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Anti-aliased, textured, geocentric and layered fog graphics display method and apparatus

  • US 6,897,878 B2
  • Filed: 03/20/2001
  • Issued: 05/24/2005
  • Est. Priority Date: 09/21/1998
  • Status: Expired due to Term
First Claim
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1. A method for simulating the effects of layered fog in a computer-generated synthetic environment, wherein aliasing is eliminated at a boundary between regions of the layered fog that have different densities, and wherein the boundary of the regions of the layered fog lies between adjacent pixels, said method comprising the steps of:

  • (1) generating a plurality of sample points for each of the adjacent pixels that lie on the boundary of the layered fog regions;

    (2) calculating a layered fog density for each of the plurality of sample points; and

    (3) blending the layered fog density that is calculated for each of the plurality of sample points to thereby form an anti-aliased pixel layered fog density value for each of the adjacent pixels;

    (4) determining a sample altitude value by;

    (a) determining a pixel to eye vector (E);

    (b) determining a polygon plane normal vector (P);

    (c) determining an eye to pixel rango (R);

    (d) determining a pixel sizo in radians;

    (5) calculating an eye footprint vector (F) by;

    (a) calculating a new vector by taking a cross-product of the pixel to eye-vector (E) and the polygon plane normal vector (P), wherein the eye footprint vector (F) is perpendicular to both the pixel to eye vector (E) and the polygon plane normal vector (P);

    (b) calculating a cross-product of the new vector and the polygon normal vector (P) to obtain the eye footprint vector (F) which is an unnormalized vector aligned in a direction of the pixel to eye vector (E) in the plane of the polygon;

    (c) renormalizing the eye footprint vector (F), wherein renormalizing generates a renormalized eye footpring vector that has a unit length of one in the plane of the polygon;

    (6) scaling the renormalized eye footprint vector (F) by a slant factor to thereby obtain a scaled eye footprint vector that accounts for an orientation of the plane of the polygon relative to the eye footprint vector, wherein the slant factor is generated based on an assumption that an angle between the pixel to eye vector (E) and each of the plurality of sample points is less than one degree, that the eye to pixel range (R) will always be substantially larger than a pixel to sample distance, and that the pixel to eye vector (E) and a sample to eye vector are substantially parallel.

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