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Foveal rendering optimization, delayed lighting optimization, foveal adaptation of particles, and simulation model
Foveal rendering optimization, delayed lighting optimization, foveal adaptation of particles, and simulation model
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机译:软体渲染优化,延迟照明优化,粒子污水调整和仿真模型
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摘要
PROBLEM TO BE SOLVED: To provide a method for implementing a graphics pipeline. The method includes determining a plurality of light sources that affect a virtual scene. The geometry of an object in the image of the scene is projected from a first viewpoint onto multiple pixels of the display. The pixel is divided into a plurality of tiles. The highest resolution foveal region is defined for the image to be displayed, the first subset of pixels is assigned to the foveal region, and the second subset of pixels is assigned to the peripheral region outside the epigastric region. The first set of light sources is determined from a plurality of light sources that affect one or more objects displayed in the first tile within the peripheral area. At least two light sources from the first set are clustered into a first collective light source that affects the first tile when rendering the image within the pixels of the first tile. [Selection diagram] FIG. 5A
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