Efficient triangular shaped meshes
First Claim
Patent Images
1. A method for employing video information associated with a triangular mesh, comprising:
- (a) deriving a plurality of adjacent triangle primitives of a first row of triangle primitives and at least a next row of triangle primitives, wherein each triangle primitive comprises at least one lower vertex and at least one upper vertex;
(b) defining unique mesh vertices that are required to construct the triangular mesh, wherein each unique mesh vertex represents a vertex of one or more triangle primitives;
(c) for the first row of triangle primitives, caching lower unique mesh vertices and upper unique mesh vertices, wherein each unique mesh vertex is only represented once;
(d) overwriting lower unique mesh vertices of the next row of triangle primitives with the upper unique mesh vertices of the first row of triangle primitives;
(e) caching upper unique mesh vertices of the next row of triangle primitives; and
(f) repeating steps (d)–
(e) as necessary, thereby generating a triangular mesh.
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Abstract
The present invention renders a triangular mesh for employment in graphical displays. The triangular mesh comprises triangle-shaped graphics primitives. The triangle-shaped graphics primitives represent a subdivided triangular shape. Each triangle-shaped graphics primitive shares defined vertices with adjoining triangle-shaped graphics primitives. These shared vertices are transmitted and employed for the rendering of the triangle-shaped graphics primitives.
116 Citations
11 Claims
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1. A method for employing video information associated with a triangular mesh, comprising:
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(a) deriving a plurality of adjacent triangle primitives of a first row of triangle primitives and at least a next row of triangle primitives, wherein each triangle primitive comprises at least one lower vertex and at least one upper vertex; (b) defining unique mesh vertices that are required to construct the triangular mesh, wherein each unique mesh vertex represents a vertex of one or more triangle primitives; (c) for the first row of triangle primitives, caching lower unique mesh vertices and upper unique mesh vertices, wherein each unique mesh vertex is only represented once; (d) overwriting lower unique mesh vertices of the next row of triangle primitives with the upper unique mesh vertices of the first row of triangle primitives; (e) caching upper unique mesh vertices of the next row of triangle primitives; and (f) repeating steps (d)–
(e) as necessary, thereby generating a triangular mesh. - View Dependent Claims (2, 3, 4, 5)
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6. A method for transmitting display information, comprising:
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subdividing a triangular shape of display information into triangle primitives, wherein each triangle primitive has at least one lower vertex and at least one upper vertex; defining unique mesh vertices that represent the triangle primitives, wherein each unique mesh vertex is a vertex of at least one triangle primitive; transmitting unique mesh vertices, wherein each unique mesh vertex is only transmitted once, wherein the step of transmitting further comprises; (a) transmitting and caching lower unique mesh vertices and upper unique mesh vertices of a first row of triangle primitives; (b) overwriting lower unique mesh vertices of a next row of triangle primitives with the upper unique mesh vertices of the first row of triangle primitives; (c) transmitting and caching upper unique mesh vertices of the next row of triangle primitives; (d) repeating steps (b)–
(c) as necessary; and
rendering a triangular mesh from the plurality of triangle primitives. - View Dependent Claims (7, 8, 9)
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10. A computer program product for employing video information associated with a triangular mesh, the computer program product having a medium with a computer program embodied thereon, the computer program comprising:
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(a) computer code for deriving a plurality of adjacent triangle primitives of a first row of triangle primitives and at least a next row of triangle primitives, wherein each triangle primitive comprises at least one lower vertex and at least one upper vertex; (b) computer code for defining unique mesh vertices that are required to construct the triangular mesh, wherein each unique mesh vertex represents a vertex of one or more triangle primitives; (c) computer code for caching lower unique mesh vertices and upper unique mesh vertices of the first row of triangle primitives, wherein each unique mesh vertex is only represented once; (d) computer code for overwriting lower unique mesh vertices of the next row of triangle primitives with the upper unique mesh vertices of the first row of triangle primitives; (e) computer code for caching upper unique mesh vertices of triangle primitives; and (f) repeating steps (d)–
(e) as necessary, thereby generating a triangular mesh.
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11. A method for employing video information associated with a triangular mesh, comprising:
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deriving a plurality of contiguous triangle primitives from the video information, wherein each triangle primitive comprises two lower and one upper vertices or two upper and one lower vertices; for each contiguous triangle primitive in a first row (r=1) of triangle primitives, wherein the first row is an outer row of the triangular mesh, caching both the upper and lower vertices; for each contiguous triangle primitive in a second row or y row, where y=r+1, of triangle primitives adjacent to the first row or r row, caching only the vertices that do not overlap the vertices in the first row or r row and overwriting the overlapping vertices of the second row or y row with the overlapping vertices of the first row or r row, such that each vertex in the second row or y row is cached only once; add 1 to r; and for each y row, repeating the above two steps until no more rows exists, thereby creating the triangular mesh.
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Specification