Blended texture illumination mapping
First Claim
Patent Images
1. A method to render blended texture illumination computer graphics, the method comprising the steps of:
- generating a plurality of N illuminated texture images of a bumpy surface, wherein the N illuminated texture images depict the bumpy surface with a light source located at different positions,blending the N illuminated texture images to produce the blended texture illumination.
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Abstract
A method and apparatus for expeditiously rendering realistic bumpy self-shadowed textured computer graphics is provide. Illuminated texture images of an object are obtained and stored in a data base as texture maps. These illuminated texture images are superimposed on top of each other and blended according to their weighted illumination contributions from the light sources to create a blended texture map. This blended texture map is then mapped to the desired surface of the geometric object.
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Citations
17 Claims
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1. A method to render blended texture illumination computer graphics, the method comprising the steps of:
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generating a plurality of N illuminated texture images of a bumpy surface, wherein the N illuminated texture images depict the bumpy surface with a light source located at different positions, blending the N illuminated texture images to produce the blended texture illumination. - View Dependent Claims (2, 3)
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4. A method to render bumpy self-shadowed textured computer graphics, the method comprising the steps of:
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creating a plurality of N illuminated texture images of a bumpy surface, wherein the N illuminated texture images are created by positioning a light source at predetermined positions; mapping the N illuminated texture images to a selected surface of a geometric model of an object based on illumination contribution from a light source; superimposing the N illuminated texture images on top of each other; and blending the N illuminated texture images according to an illumination equation;
##EQU3## where intensity is a combined pixel intensity at (x,y) to be computed, image i is an illuminated texture image pixel normalized intensity, N is the number of illuminated texture images, Light is a normalized light vector from a center of an illuminated texture image to a light source, and DirVeci is a normalized direction vector paired with the illuminated texture imagei ;
wherein resulting values of (Light·
DirecVeci) are clamped between 0-1.
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5. A method to render bumpy self-shadowed textured computer graphics, the method comprising the steps of:
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a) creating a geometric model of an object; b) creating a plurality of N illuminated texture images of a bumpy surface having at least two illuminated texture images, wherein each of the N illuminated texture images is created by positioning a light source at a predetermined position; and c) mapping the N illuminated texture images to a selected surface of the geometric model of the object by performing the following steps; d) disabling blending function; e) setting depth function to allow coplanar rendering; f) enabling depth buffer; g) enabling shading function; h) disabling graphics substantive lighting function; i) drawing the object in ambient lighting; j) enabling blending function; k) selecting an illuminated texture image; l) selecting a vertex of the selected surface; m) computing red, green, blue (RGB) and transparency (Alpha) values based on illumination contribution from the light source; n) drawing the selected vertex of the selected surface using the RGB and Alpha values computed; o) repeating steps (l)-(n) for all vertices of the selected surface; and p) repeating steps (k)-(o) for all illuminated texture images. - View Dependent Claims (6, 7, 8, 9, 10)
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11. A computer system adapted to render bumpy self-shadowed textured computer graphics, the computer system comprising:
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a bus; a processor coupled to the bus; memory coupled to the bus, the memory storing a geometric model of an object and a plurality of N illuminated texture images of a bumpy surface, wherein the N illuminated texture images are blended together according to an illumination contribution of a light source. - View Dependent Claims (12, 13, 14, 15, 17)
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16. A computer system adapted to render bumpy textured computer graphics, the computer system comprising:
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a processor coupled to the bus; memory coupled to the bus, the memory storing a geometric model of an object and a plurality of N illuminated texture images of a bumpy surface, the memory further storing instruction codes, the instruction codes, when executed by the processor, maps the N illuminated texture images to a selected surface of the geometric model of the object, the N illuminated texture images including at least two illuminated texture images, wherein illumination contribution from the light source is calculated according to;
space="preserve" listing-type="equation">intensity (x,y)=clamp(Light·
DirVec.sub.i)where intensity is a pixel intensity at (x,y) to be computed, Light is a normalized light vector from a center of an illuminated texture image to a light source, and DirVeci is a normalized direction vector paired with the illuminated texture image;
wherein resulting values of (Light·
DirecVeci) are clamped between 0-1.
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Specification