WO2005101320A1 - 画像生成装置および画像生成方法 - Google Patents
画像生成装置および画像生成方法 Download PDFInfo
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- WO2005101320A1 WO2005101320A1 PCT/JP2005/007137 JP2005007137W WO2005101320A1 WO 2005101320 A1 WO2005101320 A1 WO 2005101320A1 JP 2005007137 W JP2005007137 W JP 2005007137W WO 2005101320 A1 WO2005101320 A1 WO 2005101320A1
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/04—Texture mapping
Definitions
- the present invention relates to an image generating apparatus and an image generating method for generating image data.
- Three-dimensional computer graphics generally use a polygon model that represents an object in a three-dimensional space by a large number of polygons.
- shading is performed to shade the surface of the polygon in consideration of the light source, the viewpoint position, the reflectance of the object surface, and the like.
- texture mapping is performed to paste the texture image on the surface of the polygon model in order to generate a highly realistic image.
- each texel has an index of the color value which is lower than that of the color value, and at the time of texture mapping, the color reference table is referenced to obtain an actual color value. It is powerful that the index color method to convert is taken. This is a method called a color palette, and a color swatch in which color values are defined in advance is prepared as a color lookup table or color palette, and each texel is index information that refers to the color lookup table. Store the injury. For example, if the color sample used is 256 colors, storing only 8-bit indices in each texture of the texture image If the color swatch contains 16 colors, store only 4-bit indices. Because of this, the amount of data in texture images can be reduced significantly.
- the size of the color lookup table is as small as possible. S Memory efficiency is good, but in order to maintain high drawing quality, A certain number of colors is required as a color sample. On the other hand, the number of colors may be small in an area where it is not necessary to draw in much detail. Generally, one large color look-up table is prepared according to the number of colors. Indexing of color values is performed using the same palette even in areas that do not need to be drawn finely, and memory usage efficiency is not good.
- the present invention has been made in view of these problems, and it is an object of the present invention to provide an image generation device and an image generation method capable of efficiently performing drawing processing in terms of storage capacity and calculation amount. is there.
- an image generating apparatus divides a single storage area into a plurality of blocks, and assigns an integrated lookup table in which an individual lookup table is allocated to each block.
- the individual lookup tables in the integrated lookup table are selectively referred to, and the reference information necessary for the image generation processing operation is displayed. Including the reference part to acquire.
- the “reference information” is, for example, color information, function values, etc., and is various information to be referred to in the image generation processing operation.
- color information is a concept that includes, in addition to RGB values, ex values indicating transmissivity.
- Another aspect of the present invention is also an image generation device.
- This device divides a single storage area into a plurality of blocks, an integrated lookup table in which each block is assigned an individual lookup table storing different combinations of reference information on textures, and an integrated lookup table in the integrated lookup table. It includes a reference unit which selectively refers to any of a plurality of individual look-up tables and acquires reference information, and an operation unit which performs operation processing of texture data using the reference information.
- Each of the plurality of individual look-up tables stores different combinations of reference information related to the texture according to the level of drawing detail, and the reference unit indicates the level of drawing detail of the drawing target area to which the texture data is mapped.
- the individual lookup table corresponding to the designated drawing detail may be selectively referred to.
- the “drawing target area” is, for example, a drawing area whose size is not specified, such as a partial area of an object to be drawn, the surface of each polygon in a polygon model, and a pixel area of a predetermined size.
- the “drawing level of detail” is the level of detail required when drawing an area to be drawn.
- Yet another aspect of the present invention is an image generation method.
- a single storage area is divided into a plurality of blocks, and in the integrated lookup table in which an individual lookup table is assigned to each block, offsets of reference addresses in the integrated lookup table are offset from each other. Switch to reference and acquire reference information necessary for image generation.
- Yet another aspect of the present invention is also an image generation method.
- a single storage area is divided into a plurality of blocks, and setting information regarding block allocation of the integrated look-up table in which an individual look-up table is allocated to each block is set in the register and set in the register.
- the allocation position of a specific individual lookup table is determined, the step of switching the individual lookup table to be referred to, and the image generation with reference to the specific individual lookup table And obtaining the necessary reference information.
- high-quality drawing data can be generated at high speed.
- FIG. 1 is a block diagram of an image generation apparatus according to an embodiment.
- FIG. 2 It is a block diagram of the drawing block of FIG.
- FIG. 3 is a diagram for explaining the detailed configuration of a drawing operation unit of FIG. 2;
- FIG. 4 It is a block diagram of the texture unit of FIG.
- FIG. 5 is a diagram for explaining the configuration of the integrated lookup table of FIG. 4;
- FIG. 6 is a diagram for explaining texels mapped to pixels.
- FIG. 7 is a diagram for explaining an integrated lookup table storing color lookup tables by LOD.
- FIG. 8 is a diagram for explaining a color lookup table according to LOD.
- FIG. 9 The procedure of the texture mapping process by the texture unit according to the embodiment It is a flowchart to explain.
- FIG. 10 is a diagram for explaining the configuration of a three-dimensional layer texture.
- FIG. 11 is a diagram for explaining an integrated lookup table storing a color lookup table for each layer of the three-dimensional layer texture.
- FIG. 12 A diagram for explaining the configuration of a bet map texture.
- FIG. 13 is a diagram for explaining an integrated look-up table storing color look-up tables according to resolution levels of bet map textures.
- sequencer cluster 36 memory access units, 40 memories, 50 texture views, 52 configuration registers, 58 operation units, 60 storage units, 62 texture data, 64 integrated lookup tables, 65 individual lookup tables, 6 8 LOD calculation unit, 70 lookup table reference unit, 100 drawing blocks, 110 control blocks, 120 input / output blocks, 130 storage devices, 140 display devices, 150 buses, 200 image generation devices.
- FIG. 1 is a block diagram of an image generation apparatus 200 according to the first embodiment.
- the image generation apparatus 200 is configured by connecting a drawing block 100, a control block 110, and an input / output block 120 via a bus 150.
- a storage unit 130 and a display unit 140 are connected to the input / output block 120.
- the input / output block 120 may be configured to communicate with another device via a network to externally acquire data necessary for drawing.
- the control block 110 is a block that controls the entire image generating apparatus 200, and synchronization of data transfer between the inside of the image generating apparatus 200 and an external peripheral device such as the storage device 130 and the display device 140. Management, processing of interrupt from each unit in the image generation device 200, management of timer, etc.
- the input / output block 120 reads the three-dimensional model information and various parameters stored in the storage device 130 and provides the same to the drawing block 100.
- Input / output block 120 is a network
- the external device power may also be received via the data necessary for drawing and provided to the drawing block 100.
- the input / output block 120 displays the drawing data output from the drawing block 100 on the display device 140.
- the drawing block 100 generates drawing data based on the three-dimensional model information given from the input / output block 120, and performs rendering processing to write in the frame buffer.
- FIG. 2 is a block diagram of the drawing block 100.
- the rasterizer 10 also receives vertex data of drawing primitives as well as 120 input / output blocks.
- the drawing primitives are generally triangles, and the rasterizer 10 performs view conversion to convert triangles in three-dimensional space into triangles on a drawing plane by projection conversion, and further, draws triangles on a drawing plane of the drawing plane. While scanning along the horizontal direction, raster processing is performed to convert pixels into quantized pixels one by one.
- the rasterizer 10 pixel-expands the drawing primitives and calculates pixel information including RGB color values, ⁇ values, and ⁇ values for each pixel.
- the rasterizer 10 generates a pixel area of a predetermined size (hereinafter referred to as a drawing target area) along a scan line, and supplies the pixel area to the drawing operation unit 20 of the subsequent stage.
- the drawing operation unit 20 includes a shader unit 30, a memory 40, and a texture unit 50.
- a frame buffer and a texture buffer are provided in the memory 40.
- the frame buffer and the texture buffer may be provided in a single memory or may be provided in physically separate memories.
- the drawing target area supplied from the rasterizer 10 to the drawing operation unit 20 is stacked in a queue, and the shader unit 30 sequentially processes the drawing target area stacked in the queue.
- the shader unit 30 performs shed processing based on the pixel information calculated by the rasterizer 10, and based on the texel information obtained by the texture unit 50, the pixel color after testachian mapping. And write the drawing data to the frame buffer in the memory 40.
- the shader unit 30 further performs processing such as fugging and alpha blending on the drawing data held in the frame buffer, obtains a final drawing color, and updates the drawing data in the frame buffer.
- the drawing data stored in the frame buffer is read by the input / output block 120 and output to the display device 140.
- Texture unit 50 receives input of parameters specifying texture data from sheader unit 30, calculates the address of texture data, and requests necessary texture data from the texture buffer in memory 40. Do.
- the texture unit 50 caches the texture data read out by the texture buffer force, performs filtering such as linear interpolation and trilinear interpolation, and outputs it to the shader unit 30.
- FIG. 3 is a diagram for explaining the detailed configuration of the drawing operation unit 20.
- a shader unit 30 in the rendering operation unit 20 has a plurality of shader clusters 32 operating asynchronously, and executes rendering processing of pixels in parallel by processing pixel data which each is in charge of.
- the distribution unit 12 determines a shader cluster 32 in charge of processing a drawing target area stacked in a queue, generates various parameters, and gives the drawing target area and parameters to the shader cluster 32.
- One texture unit 50 is provided in the drawing operation unit 20, and each shader cluster 32 inputs into the texture unit 50 a texture load instruction including texture parameters for specifying texture data, Receives the output of texture data after texture mapping processing from texture unit 50.
- the shader cluster 32 performs shading such as flat shading and gouraud shading, determines the color value of each drawing pixel, and writes it to a frame buffer in the memory 40. Furthermore, the shader cluster 32 blends the color values of the texels mapped to the pixels with the color values of the pixels from which the frame buffer power is read out, based on the testia data output from the texture unit 50. The shader cluster 32 writes the final drawing pixel data to the frame buffer when the pixel color, texel color, alpha value and fog value of the pixel are determined.
- the memory access unit 34 controls reading and writing of pixel data from / to the frame buffer by the shader cluster 32.
- the texture unit 50 Since the texture unit 50 performs texture address calculation, memory access, and filtering when it receives a texture load instruction from the shader cluster 32, an output is obtained compared to the operation in the shader cluster 32. It takes time to be Therefore, after executing the texture load instruction, the shader cluster 32 is drawing target area during processing. Perform processing of the drawing target area other than the area to increase the execution efficiency.
- FIG. 4 is a block diagram of the texture unit 50.
- the texture unit 50 converts the texture coordinate values into texel coordinate values to calculate the address in the texture buffer, reads the texel information based on the calculated address, and bilinears the color information of the texel mapped to the pixel. Obtained by filtering processing such as a filter.
- filtering processing such as a filter. The configuration of the texture unit 50 will be described below.
- the arithmetic unit 58 receives inputs such as a texture load instruction and a parameter acquisition instruction from a plurality of shader clusters 32, sequentially processes the instructions, and passes the processing result to the shader cluster 32.
- the texture load instruction includes texture parameters that specify texture data.
- Texture parameters include texture coordinate values, texel coordinate values, LOD (level of detail) values, and the like.
- This LOD value is calculated by the shader cluster 32, and in order to distinguish it from the LOD value calculated in the texture unit 50 described later, the LOD value provided by the shader cluster 32 is called an external input LOD value, The LOD values calculated in the latter texture unit 50 are called internally generated LOD values.
- the external input LOD value may or may not be given as a texture parameter. Also, the external input LOD value may be given in units of drawing objects or in units of pixels. When the externally input LOD value is given, the externally input LOD value is used prior to the internally generated L OD value.
- the internally generated LOD value is a value determined by the inclination of the polygon surface to which the texture is mapped as described later, and is a value corresponding to the depth of the texel. In general, the power of drawing the texture at a lower level of detail the farther it is, the more distant objects may be drawn at a higher level of detail. In such cases, an externally input LOD value can be given to override the internally generated LOD value. In the following, internally generated LOD values are simply referred to as LOD values, unless confusion arises.
- the configuration register group 52 is a group of configuration registers for holding various setting information that defines the operation of the texture unit 50 as configuration information. Configuration register group 52 holds the set values, so if you want to continue using the same mode or condition with the previous settings, you need to set them again. There is no.
- the configuration register group 52 includes a register for holding an operation mode and a parameter for using a texture, a flag for using the integrated lookup table 64 described later, and a reference of the integrated lookup table 64. There is a register that holds the address, the assignment format of the individual color lookup table in the table, and information on the assignment position.
- the arithmetic unit 58 performs filtering processing such as bi-linear interpolation on the texture data based on the setting information stored in the configuration register group 52.
- the storage unit 60 stores the texture data 62 and the integrated lookup table 64.
- the storage unit 60 is used as a buffer for holding the texture data 62 read from the memory 40 and the integrated lookup table 64.
- the storage unit 60 supplies the texture data 62 to the operation unit 58 in response to a request from the operation unit 58.
- the operation unit 58 directly generates texture data from the texture buffer in the memory 40. 62 may be read.
- the integrated lookup table 64 is used as a color lookup table (CLUT) that indexes and stores texel color information, and a general look that indexes and stores other information as needed. It is also used as an up-table (LUT).
- CLUT color lookup table
- LUT up-table
- the color lookup table is referenced by the lookup table lookup unit 70. Also, in the case of a general look-up table, the shader cluster 32 can directly refer to the look-up table.
- Texture data has, as texel values, indices for color values that do not directly have color values of each texel. This enables efficient compression of texture data.
- the color value information corresponding to the index value is stored and provided as reference information in the integrated lookup table 64.
- the integrated lookup table 64 stores a plurality of color lookup tables in which entries describing color information are arranged in order of index numbers.
- Arithmetic unit 58 supplies a texel index value as an input to lookup table reference unit 70 in order to convert the texel color given in the index format into an actual color value.
- Look-up table reference unit 70 refers to integrated look-up table 64 The color information corresponding to the index value of texels is acquired and output to the arithmetic unit 58.
- FIG. 5 is a diagram for explaining the configuration of the integrated lookup table 64.
- the integrated lookup table 64 has a configuration in which a single storage area is divided into a plurality of blocks and individual lookup tables 65a to 65c (hereinafter collectively referred to as individual lookup tables 65) are stored for each block. .
- the look-up table reference unit 70 can specify a block number to selectively refer to any one of the plurality of individual look-up tables 65 in the integrated look-up table 64.
- Information on the allocation position of each block in the storage area of the integrated lookup table 64 is set in a predetermined register in the configuration register group 52.
- the allocation position is given by the offset value up to the first address of each block in the reference address force of the storage area of the integrated lookup table 64.
- Look-up table reference unit 70 obtains information on the block allocation position set in a predetermined register of configuration register group 52, and calculates the reference address of individual look-up table 65 specified by the block number. Refer to the specified individual lookup table 65 based on the reference address.
- the LOD calculation unit 68 obtains information on the coordinate values (u, v) of the texel and the coordinate values (X, y) of the pixel to which that texel is mapped from the operation unit 58, and changes the pixel coordinates locally Based on the local change of the texture texel coordinates for, calculate the LOD value that indicates the level of detail when drawing the texel.
- the method of calculating the LOD value will be described.
- FIG. 6 is a view for explaining texels mapped to pixels. It is assumed that texel coordinates (UOO, VOO) are mapped to the first pixel 210 in a pixel area of 2 pixels in height and width. Similarly, when texel coordinates (U10, V10) are mapped to the second pixel 211, texel coordinates (UOl, V01) to the third pixel 212, and texel coordinates (1111, VI 1) to the fourth pixel 213, respectively. Do.
- the LOD calculation unit 68 obtains the variation duZdx, du / dy, dvZdx, dvZdy of the texel coordinates (u, v) with respect to the change of the pixel coordinates (x, y) by the following equations.
- du / dx (f (UlO-UOO) + f (U11-UOl)) X O. 5
- the absolute value of the difference between the texel coordinate values with the adjacent pixel is obtained, and in the latter case The difference is obtained.
- the LOD calculation by the LOD calculation unit 68 includes an isotropic filter calculation and an asotropic filter calculation.
- the isotropic filter calculation further includes a calculation mode based on Euclidean distance and a Manhattan distance. There is an original calculation mode, which can be switched by setting the configuration register group 52.
- the LOD value is calculated by the following equation.
- K is a noise, which is determined depending on the distance from the viewpoint to the drawing primitive to which the texture is to be attached. By this calculation, the gradient of the drawing primitive to which the texture is pasted is reflected in the LOD value.
- the LOD value is calculated by the following equation.
- abs () is a function that returns the absolute value of its argument.
- the LOD value is calculated by the following equation.
- FIG. 7 is a view for explaining an integrated lookup table 64 in which a plurality of color lookup tables classified by LOD are stored as an example of the integrated lookup table 64.
- the storage area of the integrated lookup table 64 is divided into, for example, 17 blocks, and each block is assigned a color lookup table for each LOD.
- L OD0 to LOD 16 indicate LOD values, and the larger the number after the LOD, the lower the level of detail.
- the first block is assigned a LOD0 force-color look-up table 300 capable of storing 256 entries of color values, and the second to seventeenth blocks each store 16 entries of color values.
- the color look-up tables 301 to 316 for LOD1 to LOD16 are assigned. The correspondence between each block and the LOD value is set in the configuration register group 52.
- FIGS. 8A and 8B are diagrams for explaining color lookup tables by LOD stored in the integrated lookup table 64.
- FIG. FIG. 8 (a) is a color lookup table 300 for LOD0, in which color values (R, G, ⁇ , ⁇ ) consisting of RGB values and ⁇ values are taken as one entry, (R, G, B, a) 256 entries from (R, G, B, a) are stored.
- the LOD-based color look-up table is used as a color palette that stores different color values according to the level of detail.
- the LOD-specific integrated lookup table 64 can have various other configurations. For example, configure the integrated lookup table 64 so that the larger the LOD value, that is, the lower the level of detail, the smaller the number of entries in the dynamic lookup table.
- the LOD calculating unit 68 supplies the calculated LOD value to the lookup table reference unit 70.
- the lookup table reference unit 70 identifies a color lookup table to be referenced in the integrated lookup table 64 based on the LOD value given from the LOD calculation unit 68. Specifically, look-up table reference unit 70 obtains the LOD value and the block number based on the setting information of configuration register group 52, and uses the offset address of the block as the reference address of integrated look-up table 64. By adding, the reference address of the block is obtained.
- Look-up table reference unit 70 generates a color look-up table corresponding to the LOD value given from LO D calculation unit 68 based on the reference address of the corresponding block in integrated look-up table 64.
- the index value of texel is used as the offset of the reference address to read out the color value corresponding to the index value.
- the texel values given in the index format are converted into actual color values and given to the arithmetic unit 58.
- FIG. 9 is a flowchart illustrating the procedure of the texture mapping process by the texture unit 50.
- setting information such as an operation mode and various parameters of the texture unit 50 is set in the configuration register group 52 (S 10).
- the computing unit 58 also obtains texture coordinates (s, t) as texture loading command force, and calculates texel coordinates (u, V) by multiplying the texture size (S 12). Next, the calculation unit 58 calculates an address for referring to the texture data 62 in the storage unit 60 based on the texel coordinates (S14).
- the operation unit 58 refers to the texture data 62 in the storage unit 60, and acquires the texel value at the calculated address (S16). Since the texture data 62 is given in an index color format, the texel values are index numbers.
- the LOD calculation unit 68 calculates the LOD value of the texels by the method described above (S18).
- Lookup table reference unit 70 selects a color lookup table for each LOD corresponding to the calculated LOD value from integrated lookup table 64, and selects a color value corresponding to the index number of texels. It is acquired from the color lookup table according to the LOD (S20). Arithmetic unit 58 operates in the operation mode based on the obtained texel color value. Filtering such as bilinear interpolation is performed according to (S22).
- step S12 returns to step S12 and continues the process of steps S12 to S22 until the series of texture mapping processes is completed on the area to be drawn (N in S24), and the process of texture mapping on the area to be drawn ends. And (Y in S24), end.
- the LOD value refers to a different force look-up table in the integrated look-up table 64.
- reconfiguration of the configuration register group 52 is not necessary.
- a plurality of color look-up tables are stored in the integrated look-up table 64, and the reference address of the integrated look-up table 64 can be changed by simply offsetting the reference address without force to change the color look-up. It is also a force that can replace the table. That is, the setting of the configuration register group 52 set in step S10 can be used as it is without changing. Therefore, it is possible to eliminate the processing overhead involved in context switching, and to perform texture mapping while appropriately switching the color lookup table according to the L OD value.
- the color look-up table it is possible to switch the color look-up table according to the LOD value calculated based on the inclination of the polygon surface to which the texture is attached. For example, a color look-up table with a small number of colors is applied to texels far away from the viewpoint power, the degree of detail is lowered to determine the texel color, and the colors close to texels are close It is possible to maintain the drawing quality of the texture by applying a color look-up table with a large amount of detail and determining the texel color with a high degree of detail. In addition, the compression efficiency of index format texture data can be improved by using low V and low color depth for texel! /, And color lookup table.
- the configuration register group 52 holds information on the allocation position of the individual force lookup table in the integrated lookup table 64
- the setting information of the configuration register group 52 ie, the context
- the LOD value of the surface to which the texture is to be applied is changed without the overhead of context switching.
- the tessellation color palette can be switched to determine the texel color. Even if the color palette is frequently switched, the processing efficiency does not deteriorate, so the drawing quality can be improved while maintaining the processing speed.
- the texture unit 50 uses a three-dimensional layer texture in which a plurality of two-dimensional textures having a layered structure are used as the texture data.
- FIG. 10 is a diagram for explaining the configuration of the three-dimensional layer texture 350.
- the three-dimensional layer texture 350 is represented by (u, V, w) coordinates, and a plurality of two-dimensional textures defined by the (u, V) coordinates overlap in the w-axis direction.
- a plurality of two-dimensional textures 320 to 335 from layer 0 to layer 15 have a layer structure in the w-axis direction, and by specifying the layer number as the w value, any of the layers Two-dimensional textures can be selectively referenced.
- FIG. 11 is a diagram for explaining the configuration of the integrated lookup table 64 storing the color lookup table for each layer.
- This integrated look-up table 64 corresponds to each layer of the three-dimensional layer texture 350 shown in FIG. 10, and a forcer look-up table 340 for layer 0 storing 256 entries and a layer 1 storing 16 entries each.
- a forcer look-up table 340 for layer 0 storing 256 entries and a layer 1 storing 16 entries each.
- the texture unit 50 can perform the bet mapping using as a texture data, a bet map texture including a plurality of two-dimensional textures of different resolutions.
- FIG. 12 is a view for explaining the configuration of the bet map texture 380.
- Mitsupmap Texture 380 is a prefiltered, reduced texture with multiple reductions for each reduction level.
- the resolution is in the order of the level 0 texture 360, the level 1 texture 361, the level 2 texture 362, and the level 3 texture 363.
- the structure of the mipmap texture is shown, where is lower.
- the level of the bet map is specified during text mapping, and the text corresponding to the resolution of the polygon is selected and pasted on the polygon surface.
- FIG. 13 is a view for explaining the configuration of the integrated look-up table 64 storing color look-up tables by resolution level.
- the integrated lookup table 64 is a color lookup table 370 for level 0 storing 256 entries, and a level 1 for storing 128 entries corresponding to each resolution level of the bet map texture 380 of FIG.
- look-up table reference unit 70 is for level 0 in integrated look-up table 64. Refer to the color lookup table 370 and convert the index format texel values into color values. Similarly, when the operation unit 58 performs texture mapping using the level 1 texture 361 of the Mitsupmap texture 380, the look-up table reference unit 70 references the color look-up table 371 for level 1, etc. Pmap texture A color lookup table matching the level of 380 is selectively referred from integrated lookup table 64 to convert index format textel values to color values.
- each shader cluster 32 of the shader unit 30 may be included a plurality of schedulers which process pixel data in parallel by means of a synchronization operation. This configuration enables pipeline processing of pixel data in the drawing operation unit 20. It can be carried out.
- the force look-up table described the configuration of the integrated look-up table 64 may have information other than color information. For example, you may index the information on the normal vector of the surface to which the texture is attached, and store the information on the normal vector in the index order in the lookup table. Normal vector information is used for bump mapping. Also, index values may be added to the values of representative points of nonlinear mathematical functions in the look-up table, and values of representative points may be stored in the look-up table in index order! /. In this case, the shader cluster 32 obtains coordinate values of representative points with reference to the look-up table, and interpolates between the representative points appropriately to obtain a function value.
- the color look-up table stores color values as entries in index order.
- the force color look-up table stores index values and force values in association with each other. May be In that case, the look-up table reference unit 70 searches the color look-up table using the index value of texel as a key, and obtains the color value corresponding to the index value.
- color lookup tables may be organized as hash tables. In that case, the lookup table lookup unit 70 searches the color lookup table based on the hash value of the index value.
- textures of each level may be composed of three-dimensional layer textures.
- the integrated look-up table 64 may include a nested structure in which each color look-up table includes a plurality of color look-up tables, and each color look-up table includes a plurality of color look-up tables.
- the look-up table reference unit 70 can selectively refer to a specific color look-up table in the integrated look-up table 64 by specifying a combination of the bet map level and the layer.
- a force similar to that described in the pixel operation process such as texture mapping using a look-up table can also be used for geometry operation.
- displacement mapping (Displacement The present invention may be applied to a lookup table referred to in Mapping).
- bump maps which artificially inflate the surface of a polygon by mapping in the rendering process
- displacement mapping allows deformation on the surface of a polygon by directly manipulating vertex data in the process of geometry calculation.
- vertex information representing asperities is attached to the polygon model. By attaching normal data to the base polygon surface, the coordinate values of vertices change in the normal direction, and more complex shapes are generated.
- vertex information may be stored in a lookup table for each LOD, and the lookup table may be switched according to the LOD value.
- the present invention can be applied to the field of drawing processing.
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JP2005301758A (ja) | 2005-10-27 |
US8319789B2 (en) | 2012-11-27 |
US20080094409A1 (en) | 2008-04-24 |
JP4198087B2 (ja) | 2008-12-17 |
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