vector space corresponding to said given viewport;

    receiving a first set of coordinates corresponding to said first vertex, wherein said first set of coordinates are screen space coordinates;

    scaling said first set of coordinates to a numeric range representable by said fixed point lighting unit;

    transforming said first set of coordinates using said view vector matrix, wherein said transforming produces a non-normalized local eye vector, wherein said non-normalized local eye vector is usable to perform lighting computations.

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