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Real-time radiosity system in a video game environment

  • US 8,451,270 B2
  • Filed: 06/25/2008
  • Issued: 05/28/2013
  • Est. Priority Date: 06/25/2008
  • Status: Active Grant
First Claim
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1. A method for constructing transfer patches used for global illumination in a 3-D graphics environment, the method comprising the steps of:

  • partitioning a list of raw triangles which describe objects in a world space into roughly planar transfer patches, each transfer patch having an associated texel and the partitioning being performed in a first step of a pre-processing stage of a radiosity solver implemented in a hardware-based graphics processing unit disposed in a computing platform supporting an application executable in the 3-D graphics environment, the pre-processing being performed to enable real-time radiosity during runtime of the application, the partitioning further comprising i) adding a triangle to a transfer patch only if the adding does not cause the transfer patch to exceed a threshold curvature, and ii) if the threshold curvature is exceeded, then iteratively refining UV values resulting from application of subsequent steps in the pre-processing stage;

    generating, in a second step of the pre-processing stage, a projection for each transfer patch from world space into a direct product, the direct product being a closed interval of all real numbers including 0 and 1; and

    packing, in a third step of the pre-processing stage, the direct product projection into a UV space with an area proportional to a relative surface area of the transfer patch in world space so that texels across different transfer patches are of substantially similar size, the packing further being performed so that each transfer patch is mapped to the UV space on a one-to-one basis with a regular grid at a fixed resolution and the iterative refinement in the partitioning step further being performed in a manner to preserve valence of incident edges of the raw triangles and to maintain relative ratios between surface areas in the world space and projected surface areas in the UV space.

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