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3D graphics rendering system for performing Z value clamping in near-Z range to maximize scene resolution of visually important Z components

  • US 6,618,048 B1
  • Filed: 11/28/2000
  • Issued: 09/09/2003
  • Est. Priority Date: 10/28/1999
  • Status: Active Grant
First Claim
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1. In a 3D graphics rendering system, a method of performing Z buffering, comprising:

  • establishing a first clipping plane, znear, at a Z-axis position very near to the Z=0 plane and a second clipping plane, zfar, at a Z-axis position very far from the z=0 plane;

    establishing a Z-axis value clamping plane, znear2, at z=znear2=znear*(1<

    <

    n), wherein “

    n”

    is a predetermined integer value that sets a position of the znear2 clamping plane relative to the znear plane and effectively provides a predetermined z value resolution for a portion of a rendered scene that lies between the znear2 plane and the zfar plane;

    performing conventional Z-buffering for pixels having z values where znear2<

    z<

    zfar; and

    clamping z values to a predetermined value for pixels where znear≦

    z≦

    znear2, wherein pixel data corresponding to clamped z values is written to a display frame buffer in a first to last rendered order.

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