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Method and system for multi-pass rendering

  • US 5,977,977 A
  • Filed: 06/27/1996
  • Issued: 11/02/1999
  • Est. Priority Date: 08/04/1995
  • Status: Expired due to Term
First Claim
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1. In a graphics processing system, a method for rendering geometric primitives in a view volume to compute a display image for a view space at a computational rate greater than 10 Hz, the method comprising:

  • rendering a first set of geometric primitives in a first pass including rasterizing the first set of geometric primitives to generate pixel data, storing the pixel data in a rasterization buffer, including sub-pixel anti-aliasing data, resolving the pixel data, including the sub-pixel anti-aliasing data, in the rasterization buffer to compute anti-aliased pixel data, and transferring the anti-aliased pixel data to a memory device, wherein the first set of geometric primitives represents a first object, the first object is rendered to a first anti-aliased image layer such that the first anti-aliased image layer is independently accessible as a texture map for use in texture mapping operations in other rendering passes within a computational period of the display image, the first object is rendered to sub-divided 2D regions of the view space, and each of the anti-aliased images corresponding to the 2D regions are independently accessible for texture mapping operations;

    performing a subsequent rendering pass including rasterizing the first set of geometric primitives using the anti-aliased pixel data as a texture to produce rendered image data;

    generating the display image from the rendered image data at the computational rate; and

    repeating the above steps to produce subsequent display images at the computational rate.

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