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Method and apparatus for performing tangent space lighting and bump mapping in a deferred shading graphics processor

  • US 6,771,264 B1
  • Filed: 12/17/1999
  • Issued: 08/03/2004
  • Est. Priority Date: 08/20/1998
  • Status: Expired due to Term
First Claim
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1. A bump mapping method for use in a deferred graphics pipeline processor the method comprising steps of:

  • receiving for a pixel fragment associated with a surface for which bump effects are to be computed;

    a surface tangent, binormal and normal defining a tangent space relative to the surface associated with the fragment; and

    a tangent space texture vector representing perturbations to the surface normal in the directions of the surface tangent and binormal caused by the bump effects at the surface position associated with the pixel fragment;

    computing a set of tangent space basis vectors from the surface tangent, binormal and normal that define a transformation matrix from the tangent space to eye space in view of the orientation of the texture vector;

    computing a perturbed, eye space, surface normal reflecting the bump effects by performing a matrix multiplication in which the tangent space texture vector is multiplied by the transformation matrix whose columns comprise the basis vectors, giving a result that is the perturbed, eye space, surface normal; and

    performing lighting computations in eye space for the pixel fragment using the perturbed, eye space, surface normal, giving an apparent color for the pixel fragment that accounts for the bump effects without needing to interpolate and transform light and half-angle vectors (L and H) used in the lighting computations.

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