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Foveal rendering optimization, delayed lighting optimization, foveal adaptation of particles, and simulation model

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

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
机译:要解决的问题:提供一种实现图形管道的方法。该方法包括确定影响虚拟场景的多个光源。将场景图像中的对象的几何形状从第一视点投影到显示器的多个像素上。像素被划分为多个瓦片。为要显示的图像定义最高分辨率的变形区域,将第一像素子集分配给变性区域,并且第二像素子集被分配给外围区域外部的外围区域。第一组光源由多个光源确定,这些光源,这些光源影响在外围区域内的第一瓦片中显示的一个或多个对象。来自第一组的至少两个光源被聚集到第一集组光源中,当在第一瓦片的像素内呈现图像时会影响第一瓦片。 [选择图]图。 5A

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