Screen space effects utilizing the alpha channel and the alpha buffer
First Claim
1. A method for using a graphics accelerator for screen effects in a real time simulation system, comprising the steps of:
- (a) providing a rendering engine with an alpha channel, and a frame buffer having an alpha memory and a post processor;
(b) storing screen effect data in the alpha memory; and
(c) applying the screen effect data using the post processor to frame buffer color data.
4 Assignments
0 Petitions
Accused Products
Abstract
A method for using the alpha channel to generate screen space effects in a high fidelity, real time, computer graphics simulation system. The first step is providing a rendering engine with an alpha processing channel, a frame buffer that includes an alpha memory, and a post processor. Next, screen effect data is processed through the alpha channel. The third step is storing screen effect data in the alpha buffer memory. Then the screen effect data is applied to the frame buffer color data using the post processor. The primary screen effects that are desired to be generated through the alpha channel are double buffered overlays, accurate night scene rendering and edge blending attenuation at channel boundaries. Night scene rendering features include range attenuated slewable own-ship light lobes, non-attenuation of point lights and luminous polygons, and ambient lighting.
-
Citations
29 Claims
-
1. A method for using a graphics accelerator for screen effects in a real time simulation system, comprising the steps of:
-
(a) providing a rendering engine with an alpha channel, and a frame buffer having an alpha memory and a post processor;
(b) storing screen effect data in the alpha memory; and
(c) applying the screen effect data using the post processor to frame buffer color data. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
-
-
12. A graphics accelerator with a frame buffer, used in a real time simulation system, comprising:
-
(a) an alpha processing channel;
(b) an alpha memory coupled to the alpha processing channel, wherein screen effect data rendered in the alpha processing channel is stored in the alpha memory and then applied to the frame buffer; and
(c) a post processor wherein screen effects are applied to frame buffer color data. - View Dependent Claims (13, 14, 15, 16, 17, 18, 19, 20, 21, 22)
-
-
23. A method for simulating night scenes and own-ship lighting using a graphics accelerator with a frame buffer, comprising:
-
(a) storing a ship mounted lighting pattern in an alpha memory of the frame buffer;
(b) generating range values for pixels based on a range calculated for vertices of a polygon and interpolated through the alpha channel when the polygon is rendered;
(c) processing the range values and applying range attenuation to the own-ship lighting pattern as a post process to the frame buffer when pixels are scanned out of the frame buffer for display; and
(d) avoiding attenuation of point lights and luminous polygons by checking a luminous bit stored in the alpha memory at a subpixel level and not attenuating the respective subpixels. - View Dependent Claims (24, 25, 26, 27, 28, 29)
-
Specification