Achromatic lighting in a graphics system and method
First Claim
1. A method of generating graphics images comprising:
- defining at least one per-vertex lighting function;
using the per-vertex lighting function to calculate at least one parameter other than color or opacity;
subsequently using said calculated at least one parameter to modify a color or opacity; and
rendering an image based at least in part on the modified color or opacity.
1 Assignment
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Accused Products
Abstract
A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. Cartoon lighting and other non-photorealistic effects can be produced by using a lighting calculation to produce a parameter other than color or opacity for use in a later modification of a color or opacity value. In more detail, the example embodiment uses the lighting calculation to generate texture coordinates used in a texture mapping operation. The texture mapping operation allows lighting computation results to select between brush strokes for cartoon lighting and other effects. The resulting dynamic cartoon lighting animation can be performed on a low cost platform such as a home video game system or personal computer.
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Citations
22 Claims
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1. A method of generating graphics images comprising:
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defining at least one per-vertex lighting function;
using the per-vertex lighting function to calculate at least one parameter other than color or opacity;
subsequently using said calculated at least one parameter to modify a color or opacity; and
rendering an image based at least in part on the modified color or opacity. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11)
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12. A method of generating graphics images comprising:
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defining at least one per-vertex lighting function;
using the lighting function to calculate at least one parameter other than color or opacity to be used in a subsequent modification of a color or opacity; and
rendering an image based at least in part on the calculated parameter;
wherein said lighting function calculates a negative parameter for back lighting.
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13. A method of cartoon lighting comprising:
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using a lighting function to generate at least one color or opacity value;
converting said at least one color or opacity value to at least one texture coordinate;
using said texture coordinate in at least one texture mapping operation; and
using the results of said texture mapping operation to modify the color or opacity of at least one visible surface in a dynamically generated cartoon image. - View Dependent Claims (14, 15, 16, 17, 18, 19, 20)
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21. A method of cartoon lighting comprising:
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using a lighting function to generate at least one color or opacity value;
converting said color or opacity value to at least one texture coordinate;
using said texture coordinate in at least one texture mapping operation; and
using the results of said texture mapping operation to modify the color or opacity of at least one visible surface in a dynamically generated cartoon image;
wherein said texture coordinate can range negatively to define cartoon backlighting.
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22. A graphics system comprising:
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a lighting data pipeline comprising at least first and second channels, said lighting data pipeline receiving per-vertex information and lighting definitions; and
calculating lit vertex parameters in response to said per-vertex and lighting definitions;
a texture unit coupled to said lighting data pipeline, said texture unit being responsive to at least one texture coordinate, said texture unit performing at least one texture mapping operation using at least one of said lighting data pipeline outputs as said at least one texture coordinate; and
a blender coupled to said lighting data pipeline and said texture unit, said blender blending chromatic and/or opacity information obtained from said lighting data pipeline with texels obtained from said texture unit to provide a rendered image.
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Specification