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Fog simulation for partially transparent objects

  • US 6,184,891 B1
  • Filed: 03/25/1998
  • Issued: 02/06/2001
  • Est. Priority Date: 03/25/1998
  • Status: Expired due to Term
First Claim
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1. In a graphics rendering system for generating an output image from a 3D graphics scene having a viewpoint and graphical object models, a method for simulating fog in the 3D graphics scene, the method comprising:

  • for a pixel having a color A and being rasterized for an object in the 3D graphics scene, computing an amount of fog ƒ

    of color F between the viewpoint and the object, wherein A comprises color components and an opacity component;

    applying the amount of fog ƒ

    between the viewpoint and the object to the pixel using at least F and A in an atop image operator, wherein applying the amount of fog comprises the following (a)-(c) (a) multiplying each of the color and opacity components of the pixel by a factor (1−

    ƒ

    ) to compute a first intermediate result, where ƒ

    is a dissolve factor representing an amount of fog between the viewpoint in the scene and pixel depth of the pixel;

    (b) multiplying color components of a fog color value F by the opacity component of the pixel, and by the dissolve factor ƒ

    to compute a second intermediate result; and

    (c) adding the first and second intermediate results to compute a fogged pixel; and

    repeating the above for additional pixels rasterized for the object to compute an image simulating the object in fog.

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