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JP3733493B2 - Image composition circuit - Google Patents

Image composition circuit

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Publication number
JP3733493B2
JP3733493B2 JP12211696A JP12211696A JP3733493B2 JP 3733493 B2 JP3733493 B2 JP 3733493B2 JP 12211696 A JP12211696 A JP 12211696A JP 12211696 A JP12211696 A JP 12211696A JP 3733493 B2 JP3733493 B2 JP 3733493B2
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primitive
gaseous
surface definition
viewpoint
circuit
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JPH09282484A (en
Inventor
恒雄 池戸
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Digital Media Professionals Inc
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Digital Media Professionals Inc
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Priority to JP12211696A priority Critical patent/JP3733493B2/en
Priority to PCT/JP1996/001837 priority patent/WO1997002546A1/en
Priority to US08/793,680 priority patent/US5864344A/en
Publication of JPH09282484A publication Critical patent/JPH09282484A/en
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Description

この発明は自然現象例えば霧、雲などのガス状の形状を成す物体をコンピュータ・グラフィックスによって3次元空間内に生成し、動的に可視化するためのハードウェア回路とそのボリュームレンダリングに関するものである。
【0001】
[従来の技術]
コンピュータ・グラフィックスによって三次元物体を表示する多くの形状モデルは曲面あるいはソリッドモデルであり、これらの面に対して光源あるいは物体間の反射や影を計算することにより、リアルな映像を生成している。これらの多くはレイトレーシングあるいはラディオシティ法と呼ばれるレンダリング技法が用いられる。この曲面モデル等の物体表示法とは異なり、霧や雲などの自然現象を表現することは形状の複雑性、動的な変化、乱反射等の計算を必要とすることから多量の計算時間を要している。またこれらガス状物体を曲面モデルと三次元空間内で合成する処理も必要である。このような観点から、今日までボリュームレンダリングとしてのガス状物体のハードウェアによるコンピュータ・グラフィックス表示は特願平7−201251に示された回路以外にはほとんど例がなく、ソフトウェアによってのみ生成されていた。一方、特願平7−201251ではガス状物体をブラッシング効果の様な、よりリアルに表示するための方法として、プリミティブの重なり数、および視点座標値Zをそれぞれ平滑化フィルタリングした後、面定義物体に対しZ値の判定を行い、Z値が面物体よりも視点に近いプリミティブのみに対して輝度と透視率を計算し面定義物体と合成する方法をとっていた。この方法ではプリミティブの存在が粗な場合、平滑化後のZ値は著しく減少し、面定義物体の後方に移動してしまうことになり、幾らかのガス状物体が面定義物体の前面に存在していても表示されない現象が生じていた。目的は面定義物体をガス状物体が取り囲む場合、その密度、位置に応じて連続的且つ適切な透明感を与えることである。本発明ではこの効果を効果的に得るために、2つの方法を導入した。一つはガウス分布をもつガス状物体(プリミティブ)を生成した後、それぞれのプリミティブが持つ座標点に対して、その点を中心にさらにガウス分布をもつプリミティブを生成する。またさらにこうして発生した第二のプリミティブの点を中心に第三のプリミティブを生成する。以上のような処理を繰り返すことによって階層的な構造をもつガス状物体図形が構成される。この結果、下位の階層の密度を上位よりもより上げることによって局所的に高密度をもつガス状物体のイメージが表現でき、これをフィルタリングすることで粒子状の粗なイメージが減少する。
他の手法は従来のようにZ値をフィルタリングすることなく、まず直接、ガス状および面定義物体とのZ値を比較し、もしガス状物体のZ値が面定義物体よりも視点に近い場合には、重なり数値をそのままとし、一方遠い場合には特定の値、例えばゼロに設定してその後これらの重なり数をフィルタリングし、この重なり数が存在する位置にはその重なり数に対応するプリミティブが存在するものと見なし、この値と、プリミティブ輝度とを用いて面定義物体に対する透明度を決定するものである。この方法は、従来方式と異なり、プリミティブのZ値によってガス状物体の表示の有無を決定するではなく、重なり数の平均化によってその濃度分布を平均化することを意味することから、より自然な輝度の変化が得られる特徴をもつ。これによって、本発明では、Z値を基本とする表示より、表現力のあるリアルな映像を提供できるようになった。
【0002】
[課題を解決するための手段]
面定義物体とは多面体によって物体を定義する形状モデルの一つである。
特願平7−201251に示されたように、ガス状物体と面定義物体とを合成するためには透過率を計算しなければならない。この方法として、まず面定義物体とガス状物体をそれぞれ画像メモリに記憶し、この際にそれぞれが独立して隠面消去を行う。プリミティブの画像メモリへの記憶処理においては、メモリへの書き込み時にその場所にすでに記憶されたプリミティブが存在した場合、そのプリミティブのZ値(視点からの距離)を比較し、視点に近い方の情報を画像メモリに記憶する。よって画像メモリには常に視点に最も近い一つのプリミティブだけが記憶される。この隠面消去の段階で、すでにプリミティブが存在し、オーバラップする場合はその都度、重なり数を計数する。この重なり数により、画像メモリには最も視点に近い座標値しか記憶されていないものの、ガス状物体を構成するプリミティブの視点軸に対する三次元空間上の密度が分かる。すなわち、重なり数が多い場合、単位面積(XY面)当りのプリミティブ数が多いことになり、高密度分布となる。
高密度分布では面定義物体の前にガス状物体が存在する場合、透過率は低下することになる。面定義物体とガス状物体との合成においては、まずガス状物体および面定義物体は個別に画像メモリに記憶され、それぞれはイメージ(カラーあるいは輝度)情報とZ値の二種類のデータをもつ。これに加えてガス状物体では、重なり数をそれぞれのプリミティブ(画素)毎にもつことになる。ガス状物体と面定義物体の描画がそれぞれ終了すると、それぞれの画像メモリから、イメージとZ値(ガス状物体は重なり数を含め)が表示装置のための走査手順に乗っ取り、順次読み出される。これら重なり数をアルファーブレンディングのように用いて単純にイメージの合成を行うと、散在するプリミティブからなるガス状物体では、面定義物体の曲面上にプリミティブのまだらなスポット状の模様ができる。これはわずかなプリミティブの場合、特に散在した状態が強調される結果である。
このスポット状をなくすためには平滑化フィルタリングが必要である。一方、単純に一つのガウス分布に基づく点群の集まりでは点の位置づけは粗になりフィルタの効果は余り得られない。このため階層的にガウス分布に基づきそれぞれの点を中心にガウス分布からなる点群を生成して局所的に高密度をもった状態にした後、フィルタリングすることが効果的となる。
特願平7−201251ではガス状物体が画像メモリからシリアルデータとして読み出された時点で3×3の平滑化フィルタリングを輝度、Z値および重なり数それぞれに対して加えられた。これに対して、本発明ではZ値に対してはフィルタリングを行わないでそのまま比較する。もし、プリミティブが面定義物体より視点に近いのであれば、重なり数はそのままフィルタ回路に与えられる。
一方、遠方にある場合には、特定のより小さい値に変更され、その後フィルタ回路に与えられる。
この結果、平滑化後の重なり数は、面定義物体との視点軸に対する前後関係で変化することになる。
すなわち、面物体の後面に多くのプリミティブが位置する場合は、重なり数は減少し、手前にある場合は増加する。本発明では平滑化によって重なり数が存在する(値がゼロではない)すべての投影座標(視点軸に垂直な)にはガス状プリミティブが存在するものと見なし、この値とすでに平滑化されたそのプリミティブがもつ輝度とから、面との透過率を考慮したカラーブレンディングを行う。この方法は従来方式より透過率を制御するのに容易である。この透過率は重なり数の逆数によって決定される。
よって、特願平7−201251では視点に対し、面より遠い位置にある場合にはガス状物体は単純に削除されたため、面定義物体がガス状物体空間内に位置する場合、ガス状プリミティブのあるものはそのZ値によって削除、あるものは表示されていたのに対して、本発明では、プリミティブの存在はZ値の有無とは無関係に平滑化によって位置づけされる。Z値は重なり数すなわち、透過率を決定するのみに利用される。
【0003】
[実施例]
本発明のガス状物体発生回路例を図1に示す。
図1においてガス状物体は乱数およびガウス分布回路1によって所定の数のプリミティブが生成され、この段階においてはプリミティブは3次元座標点で構成される。回路2は回路1と同様に乱数およびガウス分布回路である。回路3も同様である。回路1から出力される第一のプリミティブの座標値Aは参照点P0と加算器4aによって加算された後、回路2から出力されるプリミティブ座標値Bのベース値(中心点)となり、加算器4bで第二のプリミティブがP0+A+Bに位置づれられる。
またこの値は回路3から出力されるプリミティブ座標値Cに加算器4cで加算される。よって3階層においてはプリミティブの位置はP0+A+B+Cとなる。1から3までのそれぞれの回路において分布率および密度を独立に定義することにより局所性を持った点群が構成できる。
図2は本発明に関する回路である。図1において生成されたプリミティブは所定の処理の後、輝度および3次元座標値として画像メモリ5に記憶される。この画像メモリ5に対するデータの書き込みの際、隠面消去および重なり数が隠面消去回路6で計数される。画像メモリ5に記憶された輝度(fl)、Z値(fz)および重なり数(m)は表示装置のビディオ周波数に同期して走査手順で読み出される。このデータのうち輝度(fl)は平滑化フィルター回路7に入力して平滑化される。またZ値(fz)は面定義物体とのZ値(sz)の比較が比較回路8において画素ごとに行われ、比較結果は、セレクタ9に与えられる。セレクタ9では比較結果に基づきガス状物体が面定義物体前面にある場合には重なり数(m)をそのままに、一方、後面にある場合にはゼロあるいは所定の値(n)を選択する。この選択された重なり数は第二の平滑化フィルタ10に加えられる。平滑化された重なり数は記憶素子11を通して所定の透視係数に変換され、それぞれ平滑化後のガス状物体の輝度(gl)と面定義物体の輝度(sl)と乗算器12aおよび12bで乗算された後、これらが加算器13で加算されて、合成イメージを得る。
【0004】
[効果]
本発明のハードウエア化により、ガス状物体と面定義物体が3次元空間内で高速に合成でき、仮想現実システムの描画に不可欠なリアルタイム表示が可能と成る。
【図面の簡単な説明】
【図1】本発明のプリミティブ発生回路
【図2】本発明のガス状物体表示回路
【符号の説明】
1−3 乱数およびガウス分布回路
4a−4c 加算器
5 画像メモリ
6 隠面消去回路
7 平滑化フィルタ回路
8 比較回路
9 セレクタ
10 平滑化フィルタ回路
11 記憶素子
12 乗算回路
13 加算回路
The present invention relates to a hardware circuit for generating an object having a gaseous shape such as a fog or a cloud in a three-dimensional space by computer graphics and dynamically visualizing the object, and its volume rendering. .
[0001]
[Conventional technology]
Many shape models that display three-dimensional objects by computer graphics are curved or solid models, and by generating reflections and shadows between light sources or objects on these surfaces, real images can be generated. Yes. Many of these use rendering techniques called ray tracing or radiosity methods. Unlike object display methods such as this curved surface model, expressing natural phenomena such as fog and clouds requires calculation of complex shapes, dynamic changes, diffuse reflection, etc., and requires a lot of calculation time. is doing. In addition, a process for synthesizing these gaseous objects with a curved surface model in a three-dimensional space is also necessary. From this point of view, there are almost no examples of the computer graphics display by the hardware of the gaseous object as volume rendering until today, except for the circuit shown in Japanese Patent Application No. Hei 7-201251, which is generated only by software. It was. On the other hand, in Japanese Patent Application No. Hei 7-202511, as a method for displaying a gaseous object more realistically, such as a brushing effect, the number of primitives and the viewpoint coordinate value Z are smoothed and filtered, respectively, and then a surface defining object is obtained. The Z value is determined for the object, and the luminance and the transparency are calculated only for the primitive whose Z value is closer to the viewpoint than the surface object, and is combined with the surface definition object. In this method, if the presence of primitives is rough, the Z value after smoothing will decrease significantly and will move behind the surface definition object, and some gaseous objects will be present in front of the surface definition object. Even if it was doing, the phenomenon which is not displayed has occurred. The purpose is to provide a continuous and appropriate transparency according to the density and position when a gaseous object surrounds a surface-defining object. In the present invention, two methods are introduced in order to effectively obtain this effect. One is to generate a gaseous object (primitive) having a Gaussian distribution, and then generate a primitive having a Gaussian distribution around the coordinate point of each primitive. Further, a third primitive is generated around the point of the second primitive thus generated. By repeating the above process, a gaseous object figure having a hierarchical structure is formed. As a result, it is possible to express an image of a gaseous object having a high density locally by raising the density of the lower hierarchy higher than that of the upper hierarchy, and filtering this reduces the coarse particle image.
The other method does not filter the Z value as before, but first compares the Z value of the gaseous and surface-defined objects directly, and if the Z value of the gaseous object is closer to the viewpoint than the surface-defined object , Leave the overlap value as is, but if it is far away, set it to a specific value, for example, zero, and then filter these overlap numbers, where there is a primitive corresponding to that overlap number. It is assumed that it exists, and the transparency for the surface definition object is determined using this value and the primitive luminance. Unlike the conventional method, this method means that the concentration distribution is averaged by averaging the number of overlaps, rather than determining whether or not a gaseous object is displayed based on the Z value of the primitive. It has a feature that changes in luminance can be obtained. As a result, in the present invention, it is possible to provide a realistic video with a greater expressiveness than the display based on the Z value.
[0002]
[Means for solving problems]
A surface definition object is one of shape models that define an object by a polyhedron.
As shown in Japanese Patent Application No. 7-202511, the transmittance must be calculated in order to synthesize a gaseous object and a surface-defined object. In this method, first, the surface definition object and the gaseous object are stored in the image memory, and at this time, the hidden surface is deleted independently. In the process of storing a primitive in the image memory, if there is a primitive already stored at that location when writing to the memory, the Z value (distance from the viewpoint) of the primitive is compared, and information closer to the viewpoint Is stored in the image memory. Therefore, only one primitive closest to the viewpoint is always stored in the image memory. At this hidden surface removal stage, if there are already primitives and they overlap, the number of overlaps is counted each time. Although only the coordinate value closest to the viewpoint is stored in the image memory, the density in the three-dimensional space with respect to the viewpoint axis of the primitive constituting the gaseous object can be known from the number of overlaps. That is, when the number of overlaps is large, the number of primitives per unit area (XY plane) is large, resulting in a high-density distribution.
In a high-density distribution, when a gaseous object exists in front of a surface-defining object, the transmittance decreases. In the synthesis of the surface definition object and the gaseous object, first, the gaseous object and the surface definition object are individually stored in the image memory, and each has two kinds of data, that is, image (color or luminance) information and Z value. In addition to this, a gaseous object has an overlapping number for each primitive (pixel). When the drawing of the gaseous object and the surface-defining object is finished, the image and the Z value (including the overlapping number of the gaseous object) are taken over from the respective image memories and sequentially read out. If the number of overlaps is used for alpha blending to simply synthesize an image, a gaseous object composed of scattered primitives can form a mottled spot-like pattern of primitives on the curved surface of the surface defining object. This is the result of emphasizing scattered states, especially for a few primitives.
Smoothing filtering is necessary to eliminate this spot shape. On the other hand, in a collection of point groups based on a single Gaussian distribution, the positioning of the points is coarse and the filter effect is not very good. For this reason, it is effective to perform filtering after generating a point group consisting of a Gaussian distribution centered on each point based on a Gaussian distribution and making it locally high in density.
In Japanese Patent Application No. 7-202511, 3 × 3 smoothing filtering was applied to each of luminance, Z value, and number of overlaps when a gaseous object was read out as serial data from the image memory. On the other hand, in the present invention, Z values are compared as they are without filtering. If the primitive is closer to the viewpoint than the surface definition object, the number of overlaps is directly given to the filter circuit.
On the other hand, if it is far away, it is changed to a specific smaller value and then applied to the filter circuit.
As a result, the number of overlaps after smoothing changes depending on the context with respect to the viewpoint axis with respect to the surface definition object.
That is, when many primitives are located on the rear surface of a planar object, the number of overlaps decreases, and when it is in front, increases. The present invention assumes that there is a gaseous primitive in all projected coordinates (perpendicular to the viewing axis) where there is an overlap number due to smoothing (the value is not zero) and this value is already smoothed Color blending is performed in consideration of the transmittance with the surface from the luminance of the primitive. This method is easier to control the transmittance than the conventional method. This transmittance is determined by the reciprocal of the number of overlaps.
Therefore, in Japanese Patent Application No. 7-202511, the gaseous object is simply deleted when it is far from the surface with respect to the viewpoint. Therefore, when the surface definition object is located in the gaseous object space, the gaseous primitive In the present invention, the existence of a primitive is positioned by smoothing regardless of the presence or absence of a Z value, while some are deleted by the Z value and others are displayed. The Z value is only used to determine the number of overlaps, ie the transmittance.
[0003]
[Example]
An example of the gaseous object generation circuit of the present invention is shown in FIG.
In FIG. 1, a predetermined number of primitives are generated from a gaseous object by a random number and Gaussian distribution circuit 1, and at this stage, the primitives are constituted by three-dimensional coordinate points. The circuit 2 is a random number and Gaussian distribution circuit like the circuit 1. The circuit 3 is the same. The coordinate value A of the first primitive output from the circuit 1 is added to the reference point P0 by the adder 4a, and then becomes the base value (center point) of the primitive coordinate value B output from the circuit 2, and the adder 4b. The second primitive is positioned at P0 + A + B.
This value is added to the primitive coordinate value C output from the circuit 3 by the adder 4c. Therefore, in the third hierarchy, the position of the primitive is P0 + A + B + C. By defining the distribution ratio and density independently in each of the circuits 1 to 3, a point group with locality can be configured.
FIG. 2 is a circuit relating to the present invention. The primitive generated in FIG. 1 is stored in the image memory 5 as luminance and three-dimensional coordinate values after predetermined processing. When writing data to the image memory 5, hidden surface removal and the number of overlaps are counted by the hidden surface removal circuit 6. The brightness (fl), Z value (fz), and number of overlaps (m) stored in the image memory 5 are read out in a scanning procedure in synchronization with the video frequency of the display device. Of this data, the luminance (fl) is input to the smoothing filter circuit 7 and smoothed. The Z value (fz) is compared with the surface definition object for each pixel in the comparison circuit 8 and the comparison result is given to the selector 9. The selector 9 selects the overlap number (m) as it is when the gaseous object is in front of the surface-defining object based on the comparison result, and selects zero or a predetermined value (n) when it is on the rear surface. This selected number of overlaps is added to the second smoothing filter 10. The smoothed number of overlaps is converted into a predetermined perspective coefficient through the storage element 11, and multiplied by the smoothed brightness (gl) of the gaseous object and the brightness (sl) of the surface-defined object by the multipliers 12a and 12b, respectively. Then, these are added by the adder 13 to obtain a composite image.
[0004]
[effect]
By implementing the hardware of the present invention, a gaseous object and a surface-defined object can be synthesized at high speed in a three-dimensional space, and real-time display indispensable for drawing a virtual reality system becomes possible.
[Brief description of the drawings]
FIG. 1 Primitive generation circuit of the present invention FIG. 2 Gaseous object display circuit of the present invention
1-3 Random number and Gaussian distribution circuit 4a-4c Adder 5 Image memory 6 Hidden surface elimination circuit 7 Smoothing filter circuit 8 Comparison circuit 9 Selector 10 Smoothing filter circuit 11 Storage element 12 Multiplication circuit 13 Addition circuit

Claims (1)

ガス状の形状から成る自然現象物体を、コンピュータグラフィック画像として生成し、これを面定義物体との3次元空間内での合成を行う回路に関して、
ガス状物体を表現する最小図形要素をプリミティブと定義し、このプリミティブは3次元座標値と輝度から成り、第一の乱数と確率分布関数回路を用いて生成すると共に、このプリミティブが持つ座標点を参照点として、さらに第二の乱数と確率分布関数回路によってプリミティブを生成させるこの階層的プロセスを少なくとも2レベル以上もつ第一の手段と、
それぞれの階層における確率分布関数の密度および分布率をそれぞれ独立に定義してガス状物体の形状を生成する第二の手段と、
プリミティブを画像メモリに記憶する際、陰面消去処理と、同一視点座標軸上で重なり合うプリミティブがある場合にはこれを計数する手段において、画像メモリに記憶されたプリミティブ情報のうち、プリミティブ輝度は平滑化フィルタに加えて平滑化する一方、プリミティブと面定義物体の視点軸座標値をそれぞれ比較し、プリミティブのもつ座標値が視点に対し、面定義物体より遠方あるいは前方のそれぞれに対して、前記プリミティブの重なり数を所定の値に設定した後、平滑フィルタリングする第三の手段と、
前記平滑フィルタリングによって得られた平滑化重なり数から面定義物体に対する透明度値を決定し、これら透明度値をそれぞれプリミティブおよび面定義物体輝度に乗算した後、それぞれを加算して面定義物体とガス状物体とを合成する第四の手段を有する画像合成回路。
A circuit that generates a natural phenomenon object composed of a gaseous shape as a computer graphic image and synthesizes it in a three-dimensional space with a surface definition object.
The minimum graphic element that represents a gaseous object is defined as a primitive. This primitive consists of three-dimensional coordinate values and luminance, and is generated using the first random number and probability distribution function circuit. A first means having at least two or more levels of this hierarchical process for generating a primitive by means of a second random number and a probability distribution function circuit as a reference point;
A second means for generating the shape of the gaseous object by independently defining the density and distribution rate of the probability distribution function in each layer;
When storing primitives in the image memory, if there is a hidden surface removal process and a primitive that overlaps on the same viewpoint coordinate axis, the primitive luminance of the primitive information stored in the image memory is a smoothing filter. In addition to smoothing, the viewpoint axis coordinate values of the primitive and the surface definition object are compared, respectively, and the primitive overlaps with respect to the viewpoint with respect to the viewpoint, respectively, far away from or in front of the surface definition object. A third means for smooth filtering after setting the number to a predetermined value;
The transparency value for the surface definition object is determined from the smoothing overlap number obtained by the smoothing filtering, and the transparency value is multiplied by the primitive and the surface definition object luminance, respectively, and then added to each other to add the surface definition object and the gaseous object. And a fourth means for synthesizing the image.
JP12211696A 1995-07-03 1996-04-09 Image composition circuit Expired - Lifetime JP3733493B2 (en)

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JP12211696A JP3733493B2 (en) 1996-04-09 1996-04-09 Image composition circuit
PCT/JP1996/001837 WO1997002546A1 (en) 1995-07-03 1996-07-03 Computer graphics circuit
US08/793,680 US5864344A (en) 1995-07-03 1996-07-03 Computer graphics circuit

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JP12211696A JP3733493B2 (en) 1996-04-09 1996-04-09 Image composition circuit

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JP3733493B2 true JP3733493B2 (en) 2006-01-11

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